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Old November 15, 2001, 12:27   #31
bahoo
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"King Richard's Crusade" wonder, that thing ruled

Fundamentalism - I can't figure out why they removed it in the first place, wonder if it was a last minute thing, maybe they thought it was to abrasive given the current state of things in the world.
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Old November 15, 2001, 13:18   #32
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I aplogize if this has already been mentioned, but I would LOVE to have some option on the "Go To" command to have that drop down menu of city names like in Civ2. Okay, it was a pain in some ways, but in Civ3 I do like the pathfinding feature that is the "G" key now, but its annoying if you have to move a unit way far away....having to scroll to the new location.

Perhaps a "shift +g" or "ctl+g" key combo to give a drop down list of cities.

...and while I am asking.... it'd be nice to have a scroll bar on the pop-up list of units on a square if there are so many that all the units don't fit in the pop-up window.

...oh, and one more... it'd be nice to be able to move a stack of units with one command... I need to check the manual on this one...

...no really, just one more... in the Military Advisor window, it sure would be nice to be able to upgrade all upgradable units in the units sorting at once, so you don't have to visit each unit one at a time....

A great deal of micromanagement was removed from Civ3, but much remains.

..okay, that's all, gotta get back to my game...this game is great.
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Old November 15, 2001, 14:32   #33
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Also on the Military Advisor screen:

Activating a unit does not close the advisor screen and zoom on the unit. That way I can activate a lot of units from the Advisor screen at once.
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Old November 15, 2001, 15:21   #34
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Quote:
Originally posted by wotan321
I aplogize if this has already been mentioned, but I would LOVE to have some option on the "Go To" command to have that drop down menu of city names like in Civ2. Okay, it was a pain in some ways, but in Civ3 I do like the pathfinding feature that is the "G" key now, but its annoying if you have to move a unit way far away....having to scroll to the new location.

Perhaps a "shift +g" or "ctl+g" key combo to give a drop down list of cities.
You were soo close and didn't even know it!!! CTRL-SHIFT-G pops up a city list that you can send units to.
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Old November 15, 2001, 15:26   #35
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*Stealth land units such as commandos which can also be placed on subs. Could be inserted with helicopter as well (might actually use them) detect chance 99% if on tile being worked by enemy city, base detect chance each turn 10% with modifyers (-5% mountains/hills etc..etc..)

*Mines! be able to place mines on squares within your cultural border (land or sea). Works similar to bombard in that it can't kill a unit just hurt. To join U.N. you must remove all mines from teritory. Also affects trade.

*Subs need to have an attack bonus when undetected! otherwise keep theie stats weak.

*Need to have more info on opposing civs on the foreign advisor screen (i.e. are they more or less technologically advanced?, what gov't type?, income per turn?, yada yada yada)

*Amassing troops next to A.I. border should be considered hostile and they should prompt you to demilitarize the area or declare war if they are outnumbered more than 5:1.

*instead of just having a city switch sides suddenly, perhaps a few population points could exchange first over a couple turns so that you know you have a cultural problem instead of being surprised by it.

*I really miss the U.N. ala SMAC! With the enhanced diplomacy in Civ3 it would really be great and make the diplomatic victory more palpable.

