Taé Shala
Prince
@ publius
No i cannot give cities to the AI. Not postpatch.
They won´t take it.
No i cannot give cities to the AI. Not postpatch.
They won´t take it.
Originally posted by Graeme the mad
GREAT IDEA ABOUT THE NAVIES CRUSH SLIDER - except i would say that moving alonfg a trade route triples the amount your ship moves - not makes it infinite - this would mean ships could just run from harbour to harbour risking no atttack in between.
It should also be impossible to do the whole ocean with trade squares - this would make it just as impossible to blockade as normal ones. Possibly there should be a max of 4 squares joined on to each other (see what i mean? - so you could only get a cross.)
Originally posted by Publius
2) Water tiles with your cultural borders should automatically be considered as trade routes.
Originally posted by Taé Shala
I don´t know if this was mentioned before, but what about liberating cities of an ally?
Like the US did in France during WWII.
They liberated the Frensh cities for the Frensh not for themselves.
So we should be able to do so in CIV III.
If a city has a mayority of pop of a single nationality you will be asked if you want to liberate them or to take it for your own.
Originally posted by qslack
The other thread regarding the Civ3 Add-on pack evolved into a flamewar. There were several good ideas but it'd be much better if we consolidated them so we can send them off to Firaxis.
So...post your ideas for the MP Add-on!
Here are the ones we have so far:
Ideas
- Set civ starting points in editor for each civ (so that you could put down an American starting point and the Americans would start there)
- Editor option to add and remove eras, as well as force an era to start at a certain date, independent of how technologically advanced a civ is
- Easy way to see how many cities you have, in one of the advisor screens
- Nuclear submarine bombardment (from a few spaces away, it could fire a torpedo)
- Two types of nuclear subs:
- Allow building of the Explorer unit earlier in the tech tree
- Lower espionage costs
- Change tone of diplomatic messages, i.e. "Gimme 50 gold or else" and "Gimme 50 gold and I'll be your best friend"
- Penalty if republics or democracies capture workers (killing innocent civilians)
- "Please build IMPROVEMENT in CITY" diplomatic option (useful for harbors, etc.)
- Add more effects to the Apollo and Manhattan projects so they are useful even in non-space race or non-diplomatic victory games
- Make Manhattan and Apollo Projects small wonders
- Allow allied units to stay on the same square
- Allow workers to build airbases/airstrips
- Steel strategic resource, allows Steel Mill (one per each iron + coal in the city strategic box) which increases production
- Give colonies a small cultural influence (maybe just one square)
- Naming of map regions on multi-player games (i.e. Northern Peninsula)
- Non-military great leaders (Einstein, Edison, etc.)
- More flexible map generator (so you can tell it "I want 3 continents with 2 people each, with plenty of resources for everyone")
- Let units fortified in cities at least attempt to quell the uprising in a city that will be culture flipped
- "Neutral", "Normal", and "Wartime" mobilization options; Neutral would give culture benefits (etc.), but would prevent any military units from being made
- Editor option to make bombardment lethal in some cases
- Every Civ2 scenario editor option and more
- Get rid of the dropdown menu on the "Sir, CITY has produced IMPROVEMENT. Shall we begin work on ______?"; offer an optional choice to show all possible building projects with radio buttons beside them
- By default, select the most recently-opened scenario in the Load Scenario filebox
- Commerce victory (+5,000 gold per turn, for example, might win you the game)
- Ability to view the trades, treaties, and agreements of a civ through the embassy or espionage
- More civs! (or, the ability to add more civs, with some generic leader heads)
- Creation of canals between bodies of water
- "Force peace treaty" diplomatic agreement, to force one civ into a peace treaty with another civ
- Ability to offer money/techs/luxuries/etc. to another civ even if they refuse to acknowledge your envoy
- Included scenarios
- Finer control of the barbarians; for example, they could have horsemen in ancient times, swordsmen in the middle ages, knights in the industrial age, and they could be cavalry in the modern age
- More modern age offensive units
- More bonus resources and luxuries
- More buildings and houses in the aerial city views
- Editor option to set whether or not the world is round
- Extra unit animations and sounds, natural resource images, etc. for mod makers to use
- More government types
- Choice of who to support if you have a mutual protection pact with two civs at war
- Scenario editor with scripting ("macro") language
- Ability to trade units
- Anti-nuclear treaties (and the ability to see what nuclear weapons a civ has via espionage)
- Nuke planting ability (through the espionage menu)
- More AI-initiated trading with the human player
- Ability to send food surplus between cities (like in Colonization)
- Gain deforestation shield bonus more than once, but without making the time for the forest to grow proportional to the number of workers (so you can't build a forest in 1 turn with 10 workers, for example)
- Numerical option for corruption in each gov type (so we can set it at, say, 0% if we hate corruption) in editor, but purely optional
- More precise science/luxury percentage sliders (not 10% intervals)
- Increase ship movement rates
- Additional zoom levels in both the game and the editor
- Units upgradable to a civ's SU (fighter -> F-15, for example) for that civ
- Foreign advisor should be able to have all 16 civs shown at once
- Enviromental penalties for chopping down forest and jungle
- Don't allow someone to start on a gov-specific city project then change govs and still be building it
- Less chance of huge battle upsets (i.e. spearman wins vs modern armor)
- Group movement
- Choice to unload units from army and/or upgrade units in army
- Ability to set treaties' length in turns (i.e. settable to 40 instead of the normal 20 turns)
- Ability to call off diplomatic deals before they expire if both sides agree
- Changeable time scale in the editor (to make the game from 6000 B.C. to 2300 A.D., or from September 30, 1996 to January 1, 2005)
- Colored world map; instead of just white, cities would reflect their status, i.e. blue for civil disorder, red for starving, white for growing, and yellow for not growing nor starving
- Terraformation of terrain, like plains -> grassland, late in the game