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#1 |
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Duke of Flanders
Join Date: Jun 2001
Location: Oostrozebeke, Belgium
Posts: 636
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Here I would like to propose some 'improvements' I'd like to see in the next patch or maybe in PTW. I'll try to explain the reasons for them too.
1) After building the Wall Street wonder, there shouldn't be any 50 gold limit. In reality there is no limit, so why should there be one in the game? 2) People should be able to build cities on mountains. Just like in the real world (ex. Denver), and it helps when you build your cities according to the OCP. 3) As stated in another thread, you should be able to make hills and mountains produce food. http://forums.civfanatics.com/showth...threadid=33064 4) Research shouldn't be capped, no minimum and no maximum number of turns. It worked in Civ I and Civ II. It just doesn't make any sense. 5) Increase the movement ratio of ships. In comparison with land units their movement ratio sucks. 6) Terraforming should again be made possible. Perhaps it would take a lot of turns, thus being not very attractive, but at least it would be an option. 7) Units in an army should attack all at once and defend all at once. This way they'd be more powerfull and more usefull. I might add to this later on, any comments (good or bad) are appreciated. Last edited by Jurimax; Sep 29, 2002 at 03:50 PM. |
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#2 |
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ACME Salesman
Join Date: Dec 2001
Location: Columbus, OH
Posts: 614
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Many of your suggestions would make a substantial change to the game, so you can't expect them in a patch. But at the same time lots of them are changeable in the editor.
2) In the editor under terrain, select "Allow Cities" for mountains 3) Again the editor. Give it a positive terraform bonus for Irrigation 4) You can change this, moving min down to 1 turn and max up to 100 turns. While that is not indefinite, it may be good enough. 5) Agree that the values should be larger. And again its a simple change in the editor. |
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#3 |
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Emperor
Join Date: Jul 2002
Location: Illinois, USA
Posts: 1,764
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1. This is to prevent some one becoming too rich. More and more money would get you more and more interest and the results would not be good.
2. This again is for balance, try to take over a metropolis on the mountain. Plus the mountains in the game represent high mountains which no one settles on. 3. This would sorta unbalance also...you could have huge production and plenty of food... 4. This is to again to prevent unbalancing. How fun would the game be if someone found a tech a turn? Thought so... 5. Yes they should be larger. And like the previous poster said...almost all these are changable in the editor. |
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#4 |
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Irresistibly Attractive
Join Date: Aug 2001
Location: Not on your side
Posts: 27,780
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The problem with increasing the ships' movement allowances is that you get stupid situations where ships leave port, cross a sea, sink an enemy ship, and return to port in the same turn. Highly unrealistic as a single BB can destroy an entire fleet of blocading BBs over a number of turns without ever risking being attacked itself. Without a SMAC-style system which forces ships to end their movement after attacking simply increasing the movement allowances isn't very attractive. Alternatively, you could use the editor to create a Civ2-style system where warships has comparable defensive and offensive strengths. Since this'd eliminate the advantage of initating combat, situations like the one described above wouldn't be a problem, but naval combat would then revolve much more on raw numbers and less on tactics and manoeuvre.
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Why can't you be a non-conformist just like everybody else? CivIII stuff: Hexette (16x16 World Map), The Classic Maya Scenario, Resource gfx, Other gfx, ACW C3C |
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#5 | |
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Kaiser
Join Date: Oct 2001
Location: Jovian System
Posts: 2,294
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Re: General Suggestions (Patch or PTW)
Quote:
OCP (Optimum City Placement) was used during the settling of the Great Plains, and towns are often set at regular intervals. The interval was the distance between water stations as steam engines climbed towards the west. OCP ended when towns reached the irregular terrain of the Rockies, and was never completely regular as towns were always placed along rivers and other preferred terrain. You might do the same. Last edited by Zachriel; Sep 30, 2002 at 05:05 AM. |
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#6 |
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Kaiser
Join Date: Oct 2001
Location: Jovian System
Posts: 2,294
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Re: General Suggestions (Patch or PTW)
-dp-
Last edited by Zachriel; Sep 30, 2002 at 05:05 AM. |
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#7 | |||||
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Duke of Flanders
Join Date: Jun 2001
Location: Oostrozebeke, Belgium
Posts: 636
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Quote:
Quote:
Quote:
Hills +1F with irrigation, no S bonus Mountains +1F with irrigation, no S bonus Quote:
Quote:
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#8 |
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Moderator
![]() Join Date: Feb 2002
Location: Baltimore
Posts: 23,547
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I think one good change might be movement based on the world size. That is, a transport might have 8 (I think) in a standard map, but maybe *1.5 on a large map, and *2 on a huge map. *.5 in small, and maybe *.25 in tiny. It would mess up gallies and caravels, though..
__________________
"Never trust an Aztec with nukes!" (Civ1 - unknown) | 2nd user of the Ancient Style. South America (based on El Mencey's Map) | N & S America (based on El Mencey's Map) | C3C Scenario: 7,000 Turns Civ2 Earth for C3C | Old Style Civ3 for C3C | "Future is Wild" map How to upload multiple files to a post | File Upload | Paint Shop Pro 3.11 shareware (screenshot util - doesn't expire) | Chieftess' Culture Flip Calc | Don't wind up like this AI! | ![]() ![]() resource icons file To download a patch: Select "Advanced" from the main menu, and go to "Check for Updates". || My Web Journal (yes, it's a "blog")
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#9 |
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Prince
Join Date: Jul 2002
Location: Sacramento, CA
Posts: 371
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The programmers in Firaxis made the game they way THEY wanted it. They have an editor in there so that if you want, you can make the game the way YOU wanted it.
