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SABRA
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lethal air bombardment
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SABRA
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more specialist
more governor settings > on / off
smarter governers
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Ben Williams
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Ithaca, NY
Apr 2002 time: 00:20
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I would like a better interface, like at the beginning of every turn having a list of events with links to where they took place for easy access. I hate clicking around for cities, going pollution hunting and looking for where an attack took place and trying to remember what direction they went in etc.
Also, when a unit bombards me, it would be real nice if the screen stuck around long enough to tell me the result.
Oh, and a minimap and list of all trade relations and diplomatic ties during diplomacy would be great, as well as a deplomacy system that is more than me throwing in stuff until my advisor tells me he'll take it.
Small stuff, like having a shortcut that would let you deal with all units in an area before it yanks you away (how many times have you been about to launch an attack and the computer keeps trying to get you to use your workers first) would be good to.
Airbases, and treaties allowing their use in other's terroritory.
HISTORICAL STARTING PLACES!
Instant nuclear missile response, the ability to move cruise missiles on ships and planes, nukes that reflect real life in terms of destruction.
More resources, more luxuries, a system that really exploits the concept of trade. Supply lines...
Fleets of ships like armies, the ability to attack in co-ordinated groups.
Real future technology, such as fussion power and atomic computers.
Wheh, I'm tired, later.
-ben
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Ben Williams
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Ithaca, NY
Apr 2002 time: 00:20
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One more thing, missile defence should be taken out and replaced with a system called boost phase missile interceptors, which could be loading onto ships. Missile defense (in the form being looked at in the US) is a dream, the only plausable system would be boost phase, in which the rocket intercepts the missile before it is finished taking off.
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David Murray
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Demographics should display the statistics of all civilizations instead of merely displaying the player's and his ranking.
An improved embassy display or communication centre, like Civ 2's, which displays all the details you need about other civilizations - their number of units, what they're researching, their government, their relationships and trade agreements with other civilizations (what goods they are trading, for example).
Spying as it is is below-par. More options, such as sabotaging research on technology, destroying improvements, spiking water supply etc are needed. There needs to be more incentive to use spies - lower costs and slightly higher chances of success.
The game needs to emphasize trade and diplomacy more. At present I feel the game is too minimal in terms of diplomacy and trade, specifically with regards to access to and presentation of information.
Obviously there needs to be more to do in the modern age, because as most players know by that stage in the game all of the mega-production cities run out of things to build and end up building hundreds of military units.
Firaxis has a real chance to make this game a classic, but I feel this expansion pack is primarily concerned with the demands of multiplayer game enthusiasts rather than those people who wish for a more fulfilling single-player experience.
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NY Hoya
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NY, NY
Mar 2002 time: 00:20
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more changes of things that aren't simple editor fixes.
Ability to stack workers in the late game, perhaps an elimination of them altogether. A more in depth diplomatic engine including a worthwhile UN. Minor tribes that one can trade/war with. It just seems unrealistic fighting/dealing with the same 10-15 Civs all the time. The fight against those civs should be for global supremacy. but should not preclude the existance of more minor civs/tribes. Basically I want something in between Barbs and Civs.
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SABRA
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Hoover dam > it should be fixed that you get a hydroplant in cities that dont have rivers or are next to a fresh water lake .
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Gen.Dragolen
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I agree with many of the recommendations in this thread: the interfaces look pretty, but are of little use when trying to get a handle on what's going on in the empire.
SMAC had a much better design (IMO) and they should have incorporated improvements on it instead of the dumbed down interfaces that hold little useful information.
For example, I would like to see the trade advisor screen show something more than who has a luxury to trade. Show me trade routes, the returns/expenses on the existing trade agreements, and how many turns until they expire. The information is currently only available on the diplomacy screen when you are talking to the other CC. Usually all that does is annoy them and frustrate us.
The cultural interface is another disaster because it doesn't show enough information on one screen view. The parts showing at the top for the taxation/science/culture settings are oversized for the screen. A spreadsheet like interface that would allow you to sort by all of the columns would make it easier to work. All those faces for the unhappiness are useless when the cities get to the modern age and you have 25-30 of them showing. You try and count at a glance when they are overlapped.
The current interfaces look like a hold-ever from Lords of Conquest on the Commodore 64 ! And at least in that game you only had wheat, horses and iron to manage...
