Online petition for an updated Civ III editor

A lot of great ideas and I only needed to read the first page! I second the motions!:D
 
OK, since this thread's been resurrected, there's something I'd very much like to see in some hypothetical, sadly-probably-never-to-be-realized new editor:

First, the historical context: as a rule of thumb, armies never went blindly marching off into the Unknown looking for cities to conquer or resources to exploit (yes, there are some exceptions, like looking for El Dorado, but this was, in the 6,000 or so years of recorded history, not only an oddity, but involved far fewer men than a Civ scale unit generally represents, and I address the wood-and-sail voyages of discovery below).

So: I would (and have in the past, in similar threads) propose that there be a variable, changeable by improvements, limiting how far a unit can travel from a city (a button should be able to exempt certain units, e.g., Scouts). Even Alexander the Great didn't just march willy-nilly into Persia, he went from conqured city to city.

This also represents something I've never seen discussed on these forums outside the OCN: that communications technology is a limiting factor on the size of a Civ. Persia was divided into Satrapies because the level of small-detail control available from the capitol was limited to the speed of a horse, and the empire was huge. So upgrades in communications technology could and should impose limits on the types of Governments a Civ can have.

Yours Just After A Major Caffeine Boost :coffee: ,

Oz
 
How about using some kind of moral for this? This would work by having a (slight) chance every turn that a unit is not in freindly territory (I.e. your own territory, maybe territory with whom you have an RoP/MPP, too, or maybe they just raise moral a little compared to "neutral" terrain...) there is a chance the unit will just dispand. Certain units would be flagged as "increases moral" (like armies, leaders and King units in the "default" settings, maybe). Certain other units could be flagged with "Decreases enemy moral". Of course, there should also be a checkbox with each unit (that is by default "off"), that states if they will be affected by moral.

I was thinking this up the other day, my Greek scenario...
 
How about using some kind of moral for this? This would work by having a (slight) chance every turn that a unit is not in freindly territory (I.e. your own territory, maybe territory with whom you have an RoP/MPP, too, or maybe they just raise moral a little compared to "neutral" terrain...) there is a chance the unit will just dispand. Certain units would be flagged as "increases moral" (like armies, leaders and King units in the "default" settings, maybe). Certain other units could be flagged with "Decreases enemy moral". Of course, there should also be a checkbox with each unit (that is by default "off"), that states if they will be affected by moral.

I was thinking this up the other day, my Greek scenario...
I try not to nitpick too much on matters of spelling, but I must say that you must be thinking of morale. The thought of a unit's morals determining how far it can go from base is rather amusing. :lol:
 
I try not to nitpick too much on matters of spelling, but I must say that you must be thinking of morale. The thought of a unit's morals determining how far it can go from base is rather amusing. :lol:
That amused me too :lol: !!
 
Certain units would be flagged as "increases moral" (like armies, leaders and King units in the "default" settings, maybe). Certain other units could be flagged with "Decreases enemy moral". Of course, there should also be a checkbox with each unit (that is by default "off"), that states if they will be affected by moral.

Sounds a lot like the psychology in WH :D
 
I would kill for the ability to set percentages. for example, this building reduces corruption, but not as much as a courthouse. and just being able to limit building to certain civs would save allot of time to.

Don't yell at me if thats in conquests :)
 
i agree. (and no thats not in conquests ;))

I would just love it if EVERYTHING was moddable; units requiring certain buildings, buying and selling units, being able to add more terrain types, allowing or disallowing unit movement through certain terrains, add and modify civ traits, buildings can require more than one building to be built...

i can go on forever...
 
I thought I'd add more to this thread...it may be pointless, but I have an ounce of hope left.

Right now there is a Require Escort flag for ships. To expand on this, there should also be an Escort flag. The ships flagged as Escort, would escort the ships that are flagged with Requires Escort, that would be their priority. Ships without the Escort flag would be free To bombard shores or engage in ASUW w/o having to be tied up in an escort role.

