Civ III: Conquests Patch Fix Request

I really like playing the Regicide games but one thing really annoys me.

When the king dies, why does everybody not only commit mass suicide, but also take time to destroy their towns before they hang themselves and families,?

My suggestion would be to immediately destroy all units in the cities of the recently diceased king and reduce production to zero (so that no more units could be made) until the city is occupied by another power. It would then become a quite exciting land grab with the other AI's. Note, the AI would have to be programmed to make this a priority in this eventuality.

Thanks
 
New ability of Satellites

I have not experienced the effect myself... never make it that far in the game. But from comments on the forum, it appears the discovery of satellites gives you a one-time peak at the world and clears up undiscovered terrain (in most epic games, you won't have any undiscovered areas by then).

Instead, I suggest a "recon" ability much the way fighters have. Fighters give you a roughly 5x5 tile (?) view. Create a "satellite recon" button that gives the user a 15x15 tiles view of any part of the world he clicks on. This would be a 1x per turn option. If you want to make it a little more difficult... make this option cost 10gold... or even 100 gold per use.
 
How about a mod to the transportation system?

Currently roads give 3x distance and rails give unlimited range. Leave roads at 3x, change rails to 6x and add mag-lev travel as a new modern tech (maybe with nuclear power) and allow workers to upgrade rail to mag-lev track.

As an additional benefit, have a mag-lev tile give a bonus to the city (+1 food or +1 beaker or +1 commerce).

Maybe even allow workers to move to a ship a add mag-lev track to coastal waters (allowing land masses to be connected) or allow an upgrade to workers (engineer) to do this.
 
Maglevs = future tech = CTP = No Way. I agree though, that there should be a flag for people who want to reduce RR movement to their liking. What I would like to see (probably not until civ4) is: Roads as they are now, no upkeep, one commerce, 1/3 movement. Modern paved roads, takes as long to build as RR, no upkeep, one commerce, food and shield bonus, 1/6 movement. RR: unlimited movement, upkeep 1 gold per tile. Gives additional commerce and shields on special tiles (resource tiles).
 
Please add a flag that allows food (bonus resources) to be tradable.

Or at least allow that colonies can be built on bonus resources, and that the food from those resources may be shipped to the nearest city.

Also, it would be great if surplus food could be sent to other cities. A breadbasket concept.

Further - please add a flag that allows for colonies to connect to cities WITHOUT roads.

Can you please implement the "sea roads" that lie dormant in the original Civ3?
 
The artillery stats are far too weak making them not worth the effort of using them. I"ll explain. Playing the Sengoku conquest, I noticed the fire cannon's stats are 8 bombard with 1 rate of fire. The soldiers of that era have defense values of 5 to 9 so if they are shot at by the cannon it will often miss and if it hits only 1 hit point is removed from the target. I play on the top 3 skill levels which means there are quite a few if not hoards of enemy units coming at me. To pick away hoping to take off a single hit point here and there just isn't worth the micromanagement. We need proper firepower support.

In reality, cannon were quite deadly. For example, native indians fighting the Americans in the time of Custer, were so scared of cannon that they immediately fled the battlefield when fired upon no matter how much of an advantage they had. In Vietnam, the Americans incurred far more casualties with artillery and bombers than they did with infantry (I don't know the stats but possibly as high as 10 times the number I'd guess).

Therefore to make the above mentioned fire cannon realistic it would probably need to be at least 5 times stronger and 5 times more expensive to build. Of course most people will think this is too much so I'm asking you to consider a moderate increase in firepower and expense to make artillery units useful; for example, the fire cannon could be 12 bombard and 3 rof or 8 bombard and 4 rof with a price of 160 to 180 shields with lethal land and sea. As they are now I would never waste my time building one.

And the AI useage of artillery is very weak. They don't build then unless the editor is used to flag "build lots of artillery". The AI needs some programming teaching it how to use artillery on the offense and to protect it properly.

Thanks for reading this and I hope you consider these points.
 
Originally posted by Ivan the Kulak
What I would like to see (probably not until civ4) is: Roads as they are now, no upkeep, one commerce, 1/3 movement. Modern paved roads, takes as long to build as RR, no upkeep, one commerce, food and shield bonus, 1/6 movement. RR: unlimited movement, upkeep 1 gold per tile. Gives additional commerce and shields on special tiles (resource tiles).
It's tedious enough to have to railroad every tile. Imagine having to do this twice?
 
PLEASE bring back unit trading like in CIV2

you can trade workers why not trade or atleast give units to an ally that you want to help without the need to declare war on there enemy.

