What You'd Like In Civ3

CivRulesAll

The Void Beyond
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First off, a note to moderators: I couldn't find a similar thread, so if there is one, feel free to close my thread.
Now, just say what you'd like to be added to the game. Perhaps you might like a better UU for the Americans. I know what I'd like. Ever play as a Seafaring civiliation and get stuck near a SEA, not the ocean? It's happened to me. I was thinking that maybe there could be a option for the worker that makes him build a "Channel" that lets you move naval units through and land units across. It would not give a penalty for attacking across(That'd be rigged) Or maybe even let naval units move down rivers. After all, the Egyptians DID use the Nile to transport their boats to the Mediterranean, didn't they?
 
America could use a better UU fer sure, there was a nice thread about that some time back. Building Galleys in lakes would be handy too. A new UU for America is possible with the editor, the other stuff you mentioned isn't, AFAIK. The folks in C&C have done some miracles within the hard-coded limits, but some stuff will never be fixed.
 
With small ships like galleys and curraghs, you should be able to go up rivers, but with bigger ships then you wouldn't be able to, would be great for land mapping early in the game, and later in the game you could build small military ships which can travel rivers for midland ship battles
 
With small ships like galleys and curraghs, you should be able to go up rivers, but with bigger ships then you wouldn't be able to, would be great for land mapping early in the game, and later in the game you could build small military ships which can travel rivers for midland ship battles

This has actually been my biggest pet peeve with many turn-based strategy games for a loooooong time. Rivers always seem to be treated as an impediment (either with increased cost-of-movement, or a penalty when crossing as in Civ3), which is true in the case of an army trying to cross (in real life said army has to find a ford to cross, and they are at their most vulnerable during the crossing). However rivers in almost every example offer increased speed/rate of movement, easier communications amongst communities linked by the river system and vastly increased trade.

Historically it was the great rivers that spawned most of the great civilizations (the Nile, the Indus, the Yangtze, the Tigris/Euphrates) because it was the easiest, fastest and most reliable mode of transport. The fur traders in Canada used the river networks and a series of portages to travel half the continent in a handfull of months with tonnes of furs ready for market. The lynchpins of the French North American empire was the Mississippi and the St. Lawrence...

It would be wonderful if we could allow travel by curraghs and/or galleys on rivers, but I don't think we'll ever see it in Civ3, it's hard-coded as TheOverseer714 mentioned. Also river squares are based on the edges of tiles not the middle of the tiles, so it's technically not possible for a unit to be standing on the river tile anyway. :P
 
I was thinking that maybe there could be a option for the worker that makes him build a "Channel" that lets you move naval units through and land units across.

About the closest you can come to a "Canal" effect is when you have a single tile of land separating two larger bodies of water. If you build a city on that single tile, it functions as a "canal" by allowing naval units to pass through it between the two bodies of water. That is used a lot in maps for the Suez Canal and passage between the Black Sea and the Aegean Sea. I definitely agree that lack of river travel is a big headache.

Now, just say what you'd like to be added to the game. Perhaps you might like a better UU for the Americans. I know what I'd like.

I did a mod where I added the Carthaginian War Elephant to the game, available with Horseback Riding, and made it the Unique Unit for Carthage. The Carthaginians used them extensively against Rome when they could. I thought that was more appropriate than the Numidian Mercenary, who actually were light cavalry, not spearmen.

Probably the thing that I would like most is a different corruption model, based more on the players own actions with respect to managing his civilization, rather than the arbitrary one that is built into the game.
 
Mainly interface things. Makros that allow you to switch all builds x to builds y, or make all or just a given number of taxers scientists, and suchlike.
 
make all or just a given number of taxers scientists

I'd settle for a button that toggles between all taxcollectors and all scientists.
 
Rivers actually helped movement in civ 2.

I thought that was the case, but was not sure. I have the Civilization Chronicles, with Civ2 loaded on my Windows game box, but I have not really played it, although a couple of the scenarios look very interesting. I do not remember a version of Civ2 for the Mac however. It is unfortunate that is not the case in Civ3, as when you look at the development of the US, the initial settlements were closely tied to river transportation systems in the Mid West.
 
Rivers actually helped movement in civ 2.

Yes! I forgot about that, treated them as if they were a road, but only as long as you were travelling up or downstream. I think that they handled rivers rather well in that incarnation of Civ....

I wish that rivers had the strategic value in Civ3 that they have in the real world. In Civ3, they give you a defence bonus against troops attacking from across the river and they give a food bonus. Pretty weak dude.
 
Sorry for the double post, but I just thought of something else I'd like to see...

The ability to re-create destroyed civilizations. Often I have a huge stack of workers from a conquered civ, or a city that has like 5 pop. points of that civ and like 1 or 2 pop points of my civ and it would make sense to me that these people would chafe under the rule of another civ and that they would begin to demand a homeland of their own. There should be a way that we could recreate this civ and cede these cities to them. Would certainly help with getting a diplomatic victory (and would add an interesting strategy/dynamic to this victory condition) and it could also be a good way of getting rid of unproductive and corrupt cities while creating a friendly, allied minor nation.

I know it's not possible though, short of deconstructing the executable, and my assembly skills are pretty rusy. :P
 
I think the thing that I would like to see most is having the corruption index tied to the player and not simply an arbitrary setting. What I was thinking of is making it dependent on the human players willingness to micromanage his cities. The closer the human player keeps track of what his city governors are doing, the less corruption in the city.

