Unfortunately my good old Windows XP computer is probably going to be too old to use the fruits of this project, but I thought I’d throw in some personal perspectives on issues that are small blemishes on the majesty that is, Civ 3! Most of these are listed in more detail in my Civ3 Retuned thread and I appreciate some of these can be done with the standard editor, but I think the default game would benefit from these elements. Good luck in your endeavours!
1. Quitting a game inside 20 turns is a bad thing!
a) Fresh water availability – makes random archipelago maps far too haphazard and many unviable starts, even if you manually bring forward irrigation without a river or lake to say Engineering.
Suggestion – somehow increase occurrence of fresh water sources on random maps (e.g. wells?)
b) People quitting a game without playing a turn due to ‘sub-optimal’ land - some call it common sense, others cheating or losing. Whatever way you paint it, its bad.
Suggestion – embrace the concept that people quitting the game without playing a turn is a ‘bad thing’ and incorporate that into decisions around rulesets.
c) Having an option to produce auto-settlers for some or all of the game would massively increase the suitability of ‘unviable’ starts. It also massively helps the AI if they get stuck without fresh water.
Suggestion – have an option for the palace to produce auto-settlers the whole game and/or until a certain tech is achieved and/or until a set number of auto-settlers have been produced – then switch to manual
2. Difficulty Levels
a) The Civ3 difficulty settings are broken. On higher difficulties the Ancient era through until mid-Medieval is far more difficult than the rest of the game, due to the way the AI is configured to attack when it has military superiority (which its starting unit bonus ensures). I’d argue this is completely the wrong way round in terms of game difficulty. Games should get tougher the longer they go on.
Suggestion – make the AI more productive (reduced cost factor) on each difficulty (to make them harder) and dispense with their starting units (to make them easier). This offsets to a difficulty curve I find much more credible. Especially as the AI becomes more hostile to the human score leader.
3. Expansion uber alles (it doesn’t have to be this way)
a) Settler factories, ‘optimum land’ and mass expansion – it is the focus of all human players 99% of the time. It makes the AI passive in the early game until all land is taken. It makes early military units obsolete. It makes the Agricultural trait more powerful than the others.
Suggestion – auto production of settlers (at least for the first few) is one option to counteract this issue. Or make settlers far more expensive or only one can be built at a time.
b) Agricultural trait uber alles – buff religious (more expensive religious buildings, longer (but milder) anarchy duration), buff militaristic (cheaper courthouse), buff expansionist (Scouts have a defensive ability), buff seafaring (how?). Keep Scientific and Commercial (and corruption) as is.
c) Make more variation between AI Civs in what they build often. Make militaristic & expansionist ones truly focus on military at the expense of buildings. Also…
d) make it easier for strong militaries to extort techs, gold, luxuries and resources from other Civs.
Suggestion – make AI (and human) able to threaten for the only luxury or resource source another Civ has (i.e. it doesn’t have to be a spare one). Make it possible for the AI to extort gold per turn tributes rather than demand a laughable 1GPT.
e) Infinite City Spawn
Suggestion - make this less viable somehow.
f) Culture is great – it actually works well if you have AIs more densely packed in on a landmass. AIs with high culture could benefit from making more aggressive city placements as they should have a reduced risk of flipping due to their overall civ culture level.
Suggestion – change AI placement criteria. Have 10-20% more Civs per map size. Make Culture even more important in influencing diplomatic calculations for war, trade and alliance. Effectively make the AI in awe of a Civ with a big culture lead.
g) Espionage auto-war – remove this for failed espionage. Instead really reduce the AI’s attitude towards an Civ they find out is spying on them (so it is factored into trade and war declaration calculations).
h) Espionage – bring it forward to the end of the Ancient era so it is a viable option before the end of the late game.
4. AI behaviour – aggression
a) As above, 3 c) & d). It is bad that a human can receive pitiful threats and just pay up. Threats should make the human player sweat… (they want my only luxury or my only iron!?)
b) Increase AI aggression when they have access to their UU (make this is a variable in their aggression levels?). So many of them just squander their UU or don’t seem to realise the strength of it.
5. AI behaviour – diplomacy
a) MPPs are really good. They work beautifully, but only if Military Alliances are removed.
Suggestion – make MPPs appear earlier in the game than Military Alliance (you may need to ramp up overall game aggression levels).
b) Trade Embargos are pretty good
Suggestion, make these appear early on. Withholding trade as a diplomatic tactic has been used for centuries.
6. AI behaviour – idiocy at wartime
a) No sense of self preservation or historical relationships “I will join your military alliance even though my military consists of an old, toothless dog and you are paying me with a single rotten egg.”
Suggestion – make a Civ that is offered a military alliance factor in their military strength versus the opponent. Make a military alliance almost impossible to obtain against a Civ that the AI is on good terms with (especially if they are not on great terms with the AI seeking the alliance)
b) Link the trade reputation in to AI calculations about a military alliance. “I will not give you 1GPT under any circumstances but I will join a stupid war to die by your side in return for you offering me the opportunity to sniff your left armpit” is not an immersive experience.
c) Armies (make AI use them correctly or nerf completely to just give a few extra HP to single unit, plus repeat attack).
7. Barbarians
a) Buff them - Make them enslave, build (and defend) forts and not have such predictable attack patterns. Consider stronger units. Consider removal of combat bonus against barbs from Emperor difficulty and above.
8. Governments & Anarchy
a) Fix AI aversion to ‘communal’ corruption so that a more natural decision is made by the AI between Fascism and Communism.
b) Fix no-corruption bug so that this becomes a real option.
c) Make Anarchy longer, but softer (e.g. tech 50%, max corruption but no unit support costs)
d) New late game government - Consider a high corruption, trade bonus, no war weariness government type in the Industrial era (Plutocracy or Oligarchy) to add into the mix versus Fascism & Communism.
e) Remove the Republic slingshot. Make Feudalism and Monarchy accessible prior to Republic in every circumstance.
9. Resources – all or nothing
a) Make some units (e.g. Ancient Cavalry and Crusader) available at a later time (and expensive in terms of shields) so that an AI with just one resource can be at least semi-competitive until the start of the Industrial era. There may be equivalents in the late game, but I don’t think these should be as powerful as TOW infantry (or TOW Infantry should appear well after Mech Inf).
10. Idiocy at sea
a) Make the sea units able to transport more land units. Decrease the naval escort that the AI provides. Beef up the HP of late game naval units and remove lethal bombardment against sea units.
b) Give all Civs a basic raft unit (a slower curragh) for early game exploration and reduce chance of a stunted AI.
c) Bring forward the ability to navigate sea slightly to reduce prevalence of stunted AI. Or make this available out of the box to Seafaring Civs (they need the buff).