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

I thought of something else they should add. A "build to/send to" command in the city screen. If this already exists someone please tell me how to do it. In the game I'm playing I had a bunch of transports sitting on one side of my continent and almost all my cities were building tanks in preparation for a major off continent war, but it was getting tedious moving all of them from one side of the continent to the other after they were built. There should be a way units move automatically to a square in your territory when they're built (assuming you have rails otherwise it would just work like a go to command).
 
Originally posted by Grey Fox
Yes, but don't all Scientific buildings allready add to culture? :p

Yeah, I was offering up a suggestion on stats for what someone else suggested. I would definitely make the science contribution lower in a museum than the Scientific buildings, but a higher cultural contribution. IF I were to actually add this concept. To be honest, I posted to kind of shoot down (in a nice way) the Wonder proliferation the original poster was suggesting, since a lot of it seemed redundant. I could see perhaps a Great Wonder and a Small Wonder coming from the museum concept, but restrict it to just that, please!
 
Skullbones, you can set Rally points in PTW. This does exactly what you are asking for. Not vanilla Civ3, however.
 
Originally posted by DANGERBOY
Skullbones, you can set Rally points in PTW. This does exactly what you are asking for. Not vanilla Civ3, however.
Yep, you do this by right-clicking the city, and then, like the Goto command you click on the tile you want to be the Rally point.
 
I would like it if the game were made a bit more dynamic by introducing "shifting traits". This could work like this, for example:

If, for example, you wage constant wars, you one day get the message "The masses are angry with your constant warfare and they have seized controle over the palace and executed the king. As their new leader, the people have chosen XX, a peaceful man who will devote his reign to rebuilding the damaged country, and to educate the people" And suddenly, you'd be scientific/industrious instead of whatever traits you had before.

Of course, it could work the other way as well. Like if you peacefully build your way through an entire game, you could get a message like this "Too late, we have found out that the nobelmen have been plotting against the king. Apparently, they were tired of how he ruined the reputation of the once so glorious and fear-striking empire of X. The king has been assassinated, and the nobles have chosen general XX as their new leader. General XX will devout his reign to bring back X into its former glory, and once again show our enemies who's the boss." And, just like that, you'd be militaristic/expansionist.
etc., etc.

Of course, there should be some negative effects to go along with such changes, so that players wouldn't try to provoke a change for a peaceful leader when they feel that they have fought enough, and that it's time to start building. Perhaps this negative effect could be that all cities lost 25% of their population (represented by the revolution that would doubtless be necessary to bring about the change).

This would prevent players from using one single strategy throughout an entire game. It would also simulate how civilizations change over the course of history. It would, for example, be very hard to argue that today's Scandinavian countries are any kind of expansionists, but in the game they are since the vikings were.

I don't know, does this sound too complicated or crazy?
 
A better AGEIS Cruiser.

A complete scrapping of Diplomatic victory, and a rebuilt United Nations. It should better resemble its real life counterpart, such as be able to impose sanctions (TEs are to binding and restrictive), give aid, and to settle conflicts before the break out.

More importance on history, and historic events. I'd like to elaborate but nothing comes to mind now.

Make navies and air forces more valuable to have. Make them indispensible. Such as more lethal bombardment, ability to take out improvements without a precision strike, and be able to strike any improvement you want.

Be able to hard-wire changes into the game? I dislike it how you have play with scenarios if you don't like this, or don't like that. It would give a lot more freedom to the player.

Intergration of scenarios. I'd like the idea of being able to intergrate the best of several scenarios together in one big scenario. Put the rule changes of one scenario into the better reworked Modern Ages scenario.
 
An end to the horseman stomp
Make it so that mounted units attacking cities lose 50% of their attack value. That way, cavalry will mainly be used out in the open.
Also, a small wonder (or maybe tech) in modern times called "anti-tank weapons" or something that gives infantry, paratroopers, marines huge bonuses against tanks, ending the tank stomp.
 
I love new civs, and have an interesting idea... perhaps include a huge library of animated leaderheads in the game, that could come from a variety of places. Then, just let the people use those leaderheads to create new civs.

Although....

I would love to see Nubia included in the game.
 
Originally posted by hbdragon88
Be able to hard-wire changes into the game? I dislike it how you have play with scenarios if you don't like this, or don't like that. It would give a lot more freedom to the player.

I don't understand what you are getting at. The whole point of scenarios is so that you can customize the game.


