Civ III: Conquests Patch Fix Request

One editor thing I forgot. I'd like a flag for "Rushes Wonders" so you can set it so both Sci and Mil GLs can rush wonders, or neither can.
 
I believe someone has already mentioned this one but the "Do not animate combat" has been changed from CIV3/PTW and you can no longer follow what happened during the combat. It would be nice if this was changed back. In the early game I leave on animated combat since there are not a huge number of troops. Later when the armies are getting quite large I prefer to not animate combat. The new version makes it very difficult to figure out how many troops the AI might have in a city you are trying to attack.
 
My request is for two small changes to the diplomacy screen.

1. An "are you sure?" prompt if I gift something to the AI. It is far too easy to click on the first choice instead of the second one. Yes, I know I can reload...

The second one is far more important and would significantly enhance the playability of the game.


2. Allow use of the right and left arrow keys to get to the next or previous AI civ in the list (think of how the city screen works). This would really help reduce the tedious nature of the task of checking to see whether the AI has anything to trade
 
A nice touch would be to have Armies display their actual enhanced combat values in the menus.
 
1) a wake-all-workers button
2) (big wish) perhaps not for Civ III, advanced worker (like the engineer of Civ II) or with Industrialization an increase to 2 moves for the worker
3) giving back the possibility of Military Leaders to rush Great Wonders
4) greater naval movement on the larger maps.

I also have a question that maybe a Firaxian can answer: "Why the increase to a 50-turn max research cap?"
(this is killing me on Sid)

Greetz Jurimax
 
"Why the increase to a 50-turn max research cap?"
(this is killing me on Sid)

I think you answered your own question. Making those gambits harder/impossible on the highest levels makes those levels closer to being as difficult as they should have been in the first place.
 
If I could change just one thing in Civ3, it would be this:

I would like Musketmen to get reduced price to 50 shields (from 60).

Since they are just slightly better then Pikemen, there is no need for doubled price.

2/4/1 vs 1/3/1 does not warrant doubled cost.


P.S.
Riflemen could get price reduced to 70 shields too, to compensate for upgrade price between musketes and rifles.

That way there would be 20 shields difference between Pikemen, Musketmen, Riflemen, Infantry and Mech. Infantry.
 
Originally posted by player1 fanatic
If I could change just one thing in Civ3, it would be this:

I would like Musketmen to get reduced price to 50 shields (from 60).


I don't agree. This will shorten the already short lifespan of Knights, as you (and especially the AI) will be able to upgrade pikemen more easily.
 
Allow up, down, pageup, and page down to work on the various advisors to scroll through cities. Right now I believe only up and down work on the F1 advisor.
 
Originally posted by alexman
I don't agree. This will shorten the already short lifespan of Knights, as you (and especially the AI) will be able to upgrade pikemen more easily.

Hardly.

They'll just be as effective as Horsemen against Spearmen.
Or Cavarly against Riflemen.

I played with these changes for a looong time (alomst 2 years), and I'm pretty sure that it does not unbalance anything.



At top of this, in C3C cost of Pikemen to Musketmen upgrade is risen by 50% (as all other upgrades).
So it's 90gp now, not 60gp like in PtW.

With propsed changes to 50 shields, upgrade cost will be 60gp, just like in PtW with old unit cost of 60 shields.


And 60 shields defender is steep cost for defensive unit in medieval era, which pretty much hurts AI more badly then player who can min/max.
 
Oh, another simple but very useful request: Have rally points also work for 'spawned' units (i.e. generated from a wonder/improvement).
 
As posted by Yoda Power:

http://forums.civfanatics.com/showthread.php?s=&threadid=68923

Something needed in the new patch.
For the Firaxis team:

Many people like adding resources to their game. However there is a limit that only 4% of the map can be covered with resources. It would be really cool if you made this ajustable in the editor.

Please

This can be a big problem if you add a number of resources to the game.

Also, here's another one:

http://forums.civfanatics.com/showthread.php?s=&threadid=69769

Hahaha! Whoever will use it will encounter the resource overflow bug (not because of the file of course, but the number of resources). Actually it's good, maybe if more players complain about it they'll finally fix it I hate this bug.

--snip--

Yes, I guess I have to This bug appears only in some cases, but after some time it's unavoidable. It happens only if you have more than 32 resources in game, and a city (or group of cities) not connected to a capital, is connected to a resource(s). Then, that city/cities will get a magical resource out of nowhere (resource nr x+32, where x is the existing resource nr). This resource will appear in all city/trade boxes.. if it's a luxury it will provide happy faces etc.

Just do it:
Build a lone city (not a capital of course) on a Horse resource. You should get a "bonus" Jade. Build a city on Iron.. you should get a Tar too. These magical resources are cumulative, and appear even if you don't know the tech to see them.

I tested it in C3C and they didn't fix it (it was reported long time ago).

