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Old May 5, 2002, 14:36   #31
Spiffor
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As far as I understand, this thread is not about new, innovative ideas, but about what features we'd love. Maybe you should create a thread "ideas for 1.25f" in the Civ3 general.
I think this thread is about what we consider as top priority to be included in the XP, that's why I didn't say anything about some things that seem important to me : a general info screen which tells you everything new in the world that you can know, and trading food and shields. As it's only something about our top priorities, I just spoke about diplomacy.
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Old May 5, 2002, 18:27   #32
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More editor power
Fewer things hard-coded!
More editor power.

That's one thing that would help meet almost ALL of my wishes. Then I could fix that darn Railroad thing!

Specifically, more editor power would allow the following:

1)No more infinite RR movement!!!!!! let us design it!

2)No more RR improves everything . bring back farmland!

3)Add bldg req's to certain units. (ex. airport for planes)

4)Replacement flags so you have different sets of mutually exclusive bldgs (example: Free Market replaced by Social Welfare, can't have both. Civil Liberties replaced by Police State. But Police State should not necessarily replace Social Welfare. Right now there is only 1 flag - for the power plants).

5) increase aircraft range past 8

6) possibility to give ships AA ability

7) increase bombard upper limit past 8

8) specific maintenance costs for units. a modern armour unit should cost way more to maintain than regular infantry. carriers should cost more to maintain than transports.

9) more city food improvements, there are nearly unlimited shield and commerce ones. why not food?

10) shield specialist, culture specialists

11) improvements production bonus can be set to 25%, 50%, 75, 100 and other multiples. why not commerce? now it's stuck at 50% each.

12) "land transports" or helicopter like locomotives that move units, instead of RR.

13) more options to reduce pollution, besides all or nothing (population pollution & mass transit)

14) add more terrain, so we can have swamps back (or whatever else you want)

15) so many other possibilities if only they'd open up the editor more!

that's my ONE wish... it has such potential!

besides editor power, how about official VASSAL states? Like SMAC's pact of servitude? this way I dont' have to administer fifty billion cities. My vassals can do that.
also fix precision bombing so you can target infrastructure or units

oh, and TRADE units! (besides just workers. consider it an arms sale - that's always been big business).

lastly, of course, real M.A.D., not just weakened nukes.
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Old May 8, 2002, 03:07   #33
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Quote:
Originally posted by korn469
ok so since there seems to be enthusiasm for this, is anyone willing to help me run this?
I'd like to help you Korn, but:

- how much time do you think we have to build a list that will arrive on the Firaxians' desks hopefully before the XP is released ? Isn't it already too late?
- what kind of list do you have in your mind? An EC3-like list, with a few, detailed and well explained ideas/fixes, with a voting procedure and so, or a longer list with a lot of small add-ons, improvements, fixes, etc.
- my Internet availability is quite limited (no internet at home and only dial-up at work) so I'm more off-line than on-line.

Anyway, if you think it does worth it, let's do it!

PS. What do you mean by "peaceful golden ages" ? It is already possible, if you build a certain wonder (for ex., if you are playing with the egyptians, building the Pyramids triggers the Golden Ages). Or did I misunderstand your idea?

Edited: I've just read your first post again and I've seen (finally!) the timetable. I think it's OK, so forget my first question.

Last edited by Tiberius; May 8, 2002 at 03:16.
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Old May 8, 2002, 17:27   #34
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1. Universal sufferage(sp) causes all captured workers to become "barbarian" units with the weakest modern type units of that era. Any captured unit there after if under a democracy/republic will automatically be killed instead of captured (ya know the "unfortunate" civilian casualties that we hear of in our modern day warfare)... Other forms of governments who keep a captured unit there after will take a MAJOR hit agianst Democracies/Republics and any other governement that does not currently have these slaves. Now if another gov. has slave workers of there own, there is not net difference...

