Ideas for the next expansion (if there will everr be one)...

I'd like to see a Satyagrahi unit, or at least an option in the unit editor so that if a unit is killed it increases the war weariness of either the unit civ or the civ of the killer.

I don't care if its the India UU, but to be truer to the full scope of history, and since this game is called Civilization and not "Uncivilized", there should be some reflection of the impact of anti-war, civilized groups and their impact on civilization. Gandhi had a gigantic impact on the West, just as MLKing had on the US, and these things should be in a game called Civilization.

And of course events and more diplomatic options. Like someone said, this game still hasn't caught up with Civ2 in those respects. Its sad that there is a thread here to debate whether SMAC or Civ3 is the better game. Civ3 should have been made with the strong features of SMAC added to Civ2 and then some. Instead, we are waiting (hoping) Civ3 will one day catch up to those old games in a lot of their features.
 
Originally posted by wotan321
...Instead, we are waiting (hoping) Civ3 will one day catch up to those old games in a lot of their features.
Remember that it took 3 expansions for Civ2's editor to become what it was.
 
You should be able to sell units.

Add another layer of units(air, land , sea) - space(orbit)
Thes units would include commercial and military satellites that would allow you to cleary see any tiles that are near them as if a unit was present.

Naval units anf land units can have anti air defense.

Naval units can carry mutiple types of units such as units/troops/aircraft. Also units can carry other units that can transport.

Ability to conquest civs without occupying every city but with military bases.

A future era that has units and wonders etc.

A modern unit pack(land, air, sea, orbit), a WWII naval unit pack.

Stuff we didn't already download from cfc.

The ability to set the amount of squares a radar unit can detect.

The ability to make units weaker or stronger versus certain units.

Railroads shouldn't have to cover every tile instead they should have a zone of tile that they serve. Its kind of clutered the way it is.

Que units that you build such as 5 marines in a cities build que.

Colonies need more purpose such as cultural value.

Editor ability to make certain wonders buildable certain civs only. (Pyramids Egypt etc.)
 
to make naval power more impotnt late on, reduce to range of bombers and make them more effetive, big naval wars will be fought to destroy power aircraft carriers
 
Originally posted by GrandAdmiral
Que units that you build such as 5 marines in a cities build que.

This ability already exists. It does require using a key-click combo that I always forget :rolleyes:
 
Pembroke:

Good idea about naval blockades. Just a little extra. One military ship cuts off commerce. Automatically declares war.

Privateers same thing but no declared war.

DaDrunkenFish:

Why would naval power be more powerful in the future? Why would bomber have shorter range? I believe in balance BUT I believe in realism more.

Bombers fly all over the world and refuel in the air. Short of the Aircraft carrier Naval power is not what it used to be IMHO. With the proliferation of cruise and anti ship missles they will be less of a factor as time goes on.
 
1) colonies are automatic harbors/airports as well as roads.

2)African civ Ghana. Ghana was at one point a major but not well known trade center in west Africa. It would trade gold for salt, pound for pound to the Middle East. They were big on things like education too, with major universities. They fell from power from Morrocans armed with Guns in the 14th century or so.

3)And maybe my biggest one: allowing surplus food to be taken from one city and allocated into a food treasury, to be distributed and traded as needed.
 
Originally posted by Grey Fox
Remember that it took 3 expansions for Civ2's editor to become what it was.

that's right, but civ 3 is by its name a sequel to Civ 2, so the good things should be in it.

I don't think the new photoshop version will exclude the things that worked in the versions before.
 
Couple things I wouldn't mind seeing:

Civs should get some sort of bonus or UU for using their preferred government.

I'd also like to see the option to limit what civ can create wonders/buildings and an option to limit what government a civ can use.
 
How about each civ has an 'arch nemesis' civ that they cant negotiate with. This can be a feature for games that include culturally linked starting locations???

Or perhaps the civs shunned governments can have meaning and be used for this. Democracies wouldn't like dictatorships,Communism wouldnt get along with Democracy, etc.....


Another option for game start-up

No diplomacy allowed- The world is at war right from the start. No negotiations allowed. Perfect for all those warmongerers out there
 
Originally posted by SanPellegrino
that's right, but civ 3 is by its name a sequel to Civ 2, so the good things should be in it.

I don't think the new photoshop version will exclude the things that worked in the versions before.
Photoshop uses the same "engine" for (almost) every version (I think).

Civ2 and Civ3 are 2 different games, (made by 2 different companies, might be the same people, but still). With 2 different engines.
 
I'd like to see another MP victory condition: Alliance. If you and your Allies are the only remaining civs (and this condition is in effect), you and your allies get a combined victory. I don't see much of a need for this in SP mode.
 
@DANGERBOY: I don't think many people would agree too this if there are two civs left. They would probably play until one of them wins by Conquest or Space race. It's still a good idea though. :goodjob:
 
Originally posted by WildFire444
@DANGERBOY: I don't think many people would agree too this if there are two civs left. They would probably play until one of them wins by Conquest or Space race. It's still a good idea though. :goodjob:
This is what the PACT I talked about would be.
 
We did it all the time in Warcraft II, unless my mint daze from those times is messing with my memories (mint acts like marijuana on my system). I'd even have this option selected as normally off.
 
as for the new civs i think they should put in a dutch civilization. The prob shoudl be commercial and maybe scientific. Also i think they shoudl put in some more goverment types, like an islamic goverment and a constitutional monarchy, which most current monarch countries currently have.

Also in the new civ i think each civ should also have soem specific buildings only they can build. For the dutch maybe the VOC office and when they have this they can mak the VOC trading ships that can transport maybe 2 or 3 units (settlers and workers only perhaps)
 
If I may recommend, a revamp of the Naval system. :p

I haven't played much with commercial civs, but someone suggested that commercial buildings ought to be half price to build for them, just as religious/scientific buildings are for those traits. Any thoughts?
 
I'd like to see a UU for each government type and a revision of the existing units to be a bit better balanced wihtin in each age (ie, why use rifleman over infantry, when the latter is so easy to attain,etc).

Also, a redistribution of when the units appear would be nice.. having Frigates, Galleons and Privateers appear at Astronomy might make them a bit more useful

Finally, and I don't know if this is just my peeve, or if it's been mentioned everywhere but.. reverse the order of The Wheel and Horseback riding, or make chariots a little better than they are. Maybe I'm not thinking this straight, but I'd figure it would be easier to learn how to ride horses than build wheels and, hence, chariots. :)
 
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