This is something that if it would've been coded in, would have been a big boost in persuading the AI in the naval warfare area.
 
I'd like it to be possible to have buildings that increase corruption.

I'd also like it to be possible to give the terraform AI option to units that don't have all of the worker actions checked.

And I'd like to be able to make the AI build cities in the sea.
 
More flexibility. Were they kidding when they made things like "+2 free techs"? Lets get rid off those hardcoded things.

* + [enter number] free techs instead of +2
* "must be near [choose a kind of terrain]" instead of "near river" or "near water"
* Flags "water" and "land" for terrain. I would like myself choose which one is wich or add more water terrains.
* checkboxes "can transport air units", "water units", "Foot units", etc., instead of "can transport ONLY foot units" etc. It is unbelievable that carriers cannot transport, say, a leader as well.
* Fix "disables diseases from floodplains" and "cured by sanitation" funny stuff.
* Gives a free tech owned by [choose number] civs instead of 2 civs
* "increases food (commerce, etc) in water" must be "increases food (commerce, etc) in [desired kind of terrain]". Also it must be cumulative. Currently if you build a second harbor-like building in a city, it provides no benefit.
* Unique buildings. Yes we have some workarounds but it's not the same.
* AI strategies. Currently if I give AI military unit which is also capable of building roads, it will never ever build roads because I cannot check "terraform". I can only check terraform if the said unit is able to do every other worker action too.
* Possibility to choose a number of eras. So that a moder could have 1, 2, 7 or any other number he needs. Not just <=4.
* Possibility to upgrade land units into air units; etc.
* Separate scientific leaders and military leaders.
* More units for barbarians! :) Currently there is only three: basic, advanced and naval.
* Possibility to choose how many happy faces particular luxury resource adds. E.g. +1 (standard) from silk but +2 from gold.
* Separate "produces veteran air units" and "air trade routes", "produces veteran ground units" and ground unit upgrading, "produces veteran naval units" and naval unit upgrading and water trade routes.
* Possibility for workers to be able change water/land terrains. E.g. I'd like to have workers action "build cannal" so that the ships could pass. etc.
* Luxury / Strategic resources in the water!!! Probably it's currenty very difficult to impossible to do, but that's a real pity we cannot have them.
* Possibility to trade any unit not only workers.
* Possibility to donate a unit like in civ4
 
And I'd like to be able to make the AI build cities in the sea.

You mean, just like in that quaintly archaic game Alpha Centauri? Made by the same guys? :rolleyes:

Actually, I'd just like to be able to place oil resurces in coastal waters and require some way to build a rig atop them to get the resource.

Mais, c'est la guerre,

Oz
 
Just remembered one more thing. "Sinks in sea", "Sinks in ocean"... replace with "may die in [choose terrain]; [choose probability]; [text message index]".

"Our troops have sank in the marsh" or "our light soldiers have died from the cold" (e.g. Napoleons troops near Moscow) are just small examples what we could do...
 
"Our troops have [contracted malaria]in the marsh" or "our light soldiers have died from the cold" (e.g. Napoleons troops near Moscow) are just small examples what we could do...

I must say - that is an excellent idea!

-Oz
 
This is a great thread!

I hear everyone's pain related to Civ3's lack of flexibility. So many things seem to have been set in stone, never to be tweaked with again. I must admit I haven't really played in the game's editor, because my attention has been kept on the interface work. I wish the graphical interface wasn't so hard to play with. Transparency is hit and miss. The file hierarchy in the Operating System is all over the freakin' place! It's hard to find a graphic, because it could either be somewhere in the Civ3 folders, or the Conquest folders, or again in PTW if it's some obscure multiplayer feature.

You know it when the developers have thought about moddability, and this game ain't it.
 
Hey, I would disagree with you here. It has lots of stupid limitations, but I think you just happened to mod the most difficult thing to mod: interface. Except Civ4, I've never seen a more moddable game. :)

Edit: 4-minute Crosspost... It's my fault this time. ;)
 
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