Solution to this problem is to place bonus resources in places 1-11 and 33-43, while strategic and luxuries in places 12-32. It's a bit complicated but it works and doesn't affect the game in any way. Oh and if you have more than 43 resources, then there is really no solution, I think

EDIT: if you wonder how often does it happen... well just think how often you sent a settler from your capital to claim a horse or iron.
ps. and I hope I you didn't get me wrong in the first post, I really *do* hope that this bug gets fixed, but so far it had little attention since not many people play with more than 32 resources.
 
One more: when you load a unit into an army or ship, the "What Transport" pop-up should say more than just how many slots are open for each army/ship. It should show the HP and current contents of each army/ship so you can distinguish between multiple units of the same type of transport. This saves you from having to name them all, and possibly re-name them whenever their use changes (in the case of ships)
 
Two things:

1- Would it be too much to have unit producing buildings create their first unit on the turn they are built? The only reason i ask for this is because it would allow for hero units in mods. (ie - have the building produce its unit every 999 turns: Voila! instant hero unit.)

2- Unique colour problem. Please please please make the unique civ colours UNIQUE! The editor has 31+1 colours available so it is possible. Now i know that having all those colours means that some will be very close and near indistinguishable in the game, but believe me, any small difference is useful. Otherwise, you get this:
 

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I would like to suggest a small addition to the status screen down in the right hand corner. A simple display of cities that are celebrating, cities that will go into disorder next turn, and cities that are rioting. It could look something like this:

Cities: 4.1.0

Where you have 4 cities celebrating, one that will riot next turn, and none currently rioting. I sometimes get very enthusiastic about moving my units about and forget to check on this, and have to suffer the consequences. This would be very handy, you could just look at it before ending the turn, rather than opening up an advisor screen. Colored text could be used also, blue for celebrations, red for riots, etc.
 
The PBEM load bug really needs fixing.

We have to use a certain amount of trust when playing PBEM's anyway, but being able to load the game without passwords and without any effort is horrible.

Often people new to PBEM's hit this bug by accident and ruin a game by viewing the opponents land.
 
Originally posted by Ivan the Kulak
I would like to suggest a small addition to the status screen down in the right hand corner. A simple display of cities that are celebrating, cities that will go into disorder next turn, and cities that are rioting. It could look something like this:

Cities: 4.1.0

Where you have 4 cities celebrating, one that will riot next turn, and none currently rioting. I sometimes get very enthusiastic about moving my units about and forget to check on this, and have to suffer the consequences. This would be very handy, you could just look at it before ending the turn, rather than opening up an advisor screen. Colored text could be used also, blue for celebrations, red for riots, etc.

I think that's a great idea. Even going into the F1 screen, it takes too long to scroll down and scan the whole list, and to count all the smiley/unhappy faces to make sure no one will riot the next turn. Another similar suggestion we've made in the past was to have some kind of indicator on the city name/population bar on the main map, just like how the pop number gets red when the city is going to starve -- just have a different color (or maybe background color to differentiate it from starving) to indicate riot-prone cities.
 
Reading through this thread so far, I see a couple I thought were excellent:

- Temporarily skip battle animations while shift key is down
- Worker purchase only available after a certain tech (e.g. Code of Laws or Writing), to avoid AI giving aways its seed corn too early in the game
- Use the arrow key while on diplo screen to another civ to cycle to the next civ. (This would extememely easy to implement and extremely useful!)
- No cultural flips of cities containing an army on garrison
- For sure, some *rapid* means of telling that you have a civ about to riot due to unhappiness would be a huge time-saver!! The domestic advisor screen might in fact open up with her comments "Xyziapolis is very unhappy sire!" or "The cities of our nation are all at rest" before going on to give any other messages. Changing the color of the city name is also good.

The links to the fixes/bug threads were also good. I came up with seven more suggestions that I'll term the "Seven Great Wonders of the Charis World"

*7* The Military Great Leader has really gone down in usefulness. One possible new feature for him: Any turn in which an MGL is present at the start of a turn has no corruption that turn. His presence would be like a temporary, mobile Forbidden Palace effect. Yes, you can already just use him to rush one, but using a MGL as a corruption-free mayor for several turns to oversee an important new project, or oversee the production of an actual Forbidden Palace, would be a nice strategic addition that is by no means unbalancing. :p
Actually, I considered this at first as a third type of great leader - a diplomatic GL or a cultural GL, to match up with military and scientific GL's. The diplomatic GL would have this effect of reducing corruption by his presence, and the cultural GL would produce 1-2 culture pts per turn he spent in/visiting a town. The problem is... how would one spawn a DGL or CGL?

*6* Another use for a MGL - an instant government swap (bloodless coup :P ) Implementation would be: choose to revolt as you would at present. If there is a leader available, prompt with something like: "Would you like to use the current leader to form a new government immediately, or keep him and undergo a period of anarchy?"

