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G'Kar
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St. Louis, USA
Aug 2003 time: 23:31
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A satellite small wonder (or a set of city improvements) that allows global monitoring of enemy troop positions.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:31
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You've gotten your wish, Defcon!! In C3:C, Sattelites tech will now reveal the world map!! That will allow you to easily monitor your enemies troop movements!!
Yours,
The_Aussie_Lurker
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Turrosh Mak
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quote: Originally posted by jackl
I think my change would be a big overhaul of the resources/unit support system. Resources should be acumulative per turn (like gold) and expendable on support and unit creation.
For example.... i find an oil supply and build an oil well (new worker action maybe) once in production this supply gives me 3 units of oil per turn for as long as i control the well. After ten turns i would have a stratigic reserve of 30 oil. |
I like this idea. I would also make the following changes to unit supply. Why should supply be a part of the game? No less an authority than Erwin Rommel often said:
"The battle is fought and won by the logistician before the first shot is fired"
Our game should reflect this reality.
Idea 1: Land A/D/M values drop by some percentage (say 5%) as you get farther from a rail line connected to your territory/RoP territory. Roads through neutral territory would reduce the penalty by half.
Example A: Warrior (1/1/1) is 4 squares outside your starting city's border. It's value is (0.8/0.8/0.8) If it was on a connected road, its value is (0.9/0.9/0.9)
Example B: Modern Amor (24/16/3) is 10 squares away from a railroad connected to your border. Its effective value is (12/8/1.5)
Idea 2 A civilization can only supply a maximum of units based on the town/city/metro model, further modified by strategic resources.
Example C: A civ consisting of 6 towns, 1 iron, and 1 horse can supply 24 units total, but only 20 iron based units and 20 horse based units (so 20 knights and 4 workers would be acceptable)
Idea 3 Unit Support can only be supplied in unlimited quantities by road/rail inside the territory where the resource is located, or 10 per port on unconnected territories.
Example D1: A 20-support oilfield is connected to 1 port but not by road to a different territory (which is connected to 2 ports). It can supply 20 to its own territory but only 10 to all outside territories.
Example D2: A 20-support oilfield is connected to 2 ports but not by road to a different territory (which is connected to 1 ports). It can supply 20 to its own territory and outside territories, but only 10 to this particular outside territory.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:31
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Hrm so hard to choose!
My top three would be as follows (in order of importance):
1. Unit trading
2. Useful UN/upgraded diplomacy
3. Civil Wars
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Outsider
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Seattle, Wa USA
Apr 2000 time: 05:31
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I'd like to be able to chain units together in gangs for purposes of movement and certain orders.
It would be especially handy in dealing with pollution in the later game. Even with all the relevant improvements, I seem to generate 4 or 5 pollution a turn, often. So instead of enduring the tedium of having to move 48 individual workers one at a time to the 5 pollution tiles that came up this turn (3 standard, 1 hill, 1 mountain), and click the "clean up pollution" button 48 times, I could have them grouped in gangs of 6, and only have to make 8 moves, and give 8 orders.
Unless there is already a way to do this that I am not aware of...
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G'Kar
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St. Louis, USA
Aug 2003 time: 23:31
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I think Traelin may have hit my #1 desire: a more useful UN, one that can make resolutions and sanctions.
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Traelin
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Miami, FL, US
Nov 2001 time: 00:31
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quote: Originally posted by Sn00py
I would like the U.N. to have more options too, but how would you implement resolutions and sanctions to civ3? |
Well a good example already exists in SMAC. The UN would be ten times better if it functioned like the PC.
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jeff76
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Brussels, Belgium, from Québec though
Sep 2003 time: 06:31
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Here's my top 5.
1. The possibility to trade units.
2. A map that is really a globe so you can travel in any direction (something would make the poles be hard to cross though... but for bombers... or missiles...)
3. The possibility to see civ splitting or even getting together as a federation ! Or even to be overthrown if you are being cruel with your people (you'd be gameover then...).
4. The UN troops...
5. Possibility to us ally facilities (to recover in their cities for example)
and...should I say a 6th one... tourism is a good idea...
plus read my post about enhancing the AI with the upgrade of HP for units of late eras...
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Asmodeus
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London
Nov 2001 time: 05:31
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quote: Originally posted by Dominae
Wonder movies. |
Amen Dominae, I was really disappointed they abandoned them in Civ3 - for budget reasons or whatever.
I remember some old crap about it distracting the flow of the game or something like that - perhaps in multiplay maybe, but in single play??? We've spent nearly a 1000 years building the Pyramids lets f'king party I say!!! I really loved the actual sense of awe you got from those movies, It felt like a real change in the course of history in the game and with modern graphics and sound technology it could be really awesome rather than just another very slow to build granary.
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