Things I want to see changed/added.

impactblue

Chieftain
Joined
Nov 10, 2002
Messages
19
Trade food between cities! Starving in a land of plenty, as a city with 10 surplus food can't give any to a neighboring city with a food deficit. Why didn't this carry over from civ2?

Precision bombing: So precise you will never hit an enemy unit! You should be able to choose your target, killing only population, units, or improvements. Real precision means I can slaughter only the population in the suburbs and city centers without damaging the aqueduct or library, so I can migrate in my own nationality after I conquer the city. Or hitting only the military units(like in the recent Iraq war). Or just turning the infrastructure into rubble.

Invading forces can't build an airbase in enemy territory? You should be able to build a colony, airbase, outpost, or radar tower in another civ's territory. Of course, it would be a hostile act. But if you have a unit with an attack rating in a square, you control the square, no enemy unit can enter without first killing the unit, so why can't you build an airbase there? Once you establish a foothold, then an invading army would naturally begin to set up a supply depot and bring in more troops, maybe build an airstrip.

Entire city population commits suicide when a city is disbanded? No? Then where does all the population go when a city gets disbanded? When you raze a city, half the population converts to workers, refugees. But disband a size 30 city? They all disappear, maybe they were kidnapped by aliens... Seriously, you shouldn't lose the population, they should become 'displaced persons'.

These issues just annoy the heck out of me. I can't stand to play civ3 anymore, I haven't played in nearly 6 months. A lot of other things bug me, but these thigns I can't change in the editor.

Some other things that would be cool:

Trade, give and receive units between civs, not just workers. This is another feature that was in civ2 but isn't present in civ3, and I don't see why.

Choose the population point that gets expended for building a worker or settler. In a city with multiple nationalities, currently, if there is a native population point, it always gets chosen. The civfanatics info center says you can choose, but as far as I know, that is not true. It would be nice to be able to choose which nationality turns into a worker.

Be able to see what techs another civ has (again, lost from civ2).

Set unit promotion probabilities(regular, veteran, elite).

Be able to partially use roads/rail in enemy territory even without a right of passage. Even in hostile territory, if there are roads, it's better than travelling in completely undeveloped land. It doesn't have to be a standard rule, it could be something you set in the editor.

Allow in the editor, to make the army be able to load or unload.(Hey, some of us want to do it)

The main line of thought is, why not make as many attributes and probabilities editable in the civ3 editor? How could it hurt to let us change it? I guarantee I'll get addicted to civ3 again if I can modify it to my liking.

There's a lot of things in the standard rules I don't like, but it's not that big of a deal because I can change them in the editor. (ironclads/cavalry don't upgrade, disappearing and reappearing resources, spearman winning vs. tanks, and countless others)
 
On second thought, it's probably not a good idea.

Human players can simply send in a stack of defenders with a worker, move deep into enemy territory, set up an airbase and turn the enemy Civ into rubble.

Granted AIs can be taught to use the same strategy, but given human players can manage their stacks much better than the AI can, this kind of feature will almost always play to the human's advantage.

Scratch that. I don't want to see this feature in the game.
 
I really like these ideas, war time road travel, airbases in enemy territory, PRECION BOMBING and will like to add the paper-scissors-rock thinking certain units are best againts certain units like
horseman>Archer
Archer>spearman
spearman>horseman.
 
The thing with the airbase can be done in a similar fashion by bringing a settler and defenders, building a city, then rush building an airport. You get the same effect, although it's more expensive, takes an extra turn, and you may have a city in a poor location.

If I can build a city there, why not an airbase?
 
I think you just answered your own question. The cost to the player is higher.

If I had it my way, the whole idea of settling on enemy borders should be taken out, war or no war.
 
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