Suggestions for the expansion pack

Traquenard-fx

Freedom for my poeple
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Oct 15, 2001
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Posts suggestions for Firaxis like:

-new diplomacy features ( like arms sales, etc)
-roles of the capital ( what happening when the capital is caught)
-total new features ( having a movable leader that can be caught)
-who to make colonies more strong in gameplay

...and so on!:crazyeye:

Since the announcement of the xp we seen so many goods ideas that can by apply easily in the game and fans want. Firaxis have to take note of all the ideas of the civfanatics poeple.

Don't miss this occasion and post ideas in numbers for have a debate and take the more commons ideas to be apply in the game.
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For me, diplomacy need to be more complex and have real impact in gameplay. This can be done easily by adding new features like a ''protection pact'' instead of a ''mutual protection pact''. We can have the return of ''trade units'' like in civ2. A better role for the UN that can have a better impact on general diplomacy ( reputation if not member, nuclear club, if you declare war for no reasonables reasons( expansionnist or for razes cities) the UN vote a motion againts you damaging you reputation, etc).

War have to be more apply to tactics. In civ2 some units have betters abilities againts others ( ex: cruiser againts planes *2 of bonus) it a feature that make more fun the strategy of wars in civ3 than only go for the strong unique unit in the age. Railroads break the strategy of wars when we are able to go around all the country without very using tacticals defenses ( that mean not make the railroads make units move like they want with no limits).
I would like see a feature of ''precision bombing'' let choose you the type of targets to hit ( military,civil,cultural, production...). Having the cruise missiles doing precision strike with a better range. Now I have my airfields I will be able to not talk about this one ;)

I really love the ideas of having a leader moving across the country that can be found and caught. Then if a rival civilization destroy a another one you can assure the security of that leader that can't be kill ( only if nobody want to protect him) so when the poeple begain to revolt I can retake is sit. I like to having someting special when the capital was caught is like take the entire country or someting that have a significant impact.

And much more... (... no morevery serious ideas for the moment)
 
Another one: Why not have some statistics at the ending of a war like: number of units loss and taken, number of cities caught or taken.

Sound very interesting to me :D
 
Colonies should have actual citizens that you gain by growth, and the more working citizens there are the more happy faces it's luxury produce, the strategic resoure becomes multiple in the strategic resource box, etc.
 
I have 2 ideas. First: if a captured city has any resisters then units cannot be built. Maybe even limit it further to cultural buildings.
Second: a "general" unit. Any units on the same tile as it get a bonus when attacking or defending. But the bonus subtracts 1 of the "generals" moves so attack bonuses can only be used 2 or 3 times per turn.
 
The one thing I can not stand, and would love to see changed is the concept that colonies can be so easily absorbed. It maddens me that colonies are nothing more than a glorified improvement. An AI comes in and plants a city, its cultural boundries soak up your colony and all you can do is smile. Not only that, but they demand that you remove any troops stationed there under penalty of war.
Colonies, in my opinion, should have the same cultural identity that cities have. An AI plants a city too close to one of your own, and its boundries have to adjust to your cities influence, it does not absorb all of your surrounding land. Colonies should have some type of cultural output along these lines.
Make it so they must fight for that colony, not walk up to it and lay a squatters claim.
 
I'd like for them to improve the borders. Instead of having clusters of cities, I want them to always connect with my empire. Also, when taking over cities, I don't want to see the borders diminish..they should stay as they were.
 
Colonies have really to change because they not a spot where you take resources and go. With colonies, we have to deal with the population and is natural culture not simply stay there and extract a resource like a mine. Some ideas here are very interesting about the question of colonies. I suppose taht Firaxis take some notes :rolleyes:
 
I would suggest to use a more catchy title that "Play The World", here some proposals:

Civ3 - Meet The World
"The multiplayer files"

Civ3 - Create The World
"Everybody can do it!"

Civ3 - Get The World
"What do you want today?"

Civ3 - Episode II
"The Dark Side"
 
1. Improved Air combat and more air units

2. Improved naval combat and more naval units.

3. More ground troops and special troops

4. More techs

5. More Goverments

6. More wonder's and small wonders

7. Needs alot more improvements(example:Grocery store[City produces one more food wheir food is already produced])

8. Better map editor and better options for game play

9. More ranks (maybe Peasent[1] concrispt[2] regular[3] vertern[4]elite[5]leader[6](leader also produces a great leader)

10. Improved in-game play

11. Got to get to sleep so I'll finish the list up tommorow ;)
 
Originally posted by ColdFever


Civ3 - Episode II
"The Dark Side"

LOL :lol:
 
My suggestion for the XP is that they should give it away free as an apology present for all those they fooled into buying the game.
It would bring me closer to forgiving them for their laziness in producing civ 3.
 