PLEASE it will be the best christmas present ever :lol:
 
By default, all pollution and lava is orange. Various modders have taken it upon them to create an alternative for pollution, be it green or black, blue or with oil drums even. However, for lava that doesn't quite work. So my suggest / request is this: let lava and pollution have two different graphics.

In my view, it shouldn't be too difficult to have lava and polution use two different graphics. For starters, the pollution can remain orange, and lava becomes red, and let modders do the rest.
 
Originally posted by Speaker

It's tedious enough to have to railroad every tile. Imagine having to do this twice?

Well it should be an option not a must.

I would very much want to types of roads, especially in historic/fantasy mods where you dont want to use railroad.


Another thing that would be cool it have another type of barbarian camp that is a bit stronger. Generates more barbarians, have more defence, and might even generate normal camps close by. Also having more types of selectable barbarian units would be great.

Have on editor option for making a field medic unit, that heals units on same square a bit faster. Maybe even in enemy teritory.

Option in editor to set on fast units how much chance they can widthdraw, like: much, normal, low, none.

Option to have more than 2 city size limits with buildings. Instead of just 7, and 12 limit maybe even can have 5, 10, and 15 or so in a mod.


I agree that it would be very cool to be able to set that some building is needed in city before some unit can be built it in (or maybe even continent/global option too).
 
Another adition that could be usefull is to sow the products that the other CIVs are giving eatch other (exept the civs that the human player is trading with ) in the foreign advisor.I mean that in the details (Foreing Advisor/Traid/Details) we sould be able to see also what resources they are trading betwen them,not only that they are in traid with someone.I beleive it is important to know this things.
Second give the bombard abilty to subs (Bombarding other ships only).
Thats it for now.:)
 
The experience level for units is too simple. We need multiple levels of experience not just veteran to elite.

For example:

...veteran --> seasoned vet --> crack --> elite

Barracks should make soldiers start out as 'regular' not veteran and without barracks start as green. This is more realistic. Then with each experience level gained above veteran there should be not just a hit point added but also say +1 to attack, then next level +1 to defence, then +1 to movement or something like that. This would make the game much more fun and give us a reason not to just send in soldiers to die without caring at all. When they get higher levels, we would like them enough to give names according to the actions they were in or whatever. Much more fun. I guarantee this would be a big hit.
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gogf just pointed out to me in another thread that paratroopers cannot drop onto an undefended tile containing a radar tower and take it. I would like to suggest a fix for this as it would actually make paratroopers useful. No one builds them now, they are just a unit taking up space (2 spaces in C3C) on the tech tree.

speaker: you would not have to build paved roads AND RR on every tile. The point of having each RR tile cost 1 gold means the player must choose carefully where he must construct his unlimited move transportation. Likely you would only choose to build RR between cities, and on certain bonus tiles. Having a system like this would make bombing/pillaging of the RR by the AI a more serious matter, it would disrupt your transportation capacity.
 
Originally posted by unscratchedfoot
The experience level for units is too simple. We need multiple levels of experience not just veteran to elite.

For example:

...veteran --> seasoned vet --> crack --> elite

Barracks should make soldiers start out as 'regular' not veteran and without barracks start as green. This is more realistic. Then with each experience level gained above veteran there should be not just a hit point added but also say +1 to attack, then next level +1 to defence, then +1 to movement or something like that. This would make the game much more fun and give us a reason not to just send in soldiers to die without caring at all. When they get higher levels, we would like them enough to give names according to the actions they were in or whatever. Much more fun. I guarantee this would be a big hit.
xyxthumbs.gif

yes thats a great idea :goodjob: it would make the game alot more interesting
 
Yes I also want more experience levels (as an option of course).

But maybe start as "green" is not that good, beacuse of the barbarians, and drafting units should be lower.
 
Originally posted by Ivan the Kulak
speaker: you would not have to build paved roads AND RR on every tile. The point of having each RR tile cost 1 gold means the player must choose carefully where he must construct his unlimited move transportation. Likely you would only choose to build RR between cities, and on certain bonus tiles. Having a system like this would make bombing/pillaging of the RR by the AI a more serious matter, it would disrupt your transportation capacity.
The extra food/shield from railroading is likely worth the 1gpt from the railroad.
 
Here's a simple one --

In the F1 list of cities -- add the "star" for the capital city so it is easy to find. I frequently will sort the list by shields or commmerce and sometimes it is difficult to find the capital again.
 
Originally posted by Bolt

But maybe start as "green" is not that good, beacuse of the barbarians, and drafting units should be lower.

Just give more of a bonus against barbarians if you are having problems with them. Soldiers are always 'green' when they finish basic training. Only real combat ever turns a soldier into a veteran, especially the part about getting used to being under fire. It's not logical to have new soldiers coming out as veterans.
 
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