*War atrocities such as razing a city, bombing city populations back to the stoneage, etc... should make "partizans" spring out of the enemy civ (weak infantry?) and cause diplomatic problems unless it is in retaliation for a similar war atrocity commited by the AI
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Old November 15, 2001, 15:32   #36
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units can be ungraded en mass, crtl-u i believe
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Old November 15, 2001, 16:26   #37
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I'd really like workers to gain some sort of transform ability at some point in the game. Primarily because of resources (and also to get contiguous borders to check the AI) I have been forced to plop cities in places I previously shunned--especially hilly/mountainous areas. With no ability to transform tiles, and no trading of food, these cities have a hard time getting past 3-4 people.
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Old November 15, 2001, 16:30   #38
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I think you made a slight mistake in the title of this thread. It should be "I" not "we"
I`m not aware that you have a mandate to speak for everyone who has bought Civ iii.
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Old November 15, 2001, 16:40   #39
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Yeah, as mentioned, why can't we see what government type our opponents are, or am I missing something?
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Old November 15, 2001, 17:01   #40
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Quote:
Originally posted by Andrew1999
City 2-square grid in addition to the national borders grid. I know you can work it out for yourself, but it's invaluable when placing your settlers.
I second this one!
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Old November 15, 2001, 17:05   #41
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Quote:
Originally posted by crewealex
I think you made a slight mistake in the title of this thread. It should be "I" not "we"
I`m not aware that you have a mandate to speak for everyone who has bought Civ iii.
One thinks that perhaps the title was an invitation to "everyone who has bought Civ iii" to add their own desired features.

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Old November 15, 2001, 17:34   #42
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Forgot something...
Airbases. Or can you base aircraft in colonies?
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Old November 15, 2001, 17:38   #43
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My Review of the Ideas
Great Ideas:
1.Ability to right click on terrain and add text (from SMAC).
2.Courthouses that really reduce corruption.
3.Ability to trade military units - arms dealing.
4.More diplomatic options in the UN ala SMAC -declare atrocities- nuclear arms reductions, pollution reduction, etc.
5.The ability to ask another Civ to end a war against a third civ. Basically, all the great diplomacy that made up SMAC.
6.The scenario editor from Fantastic Worlds.
7.The Sentry function
8."King Richard's Crusade" wonder, that thing ruled
9.Other governments or atleast a balanced Fundamentalism
10.Ability to move a stack of units with one command.
11. Mines! be able to place mines on squares within your cultural border (land or sea). To join U.N. you must remove all mines from teritory. Also affects trade.
12.Subs need to have an attack bonus when undetected! otherwise keep stats weak.
13.Need to have more info on opposing civs on the foreign advisor screen (gov't type, personality type - like Civ2, not full disclosure of all their information)
14.Instead of just having a city switch sides suddenly, perhaps a few population points could exchange first over a couple turns so that you know you have a cultural problem instead of being surprised by it.
15.Airbases (a higher cost to maintain or build will game balance these nicely).

I disagree with:
1.The Transform ability back.((if this is put back in it should take an EXCESSIVELY LONG time & be expensive))
2.Firepower (couldn't they just increase the attack & defense values of the Civ2 Firepower units?)

I would like to add:
1.Bring back random placement of Civs! Civs *always* starting next to their culture buddies really ruins the surprise element & makes things too predictable. Culture Civ Placement should be an option at most.

Last edited by Pyrodrew; November 15, 2001 at 17:46.
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Old November 15, 2001, 17:41   #44
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I'm against those who want terraforming for two reasons:

Realism reasons. We can't do it in real life. We can irrigate areas, cut down forests, reclaim marshland etc., but we can't turn desert, tundra or mountains into fertile grassland or rolling hills or anything like that.

Gameplay reasons. What effect would changing terrain have on resources? Also, its nice the way the terrain restricts you. Its an entirely different system to Alpha Centuarii.

Ok, so I can see where some people are coming from about global warming. It is quite possible to deal with though, I personally have never had anything past the second stage of the little sun icon. However, I think that this is a consequence of over prioritising your production without taking the steps to avoid the pollution problem. It is not proven in real life that global warming actually has a link with man made pollution, especially since natural pollution accounts for most of that in the world, but if global warming happened we wouldn't be able to magically terraform all of the land back to how it was.
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Old November 15, 2001, 18:20   #45
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Ability to steal a technology when capturing a city
Now that the spies are gone, the only way to acquire technologies is to trade them

Gameplay wise, stealing a technology from captured cities was something really exciting. Another fine idea removed
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Old November 15, 2001, 18:48   #46
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I agree with bringing back terrain transformation, particularily with the inordinant amount of Tundra squares I seem to encounter. Doesn't seem to matter how hot I make the climate there is always at least a 10 square Tundra wasteland right next to one of my first 3 starting cities Brrrrrrrrrrrrrrrrrrrrrrr!
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Old November 15, 2001, 19:29   #47
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Quote:
Originally posted by bahoo
"King Richard's Crusade" wonder, that thing ruled
Wouldnt that be the IronWorks SW now??