The way I envision this being done is having the computer keep track of how many turns occur between the human player checking on city progress. If checked between 1 to 5 turns, corruption is absent. If checked between 6 and 10 turns, corruption is minimal. If checked between 11 and 15 turns, corruption is problematic. If checked between 16 and 20 turns, corruption is rampant. If the player has not checked the city in 21 turns, corruption is catastrophic, and effective city production is no shields, no commerce, and no beakers. The Ai corruption would reflect the human players level, although modified based on the game difficulty setting. Say, at chieftain level, the AI would not improve past problematic, while at Sid level, the AI would not suffer any corruption at all. Corruption in communism would stay at communal, as it appears to be endemic with that type of government.

The greater the number of cities that a player has, the lower the likelihood that a player will keep close tabs one any given city, and the higher the level of corruption. This would include the "science farms", with the longer the player ignores the city, the fewer scientists there are and the more taxmen and entertainers there are.

The choice of government would influence mainly worker productivity and happiness levels, with democracies, republics, and monarchies happier than despotisms, feudalism, and fascism. In fascism, the threat of the secret police should produce citizen unhappiness, while fascist Japan (i.e. pre-WW2 Japan) was remarkably inefficient in its production, manpower utilization, and military standardization.

I would hesitate to say the democracies are less corrupt that despotism, based on my observations of living most of my life in the less-than-great state of Illinois, and in close proximity to Chicago without having lived in Chicago per se. Chicago could be most accurately characterized as a democratically elected despotism, with Illinois in general being a democratically elected feudalism, with legislative seats and governmental offices being passed down from parent to child on a regular basis.

My other observation, based on having served as a local government official on a body having taxing powers, is that the level of corruption increases with the increase in the level of government, although some governmental types, such as despotism, increase faster than others. Many of the South American governments are democratically elected, but are also notorious for corruption, and I will not even begin to comment on most of Africa and some of Asia. In line with this, you could make some civilizations to have a higher tendency for corruption than others, and also have some adjustments to corruption level based on the number of cities possessed. The greater the number of cities, the greater the chance for significant corruption, unless the player exercises close micromanagement.

Basically, the idea is to shift the responsibility for corruption from the game to the human player.
 
I think the thing that I would like to see most is having the corruption index tied to the player and not simply an arbitrary setting. What I was thinking of is making it dependent on the human players willingness to micromanage his cities. The closer the human player keeps track of what his city governors are doing, the less corruption in the city.

The way I envision this being done is having the computer keep track of how many turns occur between the human player checking on city progress. If checked between 1 to 5 turns, corruption is absent. If checked between 6 and 10 turns, corruption is minimal. If checked between 11 and 15 turns, corruption is problematic. If checked between 16 and 20 turns, corruption is rampant. If the player has not checked the city in 21 turns, corruption is catastrophic, and effective city production is no shields, no commerce, and no beakers. The Ai corruption would reflect the human players level, although modified based on the game difficulty setting. Say, at chieftain level, the AI would not improve past problematic, while at Sid level, the AI would not suffer any corruption at all. Corruption in communism would stay at communal, as it appears to be endemic with that type of government.

This is an interesting idea, but I think it would work better in an RTS setting than a turn based because in an RTS when you're pressed for time you'll have to make a decision on whether or not you should micromanage your armies invading another country or whether you should micromanage your cities to prevent corruption. In a turn based game the determined and patient player will eliminate corruption while the lazy player will be rife with it.

There would have to be some specifics to how you manage your corruption, if you mean simply opening the city screen it wouldn't do much because I could just open a city screen and then hold down the left key until it has cycled through all of the cities in the empire. If I had to do that each turn I'd be pretty ticked off and would probably quit playing the game. :D
 
What about the AI? I would like the AI to learn from my play so we could have player trained AI tournaments. A game could play out in an hour or less. Seems like most computer gaming is chasing graphics/audio upgrades! Where's the AI development????
 
I did a mod where I added the Carthaginian War Elephant to the game, available with Horseback Riding, and made it the Unique Unit for Carthage. The Carthaginians used them extensively against Rome when they could. I thought that was more appropriate than the Numidian Mercenary, who actually were light cavalry, not spearmen.

I'm not a military historian, but I think that the importance you attach to the WE is perhaps exaggerated. Isn't it true that all of Hannibal's victories in Italy were achieved without them, they having failed to survive the Alpine crossing?
 
I'm not a military historian, but I think that the importance you attach to the WE is perhaps exaggerated. Isn't it true that all of Hannibal's victories in Italy were achieved without them, they having failed to survive the Alpine crossing?

I think you are right on that one Bucephalus. The battle of Cannae was a decicive victory for Hannibal but they didn't have any more elephants left, having died crossing the alps and all...(If I'm not mistaken).

But that being said there are examples of war elephants being used by the carthaginians during the punic wars to great strategic advantage. The war elephant may still be more appropriate as a UU than the Numidian Mercenary.
 
What about the AI? I would like the AI to learn from my play so we could have player trained AI tournaments. A game could play out in an hour or less. Seems like most computer gaming is chasing graphics/audio upgrades! Where's the AI development????

Yup, the AI in Civ3 can act pretty stupid, and a player trained AI tournament sounds like a great idea.
 
more diplomacy, so that its not just war or peace, they should have;
Total nuklear war
stratigic nukelear war
invasion war
millitary war
cold war
cease fire
non agression
peace
rights of passage
alliance
mutual protection
annexation
 
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