The other thing that needs improvement is the trade system: there are so many other trade goods that were and still are traded for cash. Food being a big one. How many times have cities starved because you couldn't grow enough food on desert or jungle. You naturally ship in food to keep the place going until they have the land cleared/improved.
I also think they need to revise how roads work: building a road was a major undertaking and costly in terms of money and manpower: even the Romans had to invest large amounts of time and resources to build the roads that linked their empire. I think in part that the roads are what made the Romans so powerful. Legions could cover enormous distances each day as opposed to slogging cross country. Ever played football on a muddy field ? Running gets real hard after a while.
So a road should be a most valuable resource that you would want to garrison to prevent it's destruction. All it would take to reflect this in Civ III would be to give it an upkeep, improved movement and make it so that it only would have an economic impact as a direct connection connection to the capital. (All roads lead to Rome ?) Additional roads would only aid movement and only add to expenses. The same could apply to railways as well. This would make it a great expense to build a map covered in roads or railways, make them strategically important, and a great improvement in movement that would reduce corruption.
D.
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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Canals should be included in PTW. They can actually be implemented fairly easily:
Canal Head
* Worker job, takes as long as clearing jungle
* Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
* Tech advance - Steel
* Must be adjacent to Coastline
* Destroys Irrigation/Mine when built
* Requires Iron, Saltpeter to build (steel and explosives)
* Upkeep of 5 gc a turn (per square)
Canal Body
* Worker job, takes as long as clearing jungle
* Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
* Tech advance - Computers
* Must be adjacent to Canal Head
* Destroys Irrigation/Mine when built
* Requires Iron, Saltpeter to build (steel and explosives)
* Upkeep of 5 gc a turn (per square)
Canals
* Can be 2 squares long with Steel, 4 squares long with Computers
* Civs with ROP can traverse it freely, civs withour ROP cannot use it
* Ships passing through a canal must end a turn in the canal
* Destroying the canal with workers or troops when an AI has a ship in the canal will make them Furious with you and may cause them to declare War on you
* Each canal square requires 2 successful enemy Bombardments to destroy. Damaged canals cannot be used until repaired but ships trapped in them can exit safely. If a canal square is destroyed while ships are in it, all the ships in that square are destroyed.
Edit: Problems with Canals
* Can cause interaction with land/sea units, and this can be messy. What if a ship tries to enter a square containing an enemy land unit or vice versa? It may also be possible to blockade a canal with ships or units unless this problem is resolved.
Last edited by star mouse on 05-07-2002 at 07:35
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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quote: Originally posted by star mouse
Canals should be included in PTW. They can actually be implemented fairly easily:
Canal Head
* Worker job, takes as long as clearing jungle
* Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
* Tech advance - Steel
* Must be adjacent to Coastline
* Destroys Irrigation/Mine when built
* Requires Iron, Saltpeter to build (steel and explosives)
* Upkeep of 5 gc a turn (per square)
Canal Body
* Worker job, takes as long as clearing jungle
* Can only be built on flat, clear terrain (no hills, mountains, forests, jungles or rivers)
* Tech advance - Computers
* Must be adjacent to Canal Head
* Destroys Irrigation/Mine when built
* Requires Iron, Saltpeter to build (steel and explosives)
* Upkeep of 5 gc a turn (per square)
Canals
* Can be 2 squares long with Steel, 4 squares long with Computers
* Civs with ROP can traverse it freely, civs withour ROP cannot use it
* Ships passing through a canal must end a turn in the canal
* Destroying the canal with workers or troops when an AI has a ship in the canal will make them Furious with you and may cause them to declare War on you
* Each canal square requires 2 successful enemy Bombardments to destroy. Damaged canals cannot be used until repaired but ships trapped in them can exit safely. If a canal square is destroyed while ships are in it, all the ships in that square are destroyed.
Edit: Problems with Canals
* Can cause interaction with land/sea units, and this can be messy. What if a ship tries to enter a square containing an enemy land unit or vice versa? It may also be possible to blockade a canal with ships or units unless this problem is resolved. |
hi ,
, good post
, should it not be more intresting to make it a wonder , .....
, maybe a canal can only be put on the map before you play , in the editor , ....
have a nice day
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:20
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For the LOVE of GOD, include a cultural reversion/defection slider!!!!
Venger
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