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Old May 10, 2002, 15:04   #1
kimmygibler
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Biggest issues for next patch...
1. Do something about pollution affecting the production of your cities. It gets very tedious going to every ctiy that gets pollution and having to manually put the guy back to working the formerly polluted square.

I'd like to see an option in the prefs that would allow me to make it so that pollution does not stop anyone from working the polluted square. (even though they get nothing from it) Since in the lategame pollution is always cleaned up int he same turn this would only save me a lot of tedious clicking.

2. Minimap in editor.

3. Anything else???
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Old May 10, 2002, 15:24   #2
Jeffrey Morris FIRAXIS
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On that first point, I had that problem until I started having the governer manage my citizens in heavy production cities. Not to say I don't like your idea, but that took care of it for me.

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Old May 10, 2002, 15:42   #3
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What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
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Old May 10, 2002, 15:59   #4
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Quote:
Originally posted by TechWins
What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
it would inadvertently cause many, many, many calls to that function which would slow the game down even more. and you'd have to log what city is using what tile AFTER iy's removed, in order to replace it later. more "code".
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Old May 10, 2002, 16:47   #5
Jeffrey Morris FIRAXIS
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Quote:
Originally posted by TechWins
What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
That's exactly what happens. There's some confusion of terminology. When the governor is managing a city's citizens, if a tile gets polluted that was being worked, it reassigns the citizen. Should a worker (the unit) clear that tile of pollution, the governor will reassign the citizen to the now clear tile.

Jeff
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Old May 10, 2002, 16:56   #6
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How about effective ways to counter global warming? In my current game im slowly losing good land to warming, I clean my pollution up but the AI does between little and nothing. A reduced overall effect perhaps??

The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc
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Old May 10, 2002, 17:23   #7
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A localized global warming effect would be good.
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Old May 10, 2002, 17:50   #8
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I agree Grrr, it's really annoying to constantly clean polution out of your empire, only to have a nice producing tile changed to desert because the AI doesn't.

However, as has been stated, the game is slow between turns because of pathfinding, could you imagine how slow it would get if the AI DID clean up it's pollution?

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Old May 10, 2002, 19:15   #9
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I would especially like to get a way to reduce the pollution to ZERO (even if it's only in the editor). It's tiring to have a city that has a full anti-pollution building range, and still produce one or two pollution point.
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Old May 10, 2002, 19:27   #10
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I really wish I could use Jeff's suggestion of using the governor. However, setting the governor to manage moods makes it impossible to manage tax collectors and scientists. The governor keeps wanting to assign the specialists in ways I do not like.

Could you guys change the code to allow for the player to change specialists and have the governor leave them alone unless an entertainer is needed? That would be great.
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Old May 10, 2002, 19:30   #11
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OTOH. Maybe the way it is now is OK, but could you give the player a place to set percentages of scientists and tax collectors? Then the governors could refer to that setting and assign the specialists in a desirable way. That would be way better.
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Old May 11, 2002, 05:38   #12
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It'd be great if we could terraform desert tiles in the modern age
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Old May 11, 2002, 09:14   #13
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Quote:
The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc
Some form of arms (nuclear and non) and tech treaties (allows you to give a tech and restrict the AI from trading that tech for X turns to other civs) would be great.

Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.
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Old May 11, 2002, 09:39   #14
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Quote:
Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.
Well maybe, but I don't know if I want yet another message popping up during that phase. As long as you are watching its easy to spot enemies crossing over ... it would be a lot of annoying warnings about settler + spearman pairs, and only a few noteworthy warnings about invading armies.
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Old May 11, 2002, 15:24   #15
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hi ,

"refix" of worker's that harvest forest , replant it , reharvest it , and keep collecting the 10 shields everytime , .......

have a nice day
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Old May 11, 2002, 15:27   #16
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"Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair."

I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.
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Old May 11, 2002, 15:30   #17
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Quote:
Originally posted by kimmygibler
"Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair."

I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.
hi ,

normally you would see it , but a report like with the barbarians would be nice , ...

have a nice day
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Old May 11, 2002, 17:50   #18
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Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.

Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.

Might as well go all out!
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Old May 11, 2002, 18:00   #19
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Quote:
Originally posted by nato
Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.

Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.

Might as well go all out!
hi ,

it will never happen , ....
however what could happen is ; ya get a pop-up , and the screen goes to the spot where the foreign civ is , ....

have a nice day
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Old May 11, 2002, 18:03   #20
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I want a flashing red screen! That settler + spearman pair are a breach of security!
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Old May 11, 2002, 18:12   #21
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Quote:
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!
hi ,

maybe not what you want but lets see , ....we should ask Gramphos , he could probably tell us wheter or not it is possible , ...

have a nice day
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Old May 11, 2002, 20:20   #22
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Quote:
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!
Ya know, i find this breach of security to be the biggest insult as well. Its an insult to your nations sovreingty(sp?).
Flashing red screen would rule

but i would just prefer that the AI is taught to play fair. If they won't let me get my settler two squares deep into their land, why should i have to let them go all the way across (or else a posibility of war).

But, heh, yeah, flashing red screens could be used to great effect in civ3.

"*FLASHING RED LIGHTS* WARNING! WARNING! That ugly Catherine want's to discuss her fur trade agreement with you again, would you like us to dim the lights?"
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Old May 12, 2002, 00:20   #23
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I'd like to use the combination of invisible AND hidden nationality. My invisible/hidden subs are chased relentlessly by ironclads.
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Old May 12, 2002, 01:38   #24
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Quote:
Originally posted by notyoueither
I really wish I could use Jeff's suggestion of using the governor. However, setting the governor to manage moods makes it impossible to manage tax collectors and scientists. The governor keeps wanting to assign the specialists in ways I do not like.

Could you guys change the code to allow for the player to change specialists and have the governor leave them alone unless an entertainer is needed?

Maybe the way it is now is OK, but could you give the player a place to set percentages of scientists and tax collectors? Then the governors could refer to that setting and assign the specialists in a desirable way.
I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).

In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth

Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)
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Old May 12, 2002, 12:55   #25
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Quote:
Originally posted by ColdFever

I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).

In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth

Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)
hi ,

wait a min , firaxis told us that the governor or the ai as a whole can learn to what the human player wants , ...maybe this works only after so many turns , .....?

however if you build first a temple in your city's , after a couple new ones , and you sent your settler with a militery unit , there for this a defense of the city , the screen of that new city shall not ask to build a military unit but a temple , .......

have a nice day
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Old May 12, 2002, 18:15   #26
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Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.

Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.
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Old May 12, 2002, 18:20   #27
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Quote:
Originally posted by codemast01
Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.

Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.
hi ,

hmmm , in units , ability , "defense agains air units" , animated , ...

have a nice day
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Old May 12, 2002, 19:16   #28
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Quote:
Originally posted by panag


hi ,

hmmm , in units , ability , "defense agains air units" , animated , ...

have a nice day
Don't you mean

day, ... nice , have a?
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Old May 12, 2002, 23:49   #29
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Originally posted by MOHonor


Don't you mean

day, ... nice , have a?
hi ,

please keep to the topic .

have a nice day
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Old May 13, 2002, 00:00   #30
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Biggest issues for me - in otherwords, THE THINGS I HATE MOST - for the next patch:

An end to the flood of settlers programmed to descend on any and every open tile on the board no matter where or how ell protected by the enemy.

No Culture Flipping over improved borders, and no vanishing garrisons in Culture Flipping cities. Cities that flip take a population hit point or two.

And a less stupid AI.
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