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Elias
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I would make it so some units would much better vs. other certin units (similar to rise of nations) Example cavlary would get a bounus when fighting any non mounted non ranged unit.
in games i have seen cavalary loose in battles to spearmen when they could just ride in circles aroun the spearmen and shoot them all
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Elias
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Yeah there is a thread on it somewhere named somthing they should really add in diplomacy. there is a lot of controversy on the subject.(pleas excues my teribble spelling)I would love that being able to give tons of military units to little underpowerd civs when they were at war with massive superpowers.Similar to the afganastan incident.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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Hi Guys,
Just so you know, I don't want you to think that the title of my post suggests that I don't like Civ3! I really, REALLY do !!! I do have a list of things which I think would improve the game, without adding too much complexity to it!
If I HAD to pick a single one, though, I'd have to say Variable Unit Mainainance costs (i.e. Battleship costs more than a tank, which costs more than a swordsman-etc, etc!) As I think it will make people think a lot more about the long term cost of supporting a large and technologically advanced military!
This improvement, however, would have to come with the concept of unit 'trading', as it would give smaller, less wealthy nations a chance to have high-tech military equipment, courtesy of their wealthy and powerful allies, without the huge costs ('traded' units should have a fixed 1gp/turn cost)
Yours,
The_Aussie_Lurker.
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Asmodeus
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London
Nov 2001 time: 05:31
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It would be cool if a city that produces masses of food but cant expand any more (eg population 12 but Sanitation not yet invented) could distribute the spare food to other cities via the normal road network. Especially useful for those long term investment cities in the jungle or tundra. The same could apply for very productive cities that cant build any more improvements as an alternative to building Wealth.
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latka
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Bloomington IL
Jan 2003 time: 05:31
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I have two and half,
Foreign works create 1/3 unhappiness and 1/3 corruption in the city region that they occupy. Come on, they are taking local jobs and they create a greater security burden to the local community to track down runaways. This was the primary reason Illinois opposed slavery, and was Abraham Lincolns platform for the senate.
Religion improvements, come on, this was and is a significant part of governmental politics, but does not seem to have much of a role in Civilization.
Theocracy government type
a) Any civ that is a theocracy has an affect on all other civs with respect to distance to the capital of that civ. Communist nations are the exception
1. Cites must pay tithes to the church with respect to size and distance. Communist nations are the exception.
2. City flips can occur with respect to relationship and distance.
b) Civs with theocracies have special exploits.
1. Friends can have saints granted to them to improve happiness. Creates better relations with the other civ, Communists excluded.
2. Enemies can have their countries excommunicated, thus causing unhappiness. Does not affect Communist nations.
3. An additional luxary (relics) resource. Only civs with Theocracy can sell or given them to others. Relics create happiness. Communist excluded
4. Can order inquisition.
a. Causes one foriegn citizen in each city to become a native, but will be unhappy for the length of the inquistion, which must last as long as 20 turns, but can last longer. 20 turns must pass in between inquistions.
b. increases gold and production by 10%.
c. beware, may cause boarder cities to flip based upon culture. Cities boardering other Theocratic nations have double the chance of a city flip.
Theocracy comes with a downside. Decreses science by 50% and some technologies can not be acquired from other civs, such as Astronomy and Medicine.
Can not make alliances with other civs that are Theocracies or Communist
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State of relationship with other Theocratic boarder nations affects happiness of boarder cities.
Theocratic governments that conquer other Theocratic nations cities get double the gold that would normally be captured plus one happiness for 20 turns in each of their cities except the conquired one, but the units of the other nation get a +1 defense modifier against their attack and double the chance for a culture flip if captured.
Facist get a 25% prduction bonus if they boarder a Theocracy. Relation does not matter, so make sure these guys are your friends.
My arguement for all of these things for one government type is so that choice of government plays a bigger part in the game. One may wish to change to Communism if they are having a problem with a neighbor who becomes a Theocracy. Or maybe a Facisst, so as to wipe them off the map. Or maybe a Democracy if they have a good relationship but wish to wage war against another civ.
By the way, lower the max number of turns that a civ may be intransition between governments. This restriction makes it virtually useless to attempt a government switch except when one learns that government type. Let's shake things up, by changing the dynamics of the game. Maybe even have it be just two turns, but have massive unhappyness after that, which decreases over a period of 8 turns.
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cptben
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Montreal, Canada
Sep 2003 time: 05:31
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I am not millitary type, so I don't have leader (I think i got 4-5 since the games went out)
So with the scientific leader comming up, that will help me, but how about: Religious Leader.
Can be create when a town builds, temple, cathedral and religous based Wonders.
he could boost happiness in the city he is and can help complete wonders.
Could also works with latka's theocracy government
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