Like many of the posters above already said, the rules as it is right now is to make the game more balanced; and it is. If you don't think so, feel free to change it to your delight. and well.. my 2 cents on the last 2 subjects nobody touched... 6) I'm glad terraforming was taken out actually. This prevents people from terraforming *ALL* their core cities into 200+ shield/turn monsters. Without terraforming, choosing city sites would become a strategic choice and more important. I think it is actually for the better of the game. 7) Army is already powerful as is. I don't think there is any changes needed.
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Nothing is more accurate than friendly fire. |
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#10 | |
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Conifer Games President
Join Date: Jul 2002
Location: Michigan
Posts: 2,049
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Re: Re: General Suggestions (Patch or PTW)
Quote:
Blast those uneducated folk who believe ski slopes are between the lanes of I-25.
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Check out At the Gates, my new 4X game! |
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#11 | |
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Old hacker
Join Date: Feb 2002
Location: On the road in Chicago IL
Posts: 281
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Quote:
And as far as tech goes, in patch 1.17, I think I increased the minimum turns, just to have a sane game. IMO, the real problem is the tech tree is too small to allow real diversity. The only interesting age to me is middle, with the big democracy branch. Cheers, Shawn |
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#12 |
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Duke of Flanders
Join Date: Jun 2001
Location: Oostrozebeke, Belgium
Posts: 636
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First of all, I'd like to apologize for not knowing the exact location of Denver, I'm from Europe, so don't blame me.
And, as Grey Knight stated, there isn't enough diversity in the tech tree, but I'm still with the idea of bringing down the minimum number of turns for research. As for the terraforming, I could agree with all of you, but what would be wrong with being able to make hills or even mountains be able to produce more food? Like that guy mentioned in another thread, in large parts of Asia people grow rice on hills, for maybe even thousands of years, why not in Civ III? Also my compliments for Chieftess, very wellthought concept about making the movement ratios of ships stand in relation to the size of the map. If I come up with something else, I'll be back (won't be till tomorrow, over here past 2 AM, and I have to work tomorrow) |
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#13 |
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Conifer Games President
Join Date: Jul 2002
Location: Michigan
Posts: 2,049
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It's okay, the only places I know in Belgium are Antwerp, Brussels, Liege and the Ardenne Forest.
![]() I think the no food on hills or mountains is a play-balance thing. While usually it doesn't really matter where you put your cities later on, it would still skew a few things if you could build a city just about anywhere.
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Check out At the Gates, my new 4X game! |
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#14 |
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rebuffing the rebels
Join Date: Feb 2002
Location: the new civduelzone.com!
Posts: 3,577
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I thought Machu Pichu was on top of a mountain...
I was annoyed by the limited ships movement even yesterday btw. I'm playing a large pangea map, and I've got railroads all over the place. So I can move all my artillery from one end of my empire to another, but by transport it'd take fifteen turns. How long did it take that guy magelhaes to sail around the world? My point exactly. In ctp all remaining movement for ships was lost after battles too, btw. Oh yeah, don't we have a sticky thread on this subject?
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"Our words are backed with NUCLEAR WEAPONS!" |
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#15 | |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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Quote:
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"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#16 |
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The New Yawker
Join Date: Sep 2002
Location: Minneapolis, MN
Posts: 19,096
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The ships of Magellan took 3 years to circumnavigate the world. Of course, they spent quite some time in some places the Phillipines, for example, where a battle raged and Magellan was mortally wounded). Still, it couldn't take my super navy 20 years to attack the guy on some island.
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"There's an old line about how politicians are like diapers. They both need to be changed, a lot, and for the same reason. This, of course, is unfair. Diapers serve a useful purpose." -Bernard Goldberg
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#17 |
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Chieftain
Join Date: Dec 2001
Location: Poland
Posts: 9
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Two ideas I appreciate in CTP.
I would like to add two ideas I've seen in CTP despite I find Civ3 uncomparable, these seem to be done better in CTP:
1. Walls shouldn't add 50% strength. Walls play completely different role in ancient times and loose its importance with time. In my opinion walls should add, for example, always 3 strength points in defence. Moreover, the number of citizens shouldn't matter: walls just have to be always since they are built. It would make them: a. more populer in game (they are rarely built). Imagine: your every spearman in such a city has 5 dp! b. more realistic - Very useful (even necessary) in ancient times with declining significance.2. Territory you got to know should be perceived in a state I saw it last time: I reffere to cities built by other civs and changes in their territory which I can see although I actually haven't trade their maps. It is unreasonable. My opinion is, I shouldn't know what's going on on these parts of earth I don't control. For example, my unit wandering should encounter a new border and new city. And just then I should know and cry "O my god! They are already so close!" Moreover, this change would make maps very attractive and wanted good! |
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#18 |
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Warlord
Join Date: Oct 2002
Location: ???
Posts: 167
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These are excellent ideas I cant think of another one... gimme a sec
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#19 | |
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Chieftain
Join Date: Feb 2002
Posts: 20
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Re: General Suggestions (Patch or PTW)
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#20 | |
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Chieftain
Join Date: Feb 2002
Posts: 20
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Re: Two ideas I appreciate in CTP.
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