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brianshapiro
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Berkeley
Nov 2001 time: 21:27
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I'm restarting this thread ! brianshapiro has decreed it.
1. Units/population injured (revolts/massacres) instead of cultural flipping. this will make everyone happy
2. Enhanced editor, including if nothing else, control over time incrementation. my wish list also includes the ability to have tiles alternate every turn to represent changes in day, season, etc (which may not be doable in a XP). this will make mod'ers happy
3. (Yellow?) asterisk by units being automated instead of green/yellow/red dot. this will make it easier to identify these units
4. Unit animations for disbanding. this will add polish to the game
5. My wish is to have cultural influence have an inverse effect on corruption, this might not be done in an XP though.
6. The civilizations I want to be added include Dutch, Incans,
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brianshapiro
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Berkeley
Nov 2001 time: 21:27
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by automated i mean any unit that is on go to
7. cities retain architecture of original civ until city graphic would change to reflect pop growth
--- does anyone know why this wasnt done , like it was with alpha centauri
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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Besides the above, of the things they could do fairly easily, would be to create some decent scenarios, ala the Civ2 xps. Like ToT's games, scifi, fantasy mods. I'm glad they included the units in PTW, japanese, dinos, but put them in the game.
A UN that actually does something other than end the game.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I agree. It would definately be useful in some of the games I've played.
I don't know why they couldn't just enable unit trading in MP, to avoid the problems they've discussed before with the AI.
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Louis XXIV
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I left my heart in Zarigueya
Mar 2003 time: 00:27
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quote: Originally posted by player1
In order of importance:
1) Diplomacy editing |
Definate "must have"
quote: 2) replay button in Hotseat and PBEM games
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You mean they won't patch this? 
Definately want
Yes, they should add some civs (and maybe a unit or improvement) just for the people who don't like to mod the games
quote: 5) maybe even AI editing (although I think this one can't happen) |
Don't think so either.
I think I could let this go, though
However, I'd like the AI to be able to use more of the editor options. What I mean is a unit that can only build roads will be used to build roads
I'd also like the ability to make unit pre-req's be Improvements, wonders, and govs
I want defensive bonuses against mounted units (maybe combat bonuses against other things, like defense against land/sea/air bombard, attack against foot units, stuff like that which doesn't require the AI to learn much in strategies)
The ability to ignore city defenses (with both bombard and/or attack)
While we're at it, I'd like the ability to have all the options to re-create a Fundamentalist government
I'd like all the options the Civ2 editor had (I pretty much mentioned them, this is basically mentioning the events editor)
I would love a graphics editor (but I'd doubt that they'd include that)
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petermarkab
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i think there should be the ability to share a tile with a unit from a different civ, a la SMAC, where a right of passage meant exactly that.
I find it annoying when an 'ally' (someone who i have ROP with) moves his unit on my road, thus blocking my use of it.
This is totally unrealistic and should be fixed or added!!
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ALPHA WOLF 64
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Illinois USA
Mar 2002 time: 23:27
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1) smarter AI. Specifically concerning how it builds improvements and units, and tile improvements based on that city’s need. Included in this would be for any worker not to improve tiles that aren’t being used except for roads/RR that connect unconnected cities. This also includes not building units strictly by cost. The AIs seem handicapped into only building the cheapest units available at the time, based on whether they need offensive or defensive units. Also the AI needs to keep a small amount of gold for rainy days instead of spending every cent.
2) Automated workers should never improve tiles that are not being used by a city.
3) Hidden nationality units should act as barbarians once build, except that they will not attack their builder.
4) Barbarians that are appropriate to the era.
5) Ability to pass thru, but not stop on allied units and cities.
6) Increase importance of renewing pacts by valuing them exponentially each time they are renewed. This allows real friendships to be created. Too often as a pact expires, an AI will go from gracious to furious. And late in the game, no matter how few transgressions that you’ve made, everyone will hate you. You should at least be able to forge permanent alliances otherwise I don’t see how a WW2 scenario will wont if nations start attacking their allies. Autorazing should not cause a rep hit since we have no control over it.
