rcoutme
Emperor
Well, I searched and did not find this topic listed so here goes:
Foreign Advisor (Secratary of State): This should be vastly improved. For each civ that I have an embassy I should get lots of information.
1. What is their attitude toward me?
2. How can I improve this attitude?
3. Why are they unhappy with me?
4. How many deals have they broken in the game?
5. How likely are they to go to war?
Military: Pretty good, IMHO, maybe should assess armies based more on combat values than on sheer numbers (i.e. Compared to the Zulus we have a smaller but much more potent military, Sire).
Research: Should let me know (at least in a general sense) how many civs have a given tech. Should let me know what the difference in increasing beaker slider will do (i.e. I should not have to switch between domestic and research in order to change the amount of money going to science).
Domestic: Should flag cities that are likely to go into disorder the next turn. This would GREATLY!! decrease the tedious micromanagement needed in Civ3. Should give real advice (not: gee we need hospitals in all of our cities even though that technology is eight techs away! Bah!) Should smile more and frown less.
Cultural: Does anyone actually consult their cultural advisor? Why?
Trade: My trade advisor should know what each civ has and wants. He should know what each civ has traded for (just as the computer knows how many luxuries I have). Thus: since the AI knows that giving me spice (for example) will give my civ 122 happy smiles, I should get to know that giving him ivory, gems and silks will give him 141 happy smiles. This is simple fairness, not some attempt to gain any advantage on the AI. The AI should not have such critical knowledge to its exclusion.
Foreign Advisor (Secratary of State): This should be vastly improved. For each civ that I have an embassy I should get lots of information.
1. What is their attitude toward me?
2. How can I improve this attitude?
3. Why are they unhappy with me?
4. How many deals have they broken in the game?
5. How likely are they to go to war?
Military: Pretty good, IMHO, maybe should assess armies based more on combat values than on sheer numbers (i.e. Compared to the Zulus we have a smaller but much more potent military, Sire).
Research: Should let me know (at least in a general sense) how many civs have a given tech. Should let me know what the difference in increasing beaker slider will do (i.e. I should not have to switch between domestic and research in order to change the amount of money going to science).
Domestic: Should flag cities that are likely to go into disorder the next turn. This would GREATLY!! decrease the tedious micromanagement needed in Civ3. Should give real advice (not: gee we need hospitals in all of our cities even though that technology is eight techs away! Bah!) Should smile more and frown less.
Cultural: Does anyone actually consult their cultural advisor? Why?
Trade: My trade advisor should know what each civ has and wants. He should know what each civ has traded for (just as the computer knows how many luxuries I have). Thus: since the AI knows that giving me spice (for example) will give my civ 122 happy smiles, I should get to know that giving him ivory, gems and silks will give him 141 happy smiles. This is simple fairness, not some attempt to gain any advantage on the AI. The AI should not have such critical knowledge to its exclusion.