Intergration of scenarios. I'd like the idea of being able to intergrate the best of several scenarios together in one big scenario. Put the rule changes of one scenario into the better reworked Modern Ages scenario.

You can do this already using the Rules Import option. It has some limitations, but I find it quite useful.
 
Originally posted by Silverflame
An end to the horseman stomp
Make it so that mounted units attacking cities lose 50% of their attack value. That way, cavalry will mainly be used out in the open.

A quick fix you can do today is to give archers and bowmen a bombard strength of 2 and a range of zero (and Longbowmen a 4). About 2/3 of horsemen that attack that city will lose a hit point before they start thier attack.
 
Originally posted by hbdragon88
A complete scrapping of Diplomatic victory, and a rebuilt United Nations. It should better resemble its real life counterpart, such as be able to impose sanctions (TEs are to binding and restrictive), give aid, and to settle conflicts before the break out.

Agree 100%. Never liked the UN as it is, I think it's pretty wimpy to only build a small empire, use a GL to build the UN, then bribe all civs to vote for you.

Here is my idea on barbarians:
Make them a civ of sorts. They build a city instead of the encampment, they can build basic improvements, like barracks, marketplace, walls, that's probably it actually. Initially they would be at peace with you, but attack with little or no provocation, in other words be militaristic and militaristic :) . They would build military units as before, but you could talk to them and stuff like that. They however would not build settlers to advance their empire.
 
How about if you build a coal plant in a city if you replace it with another powerplant type you create an unhappy person for a few turns because you just put a crap load of people out of work. How about that happen each time you replace a powerplant?

Solar plants should be replaced with Wind-farms. They should only kick out 25% increase in shields because they are not a continuous suppy of energy.

There should be two-levels of nuclear plants. The second level would make the existing plant more stable in situations of civil discontent. Today's nuke-reactors are much safer than those in days past.
 
Barbarians shouldn't change at all in the game. They are as they should be. I bunch of disgruntled guys who didn't receive enough of mother's milk.

Why would a barbarian build a marketplace when he can just come down and take from yours? Otherwise it would just make them another Civ. Once Xerxes gets his Immortals he runs the Persians like they are barbarians.

One man's barbarian is another man's Civ. Many of the Civs in this game I'm sure were seen as barbaric by some of their neighbors in the real-world. The barbarian encampments are those groups of people that didn't quite make that leap from hunter-gatherer.
 
I don't understand what you are getting at. The whole point of scenarios is so that you can customize the game.

Sometimes I like the changes in a scenario so much that I don't want to be binded by only playing just that scenario. Have it in every game, even random.

You can do this already using the Rules Import option. It has some limitations, but I find it quite useful.

Is this in the vanilla Civ3?
 
No more 20-turn deals

Trade deals for gpt should be flexible in duration. Why sign up for 20 deals? As part of the deal making you should be able to set the number of turns.

On Resource trades for gpt alone there should be total flexibility - either set a fixed number of turns or have an 'open' agreement that can be cancelled at any time, or a combination of both (minimum fixed term).
 
Originally posted by hbdragon88
Sometimes I like the changes in a scenario so much that I don't want to be binded by only playing just that scenario. Have it in every game, even random.

So, just mod the rules of the scenario (or make a new scenario) to allow that. My custom scenario includes the ability to build random maps and choose which and how many of the 24 civs you want.

When you play a standard game all you are really doing is playing the scenario in civ3x.bix (for PTW).


Is this in the vanilla Civ3?

It's been months since I've played 1.29f, but I'm pretty sure Import was there.
 
Nukes having a bigger fallout effect. In Civ 2 (I've read this all across the boards) there was so much fear in using nukes. Now in Civ3, it's like nothing! It doesn't cripple you, and you can just let it sit there for years until you want to clean it up.

Pollution to be more destructive. Pollution, it just doesn't clean itself up and then be all ok, maybe better. Pollution can cause respitory problems, and it affects years after it's cleaned up.
 
I beg to differ. I've had a few games where the world turned to desert from the over use of nukes. One or two nukes are minor, enough will take your global warming into the 'red zone'. Once you get there, it's going to be a desert world. I've had over 20 tiles a turn degrading.
 
City Disorder Warning

In CTP they had a city cycle button that cycled through your cities. At the end of your turn it would turn red if any of your cities were unhappy, giving you warning of civil disorder. Not hard to implement, and a very useful addition.
 
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