Hi Flintlock. Thanks for all the hard work you put into making Civ 3 a better game.
I am the author of the mod
2021 EXPANSION. I have been using C3X actively in my mod since Release 7 in August 2021. I haven't read through this entire discussion, so please bear with me if I repeat stuff.
Here is my wishlist of remaining things I would like to change if I could. If you find room to address any of them in a future release it would be appreciated.
Show capital as actual size:
Option to
not show the city graphics of capitals as 1 size larger than they actually are. Why: Can't see if they have City Walls. Cities and metropolises look the same. Knowing the actual city size is important to determine the defensive combat bonuses of the city.
Aircraft with no attacks left:
In a large stack of aircraft, if some of them have already moved, it is hard to know which ones have movement left, because there is no indication. It would be nice if aircraft (or any type of unit actually) could be represented in a different color (grey for example) in the right-click menu if their movement is spent.
Fighters always on air superiority mission:
If there are fighter aircraft present in a city, and they have not expended their movement, they should always be on a superiority mission, without having to give the order manually. Optionally, if this can't be done, there needs to be at least some kind of feedback whether the fighters are on a superiority mission or not. See previous paragraph about color change (blue maybe?).
Aircraft don't lose turn if engaged by SAM Missile Battery:
I think that being engaged by a SAM Missile Battery should work the same way as a unit with anti-air defense: It is either shot down or it isn't. If not, the aircraft should proceed with its mission unaffected. It should not lose its turn.
Warning when cities are built too close:
Currently, if you try to build a new city closer to an existing city than the "adjust_minimum_city_separation" allows, nothing happens and there is no feedback. I think there should be a message saying "Cannot build here, too close to existing cities" or something similar.
Golden Age turns left shown on banner:
The C3X mod allows remaining Golden Age turns left to be shown, which is very helpful. However, I suggest moving that information to the white banner that appears when there are 20 turns left of the game (in the bottom left corner, above the minimap). Why: The way it is currently displayed (in the bottom right info box) there isn't enough room to also display the turns left to the current tech discovery, unless the tech has a very short name. A Golden Age is such an important event that it deserves the same attention as game turns left, it also makes sense that they share the same banner.
Pollution:
While I feel there needs to be a mechanism that represents environmental damage from industrialization, and some incentive to make eco-friendly choices late game, I think there are two problems with the way it's modelled in the vanilla game: Local pollution is much to severe, requiring massive micromanagement. And global warming, which is by far the greater problem in the real world, is way to mild (barely noticeable during a game). My basic idea is to address both these issues simultaneously: Not by altering the values of population- or building pollution (from now on referred to combined as city pollution). Rather, I would intervene in the calculations that determine the likelihood of pollution
manifesting itself physically on the map.
Local pollution:
At present, each city pollution (yellow biohazard sign) represents 1% chance of manifesting itself as local pollution (orange blob) outside the city. For example, a city with 17 city pollution will have 17% chance of generating local pollution, which equals about 1:6 chance each turn. This requires a lot of micromanagement, and is not very realistic. Sure, there would be the occasional oil spill or chemical accident, but it should be a rare event. My solution is to have a parameter called "Percentage Chance For City Pollution To Manifest Itself As Local Pollution", with a value between 0% and 1000%. This would give complete control over local pollution: It could be anything from zero, to ten times the number of city pollution. In my mod, I would probably reduce local pollution to 10%, meaning a city with 17 pollution would have a 1,7% chance of generating local pollution on the map. Each biohazard sign (city pollution) would then represent 0,1% chance, not 1,0%.
Global warming:
The city pollution from every city in the world is added together to determine the rate of global warming. At present, this effect is too insignificant (barely noticeable) and can safely be ignored. Which it should not! In my opinion, it needs to be dialled up a lot. I propose the same solution as for local pollution, a parameter called "Percentage Chance For City Pollution To Manifest Itself As Global Warming". In my mod, I would probably set this to somewhere between 500% and 1000%, making the effect 5 to 10 times stronger.
.