*5* Ultracorrupt city governance. Right now a city that has 95% corruption will blithely choose tiles to work which pick shields or commerce that get flushed down the toilet. If on an increase in city population it could choose the max food tile instead of a wasted shield, this would help a lot to reduce micromanagement in captured territories where the strategy is to go max food and taxmen.

*4* Too many clowns! At present when you click on city center to redistribute tiles quickly, the only specialist it will add is an entertainer. Yet one half the time you get unhappiness controlled with a taxman instead. This too would help reduce micromanagement quite a bit if it knew that for any city with an entertainer that if #happy > #unhappy that it should be changed to a taxman.

*3* Science screen colorization. Others have asked for an improved way to find out what's for trade in some way other than visiting every civ leader. How about the following as a big help:
- Continue to color techs known to your civ (actually, known to all civs) as the current 'blue' shade.
- If there is at least one other known civ lacking the tech, make it a bit darker blue
- If you have a monopoly on the tech, color it darkest blue
- If any other known civ has learned a tech that you do not know, draw the box with something like a dark border.
This way you can instantly tell if there is a new tech available for trade, or whether there is someone lacking a tech you could sell. It shouldn't be difficult to implement in that you are already colorizing the F6 tech boxes depending on their status.

*2* The single biggest and most useful timesaving feature I can think of is a button/command when you click on a piece of artillery that acts as: "Continue to shoot artillery from this stack until there are no redlined defenders left in the target square." This is different from the autobombard command in that the command just applies to one turn, but applies to all artillery units in the stack. Example 1: You have 20 artillery next to a city. Select this new stack-autobombard-defenders and one after the other fires. If the 15th shot were to reduce the last defender down to 1 hp, then you still have 5 artillery left to move. If it takes all 20 shots and there are still healthy defenders, all 20 possible shots are fired. This is combination with holding down the shift-key to temporarily turn off battle animations would have me an hour or two per game ;)
It would only apply to the type of unit selected when you right-clicked or used the hotkey. That is, with a bomber active it would mean auto-attack-all-bombers-at-next-target, and artillery and/or fighters would not be included.

*1* Pre-display effect of courthouse. This might be tricky to implement, but one of the biggest questions faced in whether or not to build a courthouse (or a police station, etc) is whether it would have any actual effect on corruption - or is the city beyond hope. How I would implement it is: if you switch to a courthouse or any other corruption-reducing improvement, then as you finish the click, have the city screen "flash" the shields/commerce that the city would have, for about 0.5-1.5 sec (the reverting of course to the actual conditions). All the elements needed to make this work are in place, no new buttons or screen real estate is needed, just redraw the screen as if the bldg were completed, pause a second, and re-draw it as it was. If you don't like the idea of a flash, do this when you right-click on an improvement that affects corruption. Actually.... this could be generalized to redraw the screen with the building in place for any building type -- right click on the queue when bank is selected and you see what the commerce would become, right click on a temple and the happy faces will change, library would show the new #beakers, etc. The reason this feature would be so nice is that corruption is *so* non-intuitive, and especially with the ongoing bugs and with the brand new govt types, knowing whether a not a new courthouse would give you 0, 1, or 5 new shields is a total shot in the dark for the average player. (Heck, it's hit and miss even for math geeks :P )

Charis
 
Charis's ideas are (as usual) excellent. I especially like the increased options for leaders, but I do think some of them could be unbalancing...

Example: MGL reducing corruption: if you get a MGL at the end of a particular war, since there might be no need to rush a small wonder or army, you could hang on to that leader for say a hundred turns, until your next war. I would imagine a hundred turns of ultra-low corruption in one city could add up to a huge amount of shields + gold.


I think CGLs and DGLs are a splendid idea...a CGL could (obviously) be created on the completion of a wonder, really not sure how DGLs could be created, maybe if you had the majority of your cities in WLTKD because of continued lux trade with other civs, there could be a certain % chance of triggering a DGL each turn?

I'm not too sure on the micromanagement and trade ideas...maybe that would make the game a little too easy? Of the ones mentioned the one that I kost like is signals for techs in trading...a monopoly tech could very easily be signalled by a simple (m) after it or by the colour codes suggested.

I'm not convinced about the courthouse idea...maybe part of the skill in building courthouses/police stations is judging whether they will have an effect? If this is done for us that's free information that we're perhaps not entitled to.


The one single change I personally would most like to see, but which I'm not sure you'll be able to implement, as it's a graphical change, is having all civs shown on the F4 screen. scrolling between civs would solve this partially, but I would much prefer being able to see the connections between all civs on the same screen rather than having to shift and right-click. I'm sure this has been mentioned many times before, and possibly you can't solve it, which I understand, but if you could, that would be a simple change which makes the game much easier to handle.
 
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