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Elias
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I think this is all the Ideas tell me if i am missing some
1 Unit trading
2. Improved resource trading (one of my favoriats)
3. Unit tougher aginst certin other units(my Idea)
4.Improved UN (one of my favoriates)
5.Improved unit stacking
6.Improved unit costs
7.Navel Leaders
8.AI uses transports and carriers better(my Idea)
9.Pool food supply
10. Improved Senario editor
I think I missing a few but thoes are the big ones.
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Margim
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I'd like to see rivers become more interesting - with small, 1 unit capacity transports able to travel them. Bridges or fording points become essential for all wheeled/mounted units to cross. Possibly also have rivers counted as part of you trade network.
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Turrosh Mak
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Here's how I think of combat when I'm up against really outdated enemy units.
Those aren't spearmen, they are partisans with AK-47s, molotov cocktails and RPG-7's. The Vietcong were spearmen units (eh, maybe pikemen)
Those aren't ironclads, they are PT boats with 21inch torpedoes. Sometimes PT boats get lucky.
This helps me suspend my disbelief when I lose a tank to a hilltop pikeman. Good shot, Tito...
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SSBLoveU
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My top ten
1. Moving men as a company in one move (This is not like an Army. The units are still single.)
2. Classes of civilians, rich, poor, middle class
3. Tunnels and dungeons including storage of traded items and resources and underground factories (captured resources etc.)
4. Development of weapons on naval ships
5. Dog fighting in air battles and air squads (i.e., 20 B2 bombers are packed together with 15 fighters are stronger than one bomber)
6. Wild wolf attacks and so on (not just human barbarians)
7. Better market places and the ability to cut off trade and protect it.
8. Better AI and time management
9. Better graphics
10. How do we communicate with other civilizations? Intercepted messengers (Telephone few minutes, messenger two turns)
One can imagine how this list can be expanded
Last edited by SSBLoveU on 20-10-2003 at 01:46
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SSBLoveU
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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? |
I would like to second this one. I feel a little sadden with the end game options in general. The space race and other features such as the UN could be much more exciting. The end game ought to be a highlight, and not a thought of "Oh Boy! I can start a new game."
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Outsider
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Seattle, Wa USA
Apr 2000 time: 05:31
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They could make water tile move costs = 0 if it meets the following criteria :
1) It is within your borders
2) It is within the borders of a civ you have a RoP with
3) It is not within any civ's borders.
4) Your ship has no survival issues ending its turn in it
5) No unexplored territory will be revealed by your ship moving there.
Basically, explored open ocean and friendly coastline all have rail.
If it still proves to be too hard to defend one's coasts, they could have foreign, non RoP squares count as "unexplored" even when they have been for criteria #5.
So if your border extends (say) 3 tiles from the coast, foreign non-RoP bearing ships with a 2 range visibility would start expending move points 5 tiles out.
One couls also make it so ships of actively hostile nations exert a move-cost inducing ZOC within their bombardment range, and get passing shots if one tries to just sail on by.
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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,
I have the following suggestions of how to balance up land and sea movement-especially in the Industrial age and beyond!
1) When moving along a RR, entering a city costs either 1 MP, or ALL MP's remaining!
2) When travelling along a RR, a unit cannot attack, but can only defend! In order to attack a unit, the unit travelling on the RR tile must first move onto a non-RR tile!
OK, from the naval end.
1) This first one, I believe, can already be modded! Give Coastal, Sea and Ocean tiles a movement cost of 1, 2 and 3, respectively. Massively increase Movement rates for ALL naval units, but have most ancient units pay the movement cost for travelling in sea and Ocean squares, Middle Ages units ignore Movement Costs of Sea Squares, and Industrial Units Ignore ALL movement costs. Late Industrial and Modern units Treat all terrain as roads-given them a movement of 3x normal!! This should eliminate the problems of 20+ turn circumnavigation, whilst still limiting the ocean-going capacity of galleys and caravels!!
2) The second suggestion is on my 'wish-list', and that is the ability to 'rebase' naval units between friendly cities, that possess a commercial dock and/or port facility, within X squares of each other (with no cost to movement). In addition, it should be possible to build a Naval Base terrain improvement, to which you can rebase naval units (for those big, ocean-going journeys)!
Anyway, just a few ideas. I'd like to know what you all think !!
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Frem
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Estonia, Tallinn
Oct 2003 time: 05:31
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Random Events
Better diplomacy
News Report
Political system something like GalCiv
For Civ4 i would add 3D as well
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All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
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