2. Allow us to trade units.

3. Bring back the partisians.

4. Civ. Civil war was cool and will offset the free palace gotten when loosing you capital city. If there is a civ limit of say 8 civs, a civil war will not happen unless this map limit will not be effected. This way it allows new nations to emerge near the end of the game...
It would be a hoot for the Iraqois(sp) to rise up and take back some of their land from the Amercians =)

5. Units specific to Governments and/or Buildings. Buildings would be a good one seeing some only work under certian govt. this way we can still have our cake a throw it to...
 
Old May 9, 2002, 00:55   #35
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Allow diplomatic functions "end war with" and "go to war with X country for X gold/luxories/techs"
The former would allow you to intervene to stop a bully nation from picking on your ally, and the latter would allow you to essentially hire mercenary states to do your dirty work, a la Civ 2.
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Old May 10, 2002, 01:03   #36
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Well, I didn't exactly understand this thread... So, here are two other features I'd really want to see :
- More info popping up about what happens in the world : what tech has been discovered by what Civ, what Civ changed government etc. These popups should be toggleable, like the wonder production one.
- A single popup summing up all the "news" popups. This way, the popup fest ala Civ2 would be avoided, but the player will have all the info he needs
- A single screen summing up everything one should know about a foreign Civ (again, ala Civ2)
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Old May 13, 2002, 13:12   #37
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The one thing that I want to see very badly is
I want to see a PROPERLY BETA TESTED Game. I Will NOT pay to be a Beta tester unless I KNOW I am buying Beta Sortware. I haven't played for more than 2 patches (I went cold turkey, like I did with cigarettes), and refuse to play until I'm satisfied that Civ III is finally in an Alpha released format. I'll wait for the MP Release, then wait untl I see at least two patches BEFORE I buy the XP.

As for the turnless mode, sounds kind of like what Brian Reynoles is doing with RON.

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Old May 13, 2002, 22:25   #38
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Ah, ha, heres an old thread for this:

http://home.att.net/~civgames/ideas.html



But, here are some specific x-pack specific ideas:

I. Resources

1. Synthetics

-Rubber should be able to be synthetically produced in certain factories after a certain date, say after the civilization discovers Synthetic Fossil Fuels... After that time rubber can be found on the map, grown, or produced in Rubber factories
-DarkCloud

Dye and Saltpepper could also be synthetically produced with a factory or a chemical factory
-Wernazuma III/DarkCloud

3. General
-Coffee
-Tobacco
-Sugar
-Venger

Copper (needed for some ancient and modern units
Stone (Strategic - for wonders/improvements : eg. Pyramids, Hanging Gardens)
-Mongoloid Cow

Strategic Resources:
Quicksilver
Whale Blubber
-TrailerParkJawa

1) unlogic and historical failures: 3 cases of recource restrictions
a) slapeter as strategic recource you need for gun powder. Stupidity. Salpeter isn't a strategic recource in fact (wake up in shool, ask your chemistry teacher) but always available where enemies or humens are. But inthe game it may happen that you don't have Salpeter recource and then you can build the versions of that gun powder weapons.
b) oil as condition for tank and motor ships / early air units also ask yout teacher. If you have coal (and do know the chemistery or refining coal) you can make the same.That was made until end of 2nd world war from Hitler as Germany didn't have oil but lot of coal. It's a bad joke in the game that oil is rare and your research already is until rockets and atom power but you are still using horses for your troops.
-Dreifels

Luxury:
Resin
Slaves
Marble
-Wernazuma III

cotton
-DaleC76

1. General AI
-Have the AI enforce it's borders against other AIs.
Grunthex

Wonder movies
-mrbilll

The Great Library seems to expire instantly, and the Great Wall really isn't even worth building in the first place.
-mrbilll

CAVALRY CHARGE TO THE DEATH OPTION
-Raleigh

Ability to turn off city defections
-markusf

all screens especially the diplomacy polished to accomodate 16 civs at once
-cort

civilopedia link from within production decision points (as civ2)
-cort

Allow links to the Civilopedia by right clicking in the selection box in town for improvements/units.
-Grunthex

Feudalism
-DarkCloud

Socialism
-YahMon
---
I hope that's good enough for now
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Old May 14, 2002, 11:40   #39
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Resources
This one hit me the other day as a pretty important resource for at least one culture...

