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Mathemagician
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Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:22
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First of all: Don't make it TOO realistic.
it doesnt have everything to be totally explainable.
just mix reality and functionality well together, or you're getting nowhere.
for the rest the bold ones are headlines, the curved ones are my very priorities.
DIPLOMACY
- better ways to agree about territory, especially sea (or space) territory with AIs and other human players.
think of each territory tile as a precious ressource.
- make more diverse exchange options available, like exchanging 200 gold for a tech or a map. combined with the above point you could also trade with territorial agreements.
- make embassy building easier. i hate causing war, just cause im sending a diplomat to an AI.
- dont close embassies during war or automatically re-open previous embassies.
- allow embassy establishment even under philosopher's stone for later times.
- make it possible to cancel alliances WITHOUT going to war.
UNITS
- i dont find it realistic that 'special' units like a spy or diplomat take up an entire square.
- also, moving a unit on a stealth unit, like a spy, shouldnt really unveil a small thing like a single spy.
- maybe spies could sit down in a city or civilisation permanently like in 7 kingdoms.
PLAYABILITY
- make it easier (maybe a seperate tool ) to modify the text files to your likings.
- especially creating and naming own civilisations without causing crashs in MP or error messages at game start would be fine.
- make more players possible, civs as well as human players. theres nothing beyond human interaction, even in the internet 
- for the above, allow simultaneous play as good as possible. i know its hard, but id love to do a PBEM game with 32 players.
most actions dont interfere with the rest of the world.
also, during the first 10-20 turns there wont be ANY interference at all.
- sea territory should be more easily defendable. like in colonisation fortresses could slow enemy sea movement or even auto-fire at hostile ships passing by, whether they end their turn there or not.
- dont make cities revolt before giving a FIRST warning. how many times did i spend my last money only to have the wages auto-cut and half my civ turning barbarian 
- upgrading units as tech goes on
- optional check box whether goto orders should be stopped at enemy contact or not.
TRADE
- give some sort of control over the way trade routes take
- dont let piracy be tolerated so easily.
or
- dont have piracy cost a caravan that often.
AIs
- dont have AIs settle in territory that is clearly not theirs. its acceptable if they dont accept continents as boundariesm but right in front of a city with lots of improvements ON an improvment ??
WONDERS
- more wonders
- no too powerful wonders like London Exchange is IMO.
- real wonders of the world (great wall, library of alexandria) should have priority, then add artificial ones.
- OR find a way to let civs in-game create their own wonders, like the real wonders became only so famous because they were thought of at some point. i know this will be hard though 
REALISM
apart from what i said above, some realism is appreciable. for my taste it would be this:
- if u discover a technology that is far ahead of what you have, make it sleep somewhere until realistic. the AOL version of civilisation (civilisation: evolution) had an interesting feature that made that tech than just cheaper to research. there were unknown, known and 'heard about' techs.
- dont give way too modern advances in ruins. or at least explain them differently, like alien crash sites or something 
could also be a distinction between ancient ruins and crash sites whereas crash sites behave different in modern ages. like you wouldnt know how to use plastics in ancient times.
STRATEGY
- easier ways to defend (globally ?) against subversive tacticts like infectors, ...
DON'T EVER CHANGE
- those things that make this game so much better than any civilisation variante and make city growing actually useful, like Public Works instead of settlers running around, science dedacting from gold income, ...
just some ideas of mine 
as for the COMMERCIAL aspect of not releasing another Call to Power:
first of all im sure that with the most important changes (if activision can tell ) it would sell like CTP 1 did.
but to even circumvent that risk:
- what if the players could donate money in some form, or participate in the work ?
for example, players could vote for a specific change and donate money to get exactly that change implemented. if a specific change has enough money, they implement it, if not they use the money for another change that gets to the full support.
- also, they could make a poll, for instance coming with other activision products, what players most want about new CTP versions and offer them the above opportunity via that poll.
Last edited by Mathemagician on 12-12-2002 at 22:21
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:22
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* Bump *
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Protra3211
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CtP3 or CtP2.5 ?
It seems the next best thing to CTP3 is to put out a updated version of the game.
Something with new units ' diplomacy options new scenarios and tweaked Ai . It seems if more time was given to this game in the first place -it would have been unmatched
The mods prove this -which in a sense are the spirit of CTP3 .
Test of Time was a udated version of Civ2
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