Let's here about all those very small things in the game rules, user interfaces, etc. that constantly annoy you and which would at least seem to be a very small thing for Firaxis to fix.
There already are other threads listing such things like more eras, event scripting, etc, but this is not the thread for those.
Instead, what I am searching is a list of all those minor issues that could be fixed in the next patch if only they would be pointed out and someone in Firaxis would spend a few days looking at them.
Please, add your favourites. Here are mine:
Open the years per turn variable to scenario makers in the editor. Please. I mean, it can't be hard coded, can it?!?
In the editor you can set the "max number of turns needed to research an advance". What's the point of a *max setting* having an upper limit of 100 turns? If you want it low then you can simply set it low. But if you want to play real slow tech advancement then why not?
Make the AI check whether a location can support a city before it builds one there. Sure, in the standard game with the city tile producing 2 food which is enough for 1 citizen every tile can support at least a size 1 city. But in mods where 2 food is not enough for 1 citizen this doesn't work. It can't be that difficult to simply calculate the food output of the initial 9 tiles and comparing this to the "1 citizen eats X food" variable before the AI decides to build a city.
In the trade advisor window it lists all the luxuries/resources that I am importing/exporting. When I move the cursor on top of one item it pops up a tooltip text showing the import/export civilization. So, how about adding in that tooltip text the number of turns left in that particular trade deal? It would help a lot in planning your strategy.
Also in the trade advisor screen there is the list of potential trading partners that also shows any luxuries/resources those civs have to offer. However, I am not always looking to buy new luxuries. Sometimes I simply want to sell what I have. So, how about adding a demand side to the list also? I.e. show those luxuries/resources that *I* have but the other civ does not. Currently I have to open the trade screen with a particular civ just to check if he would like to have something I could offer.
Could the scientific advisor show me (a report, a list, a tooltip text over an advance box, or whatever is easiest) what technologies the other civs I have contact with have discovered? This information is already available in the trade window under the section tech as it shows those advances one civ has but the other doesn't. It really is cumbersome to open trade negotiations just to check whether the other civ has discovered something. Especially if you want to do that with 16 civs and every turn...
In Civ2 there were popup questions whenever I was going to do something that would hurt my international reputation. How about adding them in Civ3, too? The following has happened to me too many times: I am on war with civ A. I ally with civ B against civ A. Then after 14-18 turns of warfare I have reduced civ A to one city and they start licking my boots and whining to save their sorry umm... backsides. I mercifully grant them peace after extorting from them everything I can get. Now, what happens? Yes, you guessed it, civ B is now "furious to us" because I broke the alliance against civ A by making peace. It could be argued that I should have remembered the ancient alliance but why didn't my foreign advisor say something? What am I paying him for, anyways?
Or, if this "ok/cancel if reputation hit" is a too big thing for a "minor enhancement" then how about just a simple popup indicating that my reputation just went down the sewers and most especially the reason why it did. Did I break some obscure trade agreement that I had completely forgotten? Or did I have a worker in some remote culture flipped enemy tile when I declared war, or what?
Speaking of reputation could the foreign advisor show what *my* reputation is? In most games played long enough I have no freaking idea whether the other civs are "furious to us" because I am not to be trusted or because I am too weak/strong. Oh, well, perhaps there is no difference between the two in the diplomatic circles...
There already are other threads listing such things like more eras, event scripting, etc, but this is not the thread for those.
Instead, what I am searching is a list of all those minor issues that could be fixed in the next patch if only they would be pointed out and someone in Firaxis would spend a few days looking at them.
Please, add your favourites. Here are mine:
Open the years per turn variable to scenario makers in the editor. Please. I mean, it can't be hard coded, can it?!?
In the editor you can set the "max number of turns needed to research an advance". What's the point of a *max setting* having an upper limit of 100 turns? If you want it low then you can simply set it low. But if you want to play real slow tech advancement then why not?
Make the AI check whether a location can support a city before it builds one there. Sure, in the standard game with the city tile producing 2 food which is enough for 1 citizen every tile can support at least a size 1 city. But in mods where 2 food is not enough for 1 citizen this doesn't work. It can't be that difficult to simply calculate the food output of the initial 9 tiles and comparing this to the "1 citizen eats X food" variable before the AI decides to build a city.
In the trade advisor window it lists all the luxuries/resources that I am importing/exporting. When I move the cursor on top of one item it pops up a tooltip text showing the import/export civilization. So, how about adding in that tooltip text the number of turns left in that particular trade deal? It would help a lot in planning your strategy.
Also in the trade advisor screen there is the list of potential trading partners that also shows any luxuries/resources those civs have to offer. However, I am not always looking to buy new luxuries. Sometimes I simply want to sell what I have. So, how about adding a demand side to the list also? I.e. show those luxuries/resources that *I* have but the other civ does not. Currently I have to open the trade screen with a particular civ just to check if he would like to have something I could offer.
Could the scientific advisor show me (a report, a list, a tooltip text over an advance box, or whatever is easiest) what technologies the other civs I have contact with have discovered? This information is already available in the trade window under the section tech as it shows those advances one civ has but the other doesn't. It really is cumbersome to open trade negotiations just to check whether the other civ has discovered something. Especially if you want to do that with 16 civs and every turn...
In Civ2 there were popup questions whenever I was going to do something that would hurt my international reputation. How about adding them in Civ3, too? The following has happened to me too many times: I am on war with civ A. I ally with civ B against civ A. Then after 14-18 turns of warfare I have reduced civ A to one city and they start licking my boots and whining to save their sorry umm... backsides. I mercifully grant them peace after extorting from them everything I can get. Now, what happens? Yes, you guessed it, civ B is now "furious to us" because I broke the alliance against civ A by making peace. It could be argued that I should have remembered the ancient alliance but why didn't my foreign advisor say something? What am I paying him for, anyways?

Or, if this "ok/cancel if reputation hit" is a too big thing for a "minor enhancement" then how about just a simple popup indicating that my reputation just went down the sewers and most especially the reason why it did. Did I break some obscure trade agreement that I had completely forgotten? Or did I have a worker in some remote culture flipped enemy tile when I declared war, or what?
Speaking of reputation could the foreign advisor show what *my* reputation is? In most games played long enough I have no freaking idea whether the other civs are "furious to us" because I am not to be trusted or because I am too weak/strong. Oh, well, perhaps there is no difference between the two in the diplomatic circles...
