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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:22
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Yes, there has been the odd disscussion about being able to enhance the game (add depth to it) by allowing civs to name newly discovered regions. Like lakes, rivers, seas, mountian ranges, valleys , islands etc. That old classic, conquest of the new world, had that feature.
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Rebel67
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quote: 1. Railroad with unlimited movepoints. This allow very quick army dislocation to my opponents. Would be better if all ground units could move fixed number of squares (f.e. 9) via RR. |
I've moved the railroad ability to the end of the modern era, may not be a realistic place in the tech tree, but it should make wars more challenging and fun it the industrial and modern eras.
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Iroquois
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quote: I find most of the time I spent moving my units about like crazy in the later part of the game when you have big number of units. AT least what they have done now is to allow stack movement to reduce this inefficiency. |
Sure this stack moving better but CtP2-like stack even better. Because in Civ3 stack moving unit by unit but in CtP2 units moving all togetrher.
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JtheJackal
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Why wouldn't you be able to clean up pollution? They clean up pollution all the time.
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Dida
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At least in CTP you can turn a tile from desert to plain, but in Civ3 the GW effect is not reversible, means once the GW chain reaction starts, it just keep on turning the whole world into desert.
Also, notice how the screen jumps around at the beginning of the turns as message such as "New York builds a Battleship" appears on top of the city. In the late game, when you have like 50 cities, this becomes quite irritating. I would like an ability to remove that. Just let me get through the turns. (and keep a message log like in CTP2);
Most of the game's complexity is due to the fact that the AI will move every single one of his many troops every turn (except those that are fortified). Note that from every tile there are 8 tiles directly adjaction to it, meaning the path searching function will have a complexity of n*8, where n is the number of squares you want the unit to move. This is a complex function, and require **** load of CPU power to process. They really need to scale down this a little, and eliminate those not needed AI troop movements.
Last edited by Dida on 14-09-2002 at 09:22
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delong
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Houston,TX
Jun 2002 time: 23:22
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quote: Originally posted by statusperfect
How do they clean up pollution in real life? Ok. They clean up oil from ships. But I've never hears of someone clening up smog, acid rain, chemicals, etc. And even if the actual pollution is cleaned up, the damaged it enviroments take many years go back to normal. IF they ever do.
In my post i said PRODUCTION. (Commonly reffered to as shields.) Just take a look at Ruhr in germany. Polluted and productive. |
Since the passage of environmental legislation in the 1970s such as the Clean Air Act, pollution in the United States has been dramatically reversed. Yes, you can clean up pollution. The US EPA does it all the time and US industry, in compliance with US environmental law, has done wonders at eliminating acid rain and ozone (smog) as well as other pollutants.
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Coracle
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Unlimited RR MP's is a big pain.
It makes it easy for a civ you are attacking to mass his forces for a devastating counterattack. This is just another cheap unrealistic trick to discourage invasions.
Same with bombers. In Civ 2 we could leave them on enemy tiles to try to stop his movement - and they did unless shot down. But in Civ 3, all bombers can do is have a CHANCE of destroying some improvements.
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