Quote:
Fundamentalism - I can't figure out why they removed it in the first place, wonder if it was a last minute thing, maybe they thought it was to abrasive given the current state of things in the world.
Probably because it was so unbalanced. No unhappiness ever, your entire empire becoming a cash cow, massive amounts of free support for armies, and to make it balanced?
Half science rate...
It was so simple to be in Democracy, get a huge science lead, and then switch to Fundamentalism and wipe out the world. The 'disadvantage' of that government didnt mean a thing.
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Old November 15, 2001, 21:04   #48
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I really like the idea of terrain improvements...
I'm thinkin' like these, many have been mentioned:

-land mines (trigger when enemy enters and attacks like a cruise missle- only once)
-radar towers/ watch towers (a la SMAC)
-underground bunkers
(hide units from other civs- they become invisible until enacted)
-walls (that prevent or greatly reduce enemy movement)
-upgradable fortresses (maybe they can add defense AND act as a colony?)
-national flags (basically claim a square and eight surrounding squares, similar to colonies, but still count as within borders)
-bridges across one tile of ocean between landmasses
-tunnels (underground roads? kinda wacky and complex, but nifty)
-war towers (like in Age of Empires- unmanned and attacks enemies as if it had a ZOC)
-piers (on beach squares that increase trade)
-mountain summits (I dunno... maybe it has a list of things that it can do and you get to pick)
-canals (ship movement over land)
-prisons (to send those pesky unhappy campers so you don't have to starve them)
-radio stations (increase range of culture?)
-AIRBASES
-farms (colonies that claim non-resource squares, like suppy convoys from SMAC)

Also, I think it would be at least ponderable that city improvements actually appear on one of the city squares- thus a city would be limited to 21 improvements (not that that's really a limit), but the improvements could be attacked.

edit= added a splash-o- color to those I thought were not really hit on yet.
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Old November 15, 2001, 21:53   #49
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I want these back:

Superhighways
Stock exchanges
Farmland tile improvements
The Sleep function
Terraforming
Firepower
UN functions from SMAC
Trading military units
Right-click and add text
A way to eliminate corruption
A way to eliminate pollution
Cheat menu
An editor

However, to be fair, when I play Civ 2 now, I miss these things:

1/3 of a movement point still gets you to the next square
Roads provide trade bonus anywhere
Barbarian villages
Build queue
Randomly placed resources
Luxuries
Workers

And one last thing:

Big cities still starve! Good grief, they couldn't fix this somehow? It's been years!
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Old November 15, 2001, 22:29   #50
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There should be more than 5 governments (counting despotism, even though no one I know stays there longer than absolutely necessary) in the game because there sure as hell are more than 5 kinds of real world governments.

I also think we got the short end of the stick when it comes to an in-depth diplomacy model. More options mean more replayability.
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Old November 16, 2001, 10:00   #51
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They should really add a Socialist style government
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Old November 16, 2001, 11:07   #52
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A (the) Patrol function ala SMAC
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Old November 16, 2001, 11:07   #53
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Unless I missed something, I seem to not be able to see on the main screen when a unit is active and I am supposed to decide where to go, what other units are in the stack. If I right-click a unit which is in a stack I can see what other units are in the stack, but I specifically want to see by default without clicking which other units are in the stack. The reason is that I already a couple of times moved an infantary from a stack, and only then noticed that the whole rest of the stack was a bunch of artiliries which then became defenseless. Or if I have an active infantary in a city I want to be able to see imediatly if one of the other units in the city is already a defensive fortified unit.
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Old November 16, 2001, 11:43   #54
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military stats
I want the military stats screen back where you get to see how many of each of the other civs (and barbarians) units you have killed.