We already have a massive thread for this kind of stuff (its a sticky at the top of this forum) but looking at what we know of the x-pack currently 0 ideas (bar the obviou multiplayer and scenario editor) are being used in it
 
Originally posted by Graeme the mad
We already have a massive thread for this kind of stuff (its a sticky at the top of this forum) but looking at what we know of the x-pack currently 0 ideas (bar the obviou multiplayer and scenario editor) are being used in it

Sorry I have don't see the sticky thread at top but just see this one as a rival thread :p
 
Why not have the return of the ''cease of fire'' that can allow players (AI include) to make stop a war during 1 to 19 turns and when is over the war simply continu.

I love this one :cool:
 
Making colonies more than useless of course is needed. NEVER should a garrisoned colony be overrun by another civ's town, at least not without causing a war.

Capitals should be as they were in Civ 2 - meaningful to conquer.
Of course in Civ 3 they jump from town to town after capture as a cheap "fix" for massive corruption.
 
Captured capital or some other modifier causing civil war similiar to the earlier games would also be nice.
 
Colonies are so very, very broken. Three patches already - when is Firaxis going to realize this?

One solution: have a flag for terrain improvements that allow the building of that improvement to create its own border effect, provided it is connected to the rest of your border area.

This would be really effective with the new terrain improvements of the XP: airbase, radar and outpost. Now, you can build all three outside your border, but they're very vulnerable there - it will be the same problem of flipping with Colonies for each of these new ones too. But, if you build roads to these places, and roads give their own borders, then it would all work so much better.

Of course these could still flip to another civ if they built a city nearby, but only in the way that cities can flip. Meaning, if your civ has strong culture these will survive a nearby city, but if you don't they won't. If you have a long road reaching out to some such improvement of course it would be very vulnerable to flipping, so you wouldn't be able to stake out a large area with this method.

Extra bonus: if a tile improvement creates its own border, have that cost double the work to make. So making a road inside your borders is easier to do than making one outside.
 
Some ideas that I have:

1. The abilities (militaristic, religious etc) should be changeable. When a civ starts, it doesn't have any predefined ability. As the technology of this civ advances, the civ grow able to select one or two of them, for a certain number of turns. When it feels the need of change, it can change the specified ability.

2. The same for UUs. These UUs are the results of certain hystorical and geographic features (for example, if India hadn't elephants, their UU couldn't be the war elephant.). Some civs in the history had not only one UU, but as their technology developed, more UUs been builded.

3. The cultural flipping is meaningless... Instead this, the peaceful unification of states should be possible.

4. Statistics on your own country and on the world also. A replay when you finished the game.

5. The reform of the head-population into a real population. Production must be based on the greatness of the population. Let's end the separation of the two forms of production: the food production is the same form of work as the shield or industrial production.
As your agricultural technology develops, you can give a smaller part of your production for producing food, and can use the remnant for producing weapons - or good. The volume of goods' production must based on your "remnant-production".

These are my most important ideas. Furthermore, we need more techs, more civs (more than 16). It would be good, when further civilizations could appear in unexplored terrains and separate via civil wars.
 
something MUST be done about colonys!! i think u should have a limited set of buildings u could produce in a colony (also buildable with a worker) such as harbors, airports, city walls and the like .. perhaps even a temple, and DEFINATLY civ borders (they should take up just the single square the colony is on to start off with) u should also be able to turn it into a city also by using a few workers (3 or 4?)
 
I agree that something should be done about colonies. As they are now, the extremely limited use is when you need a resource that is so close to your cities that you don't want another city in the area, but cannot afford to wait until the resource comes under your area of influence.

My ideas are:
1) Colonies should have a cultural border that includes the 8 adjacent squares, but with weaker influence than a city's cultural influence. That is: if a colony and a city has one square between them, the city will always get the middle sqaure into its border.

2) A colony with military units will never culture flip.

3) A colony without military units will automaticall flip if inside an enemy city's culture area.


Additional ideas that may not be worth the extra hassle:
4) A colony could be turned into a city by adding another worker: I'm not sure about this, since you can already build a city there with a settler. Also, being able to buld a city by using two workers may be to cheap.

5) Some buildings could be built in a colony, especially harbours and airfiports. This is important for those small islands where there is a resource but not worth to build a city.
 
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