Olives
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Old May 15, 2002, 21:25   #40
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I know I've already posted Ideas here, but I wished to add the following points about what I'd like to see changed:

1) Expanded Diplomacy: This includes a number of extra options for diplomacy including
a) Protectorates, a la SMAC.
b) Full alliances (sharing science, tax revenue and resources, as well as all the benefits granted by a military alliance)
c) Science Pacts (sharing of scientific infrastructure and techs gained)
d) Environment pacts (each side agrees to cut pollution in the Civ by X% in Y turns.
e) The ability to Liberate captured cities (Only available for MPP, and alliances, and only if the city has been occupied for less than X turns!)
f) Expand the city trade concept to actual land! Could use a simple point and click method to highlight those parts of the map which you wish to trade for! Traded territory should be immune to culture effects for 20 turns (like trade deals).
g) Multilateralism: The ability to make trade and diplomacy arrangements with multiple nations at once (peace enforcement, NATO/Warsaw Pact and NAFTA). The ability to make such agreements should require certain improvements, small wonders etc!
h) The ability to share military infrastructure (like cities, airbases and forts). Only available to Alliances. Again a al SMAC.

More flexible Editor:

a) Remove more of the hardcoding. This, I would hope, would allow the following
- More Tech Slots.
- Ability to make MINOR modifications to existing flags for units/buildings
(e.g. harbor gives 1 extra food, we should be able to modify this flag so that it gives 2 extra food)
- Ability to modify movement costs for various terrains and, more importantly, terrain improvements like roads and rail.

b) Put flags for ALL improvements (Sm. Wonders, improvements etc) into a single pool, so that you can mix and match them. Combined with the relaxed hardcoding, this will allow modders unprecedented flexibility in creating new wonders and improvements.

c) Pool flags for units and buildings! Hopefully this will allow for Government and Building specific units, and units which will be instantly obsoleted by new techs (causing disbandment or upgrade).

d) New flags, like buildings which can produce luxuries and resources (see above), either on their own or combined with another resource, buildings which allow for new diplomacy options etc.

e) Editor should allow for the creation of NEW tile improvements for workers to build.

On a quick final note, I think that the "Resource Disappearance Ratio" should be calculated according to both resource scarcity (as it currently is) but also on the number of cities you currently have.
Also, fortresses, colonies and airbases should have a base "culture" which can prevent the land they sit on from being swallowed up by foreign culture.

Yours,
The_Aussie_Lurker

Last edited by The_Aussie_Lurker; May 16, 2002 at 03:20.
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Old May 17, 2002, 16:17   #41
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What I would love to see is improved AI use of artillery! Currently Ai artillery just sits in cities doesn't do anything, while their stacks of dozens of infantry bases against your cities in vain.

So Artillery (and Bombers) should be used by AI in conjuction with attacking stacks to bombard cities. To make air units more realistic, the maximum range of air units should be increased and and option for air units not be able to rebase to carriers should be added. Also air defense capability should be allowed for ground and sea units.

I would also like to see a list of all current trade deals, including details, and also to a memory of past deals and deals which were declined so that during negotiations it could be possible to see what other civs can offer.

Debugging tools for mods at least with the ability for changes in rules to take effect straight away without having to start a new game. But desirable to have a full 'Cheat mode', such as in Civ2, but only for debugging, not cheating.
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Old May 17, 2002, 20:19   #42
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I only have three wishes:

1 - Make Expantionist a (somewhat) useful trait by adding something else to help acually EXPAND! (Being able to make scouts does very little for expanding your influence, especially once you've used up all the huts) Maybe make Settlers cost less sheilds, or have lower food needs for population increase.

2 - Allow viewing of enemy Civ's feelings for other Civs.

3 - Allow movement into enemy cities/units. I've had many problems were I have to get of the road because my ally's on it. It'd also be nice to be able to help defend a ally.
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