I want a the power graph back that uses lines instead of a stupid histograph to compare your power/culture/score. It would be nice also to be able to add in as many civs into the graph as you want, or compare yourself to just each one individually.

I want my wonder movies back! *sniff!*

-Apolex
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Old November 16, 2001, 13:26   #55
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I'd like anything that continues to reduce micro management.

1. Buttons on cuty screen that will automatically reallocate workers to maximize a type of production. For example, click button 1 to maximize science, button 2 to maximize food, etc. This was a useful feature in CTP1/2

2. Allow Terraforming but make it cost cash (and be quite expensive). This reduces micromanagement but adds strategy.

3. Agree with others comments on things like grouping units.

4. abilty to speed up AI movement in later game. Preferences choices aren't enough.
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Old November 16, 2001, 13:52   #56
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Quote:
Originally posted by EnochF
I want these back:

Superhighways
Stock exchanges
Farmland tile improvements
I agree. A pacifist player in another post mentioned they ran out of things to build with only military items left. These should definitely be in.
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Old November 16, 2001, 20:03   #57
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Quote:
[SIZE=1]

Fire power is a must... I'm tired of my full-health battleships getting in close battles with Frigates! I don't care what you say but it's not feasible. Even if a battleship ALLOWED a frigate to get within range, cannonballs will ding off battleship armor like spit balls.
Firepower level versus (penetration) shield level would be imo a perfect idea. A unit with a higher shield level in relation to the firepower level of the opposing unit is then total invulnerable. You can't harm a tank with a simple arrow can you?
So, a firepower level 1 unit cannot penetrate the armour of a shield level 2 unit. And it is harder for a firepower 1 unit to inflict
hitpoints to a shield level 1 unit as to a shield level 0 unit.

Greetings from Emile Megens.

p.s. Where are in Civ3 (as in SMAC) the radarstations and the feature to write geografical names on the map?
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Old November 16, 2001, 21:09   #58
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The Sentry option!!

DeanCo--
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Old November 17, 2001, 02:45   #59
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I felt the need to agree to the sentry idea. I wish that was in the game. I miss transforming the land as well.

One thing I was really hoping would be in this game would be a way to link very close islands, say 1 water square apart with giant bridges, an example of which would be the golden gate bridge, and islands up to two squares apart with chunnels like they have for england and france is it?

Guess I will have to wait for Civ IV

Please bring back sentry though, and consider land transformation. You always find that perfect location for a city surounded by resources if only there wasn't that darn mountain right where the city would need to go.
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Old November 17, 2001, 03:54   #60
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My Christmas wish list to Firaxis

1) A way to improve water tiles (coast, sea, ocean) like a fishery or an oil rig, or kelp farm ala SMAC & CTP.

2) Oceanic tunnels or bridges

3) Canals (what happened to the ability for a ship to cross from one sea tile to another with 2 land tiles on either side of the 2 sea tiles?)

4) SMAC diplomacy

5) A way to keep enemy units (especially settlers) out of your territory.......effectively!

6) Sentry

7) Patrol

8) Unit Grouping

9)More govts with strategic value (everyone goes for democracy even AI) Maybe even variations on current govts say for instance Parliament as a variation of Republic (a modern republic if you will)

10) Advanced land tile improvements. Like hydropods or genetic engineering, advanced mines or fabrication, monorails (make railroads 1/10th movement rate).

11) city improvements that bring culture and happiness as well. A zoo, museum, arcade, dance club, radio/tv station, ect

12) Immigration (emmigration) if you have high culture (happiness) people from a nearby civ could immigrate to your civ's closet cities and vise versa. This could lead up to an entire city switching civ loyalty.

Well as one can see there are many many things that can be added to Civ 3 however one must keep in mind the limitations of todays software engineering and every facet of real life cant be implimented into a Civilization game. But its always nice to dream of the day when a game can live up to the high expectations of a modern gamer.
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