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Captain
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by Divine Right
May 2001 time: 00:13
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Fewer things hard-coded!
More editor power.
That's one thing that would help meet almost ALL of my wishes. Then I could fix that darn Railroad thing!
Specifically, more editor power would allow the following:
1)No more infinite RR movement!!!!!! let us design it!
2)No more RR improves everything . bring back farmland! 
3)Add bldg req's to certain units. (ex. airport for planes)
4)Replacement flags so you have different sets of mutually exclusive bldgs (example: Free Market replaced by Social Welfare, can't have both. Civil Liberties replaced by Police State. But Police State should not necessarily replace Social Welfare. Right now there is only 1 flag - for the power plants).
5) increase aircraft range past 8
6) possibility to give ships AA ability
7) increase bombard upper limit past 8
8) specific maintenance costs for units. a modern armour unit should cost way more to maintain than regular infantry. carriers should cost more to maintain than transports.
9) more city food improvements, there are nearly unlimited shield and commerce ones. why not food?
10) shield specialist, culture specialists
11) improvements production bonus can be set to 25%, 50%, 75, 100 and other multiples. why not commerce? now it's stuck at 50% each.
12) "land transports" or helicopter like locomotives that move units, instead of RR.
13) more options to reduce pollution, besides all or nothing (population pollution & mass transit)
14) add more terrain, so we can have swamps back (or whatever else you want)
15) so many other possibilities if only they'd open up the editor more!
that's my ONE wish... it has such potential!
besides editor power, how about official VASSAL states? Like SMAC's pact of servitude? this way I dont' have to administer fifty billion cities. My vassals can do that.
also fix precision bombing so you can target infrastructure or units
oh, and TRADE units! (besides just workers. consider it an arms sale - that's always been big business).
lastly, of course, real M.A.D., not just weakened nukes.
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Tiberius

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Europe
Jan 2000 time: 06:13
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quote: Originally posted by korn469
ok so since there seems to be enthusiasm for this, is anyone willing to help me run this? |
I'd like to help you Korn, but:
- how much time do you think we have to build a list that will arrive on the Firaxians' desks hopefully before the XP is released ? Isn't it already too late?
- what kind of list do you have in your mind? An EC3-like list, with a few, detailed and well explained ideas/fixes, with a voting procedure and so, or a longer list with a lot of small add-ons, improvements, fixes, etc.
- my Internet availability is quite limited (no internet at home and only dial-up at work) so I'm more off-line than on-line.
Anyway, if you think it does worth it, let's do it! 
PS. What do you mean by "peaceful golden ages" ? It is already possible, if you build a certain wonder (for ex., if you are playing with the egyptians, building the Pyramids triggers the Golden Ages). Or did I misunderstand your idea?
Edited: I've just read your first post again and I've seen (finally!) the timetable. I think it's OK, so forget my first question.
Last edited by Tiberius on 08-05-2002 at 12:16
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1. Universal sufferage(sp) causes all captured workers to become "barbarian" units with the weakest modern type units of that era. Any captured unit there after if under a democracy/republic will automatically be killed instead of captured (ya know the "unfortunate" civilian casualties that we hear of in our modern day warfare)... Other forms of governments who keep a captured unit there after will take a MAJOR hit agianst Democracies/Republics and any other governement that does not currently have these slaves. Now if another gov. has slave workers of there own, there is not net difference...
2. Allow us to trade units.
3. Bring back the partisians.
4. Civ. Civil war was cool and will offset the free palace gotten when loosing you capital city. If there is a civ limit of say 8 civs, a civil war will not happen unless this map limit will not be effected. This way it allows new nations to emerge near the end of the game...
It would be a hoot for the Iraqois(sp) to rise up and take back some of their land from the Amercians =)
5. Units specific to Governments and/or Buildings. Buildings would be a good one seeing some only work under certian govt. this way we can still have our cake a throw it to...
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wrylachlan
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This one hit me the other day as a pretty important resource for at least one culture...
Olives
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:13
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I know I've already posted Ideas here, but I wished to add the following points about what I'd like to see changed:
1) Expanded Diplomacy: This includes a number of extra options for diplomacy including
a) Protectorates, a la SMAC.
b) Full alliances (sharing science, tax revenue and resources, as well as all the benefits granted by a military alliance)
c) Science Pacts (sharing of scientific infrastructure and techs gained)
d) Environment pacts (each side agrees to cut pollution in the Civ by X% in Y turns.
e) The ability to Liberate captured cities (Only available for MPP, and alliances, and only if the city has been occupied for less than X turns!)
f) Expand the city trade concept to actual land! Could use a simple point and click method to highlight those parts of the map which you wish to trade for! Traded territory should be immune to culture effects for 20 turns (like trade deals).
g) Multilateralism: The ability to make trade and diplomacy arrangements with multiple nations at once (peace enforcement, NATO/Warsaw Pact and NAFTA). The ability to make such agreements should require certain improvements, small wonders etc!
h) The ability to share military infrastructure (like cities, airbases and forts). Only available to Alliances. Again a al SMAC.
More flexible Editor:
a) Remove more of the hardcoding. This, I would hope, would allow the following
- More Tech Slots.
- Ability to make MINOR modifications to existing flags for units/buildings
(e.g. harbor gives 1 extra food, we should be able to modify this flag so that it gives 2 extra food)
- Ability to modify movement costs for various terrains and, more importantly, terrain improvements like roads and rail.
b) Put flags for ALL improvements (Sm. Wonders, improvements etc) into a single pool, so that you can mix and match them. Combined with the relaxed hardcoding, this will allow modders unprecedented flexibility in creating new wonders and improvements.
c) Pool flags for units and buildings! Hopefully this will allow for Government and Building specific units, and units which will be instantly obsoleted by new techs (causing disbandment or upgrade).
d) New flags, like buildings which can produce luxuries and resources (see above), either on their own or combined with another resource, buildings which allow for new diplomacy options etc.
e) Editor should allow for the creation of NEW tile improvements for workers to build.
On a quick final note, I think that the "Resource Disappearance Ratio" should be calculated according to both resource scarcity (as it currently is) but also on the number of cities you currently have.
Also, fortresses, colonies and airbases should have a base "culture" which can prevent the land they sit on from being swallowed up by foreign culture.
Yours,
The_Aussie_Lurker
Last edited by The_Aussie_Lurker on 16-05-2002 at 12:20
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Darkworld Ark
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of the Capitalists
May 2002 time: 05:13
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I only have three wishes:
1 - Make Expantionist a (somewhat) useful trait by adding something else to help acually EXPAND! (Being able to make scouts does very little for expanding your influence, especially once you've used up all the huts) Maybe make Settlers cost less sheilds, or have lower food needs for population increase.
2 - Allow viewing of enemy Civ's feelings for other Civs.
3 - Allow movement into enemy cities/units. I've had many problems were I have to get of the road because my ally's on it. It'd also be nice to be able to help defend a ally.
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