7) Canals. Treated as sea units by naval units (although can move only one tile per turn) and as land by land units. Since it would be a tile improvement, no other improvement would be allowed, and it would take many many turns to build.
8) Auto bombard. I took a city with 3 artillery in it, that I had bombarded for a few turns. Not once did they bombard me. I’m tempted to mod out bombard units since the AI seems totally incapable of using them.
9) Passable AND impassable mountain types.
10) Better luxury calculations. I was trying to trade for my eighth luxury by trading with the #2 power to give them their eighth. I had more cities, but many would get no additional happiness due to their size, whereas the AI cities were maxed out sizewise. They wanted an unbelievably high price including not only the luxury, but also 2 techs and a high gpt. I turned it down and beat up some small nation and acquired it that way.
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ALPHA WOLF 64
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Illinois USA
Mar 2002 time: 23:27
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21) There’s a foot flag and a wheeled flag, we need a horse flag.
22) Gold calculated per city should be based on total population, not total number of cities. And only once per turn. Barbarians would need to know that only one per turn should sack a city. And if a city would be autorazed by another civ, then it would also be autorazed by a barbarian.
23) The ability to capture a barbarian and make them a slave worker.
24) A combined hill/forest tile type. A forested hill is much more difficult to take than a barren hill.
25) Emancipation that turns all foreign workers into citizens.
26) Only modern foot units should be able to be airlifted. As the latest war showed, you cant airlift very many bradleys or Abrams.
27) Cities should not flip, but should become a new civ that you can choose to support their independence or watch them be crushed by the original civ.
Last edited by ALPHA WOLF 64 on 15-05-2003 at 13:48
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statusperfect
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Sweden
May 2002 time: 06:27
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add partisans, fundamentalism, fanatics and more african civs
cheers
Last edited by statusperfect on 15-05-2003 at 14:35
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:27
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My XP wishlist:
1) CIVIL WARS!!!!!
2) Much more diplomacy options, and a better UN (not just for diplomatic victory!!)
3) A revamped trade system, where you don't get punished for broken trade deals which aren't your fault, and which makes both embargoes and piracy of trade routes a reality!!
4) EVENTS!!!!! (Disasters sounds good, but I'd also like positive events, like mass immigration, Mercenaries and The Rennaisance!!)
5) More editor options: like being able to make units which have buildings as prerequisites; Improvements which make resources, Small/Great wonders which double the X effect of improvement Y, in all cities (with X being happiness, production, culture, commerce); Small wonders which count as improvement X in all cities; Improvements which generate resources and luxury inside the cities radius; ability to set improvements etc so that they give you negative production/science bonus (like an improvement which improves happiness, but costs you science, or an improvement which decreases pollution, but reduces production!)-just to name a few!
6) Being able to base your units in Allied cities (like in SMAC)
7) Future eras would be nice, but not essential to me!
8) Making the Capital MUCH more important than it currently is (partly related to CW in (1) above! Should be the true "Heart of the Realm" so to speak!
9) The ability to co-ordinate attacks on specific targets (cities, stacks, forts) with your allies (related to Diplomacy above)
10) Though I like culture-related borders, as a start point, I feel that borders should also be on the bargaining table in Diplomacy (again, related to Diplomacy options!!)
Well, that's pretty much all I can think of, for now!!
Yours,
The_Aussie_Lurker.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:27
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A long time ago, Willem had a very good idea for the editor, and the news of a future XP make me repeat it, if the Friaxians are reading (unfortunately, the idea is relatively drastic, so I don't know if it is possible to adapt Civ3's code to match it).
The idea is to have a new dimension of corruption : general OR centralized. I.e, palace-centric corruption or not.
Currently, there is only one generalized corruption, and it is impossible to adjust the amount of corruption of a government form. That means, it is impossible to have a "rampant generalized corruption" in Theocracy for example, and "minimal generalized corruption" in Social Democracy or something.
The ability to adjust the level of corruption AND to tell if this corruption is palace centric or not would be a great addition IMHO 
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