Just curious, What things did everyone want with CIVIII and didn't get it

Just 2 major things, both have been somewhat mentioned before.

I wanted a game where i didn't have to have a huge military. To rely on diplomacy and trade to get along. Even trade with a good navy. The sea trading is my big problem here. Naval stuff needs to be completely revamped to get closer to historical accuracy, and therefore a good game.

I also want a bit more emphasis on intelligence and the Foreign Advisor. I want to know what techs the other civs have. A page of info on each civ as they had in Civ1 (dunno about 2) would be great. And I want to be able to access the advisors (particularly military and foreign) when i am in/about to go into negotiations. If they want to talk to me, i want to check power and science levels beforehand, and i want to know if the person i'm declaring war on has MPPs still going or not. This could be done relatively easily i think.

But other than these 2 points, i love it.
 
on civ 2 there was a listing of city size with numeric values. having a list of city sizes would help me identify where i can call up conscripts or force build some improvments. I understand that there is a number listed on the city but on huge panagea, i dont always see every city.

Id love to see a page down function. It is tedious to view 40+ cities and to single click the scroller. being able to scroll on the fly would be nice as well.

Unit controls are different than civ 2, that is good and bad...

spy operations are not well explained in the help menus and i refuse to read the book!

I wish there was an adaptive AI. The ai depends on sheer numbers to win and if politics is played correctly, the game becomes trival.

Culture flipping, as implemented, is the most disappointing aspect to this game. Other aspect would make more sense such as:

-keeping too few units in a city would reduce their health and make the city remain in constant riot. This would make the city easier to retake. (say 1 unit per civ, so a size 24 city would need 24 mil units. This would bogg down any invasion.)

-Prevent units from healing while in a city that is in revolt.

-Disallow all taxes, except for those in the city that is at peace with the mother country.

-The advisors in civ 2 were much more useful. Well, the suggestions they provided.

- The govenor should have a pop list that shows on a minimap its location, its size and be able to select that size city to follow a certain food/production strat. It should show if its growing or not.
 
Originally posted by kb2tvl
Unit controls are different than civ 2, that is good and bad...
I never played civ 2, what was different there? What do you mean by unit controls?
 
I want the Civ 2-style Cheat Mode back. I was angry when I didn't see it back in early December; still am. WHY don't we have this? We could control accelerated startups, switch sides, see the entire map, and generally enjoy ourselves. In Civ 3 the AI cheats all the time, though. Maybe that is why they took it out, so we couldn't see how much the AI cheats.

I want subs and privateers to be able to attack merchant shipping on trade routes.




I just got a sense of deja vu. . . If I posted this before, well, I just did again. Firaxis needs to be remminded.
 
SMAC had a lot more than that in its scenario editor.
 
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