Suggestions for Civilization III (page II)
If you want to add new suggestions, please mail
them to Allard H.S.
Höfelt.
This is page 2 of 4.
Click here for page 1 3 4
Because of the recent revival of interest for
Civilization III following the announcement of the co-working of Hasbro and Firaxis, I
have decided to re-open this site that was previously shut down. It is now 100% functional
once again after several months of passiveness, and you can add your own suggestions to
the list by mailing them to a.h.s.hofelt@student.tn.tudelft.nl
Please type "Civilization III suggestions" for the subject.
9/3/98:
Hi, my name is Thomas Pilott
and I have a few ideas for civ 3:
- One thing is that the senate should be less stupid. One time, one
of my enemies nuked me, the senate made peace with them straight away, and then the other
country nuked me again, and the senate made peace again. If I have nukes as well, they
shouldn't be so forgiving. They also don't think about how powerful countries are, which
is annoying.
- I think that any civ should be allowed to use anyone's roads, but
how do they use your railroads when you are at war with them? Railroad systems could have
stations built by engineers that can be captured or bought by spies etc. This would be a
lot more realistic than taking an enemy train into their city.
8/3/98:
Don...
- In the caravan/freight trade screen when picking trade goods the
cities demanding a good are shown with their size. additionally showing the distance to
that city and approximate revenues would be nice.
8/3/98:
Erik Reichert
-
- The ability to declare war in diplomatic negotiations (if the
computer can, why can't I?)
- Restricting certain technologies to certain time periods (it can be
easy to some technology too early on, especially at the easier levels... imagine
Christopher Columbus discovering the New World in a C-5 Galaxy plane.)
- More emphasis on atomic warfare- separate the atomic from the
hydrogen bombs (can you tell I'm a sucker for destruction?).. Some may destroy, say, half
the cities population (as in Civ2) but an H-bomb would remove a city from the map.. don't
forget fallout and Nuclear Winters!
- Incorporate the seasons into play. (i.e. the northern hemisphere
should have different effects on movement/food etc, especially closer to the North Pole,
in December as it would in June, etc. etc.)
- Find some way to incorporate world religions (just saying
"temple, church, cathedral" is too generic) and make them "interact".
- Spy planes, spy satellites, and assassins (maybe knocking off a
leader of a rival's enemy or major economical figure could throw some aspect of a country
into disarray.
- Natural disasters. What could be more fun than picking up after a
horrible hurricane or volcanic eruption while fending off two countries?
- Scandals that interrupt your (and others) government power. It
happened in Roman times, it happens now, it should happen in Civ3...
- Multiplayer capabilities!
9/4/98:
TestTech
Here is one nobody mentioned.....
- What about supplies? Troops can't fight if they don't have food,
ammo, gas, etc. and most importantly a way of getting more.
- A player should have to purchase "materiel" to save for
later military action, rather than the unit just be paid for by its home city.
- Perhaps this could be the difference between a professional
army/navy and just a militia.
- A given civilization should be allowed a certain number of units
that do not draw on the reserves of a given city, but rather on the reserves of the
nation. The reserves being spent when any unit attacks.
- For those people who dislike nuclear weapons now have new reason to
like them. (that is you don't have to feed them).
- Infantry becomes more important, ( beyond defense) because they
cant walk without gasoline. tanks cannot.
- Units that cannot get supplies from home, cannot attack, (but can
defend somewhat less effectively), and must live off the land, maybe
- pillaging the countryside to do so.
- Fortresses should have a stockpile.
- The idea has a wealth of potential, but may be a bit complex in
application. Never the less.....
- More Wonders! I'll leave the details of what they do to someone
else.
13/4/98:
Sidhis
- Have the spy able to assassinate foreign leaders. Make this the
same risk as putting a nuke in a city. After the assassination, the AI behavious of the
victim civ should change (a little bit).
- Bigger land. The cities just look like factories. There should be a
lot of land as in real life.
- Make events like floods and fires and hurricanes.
- Make things happen with your people, to make things more real. Say,
for example, a scandal erupts in a small town or something.
- Come on, democracy doesn't fall when citizens of one city are in
disorder. Take a look at the la riots, yet we are still around. Neither does democracy
fall when there is a spy operation that goes wrong.
12/5/98:
Diarra Dunlap
Here is my suggestions for new concepts and Wonders:
- Colonization- Creates the Colony unit. Prerequisites: Navigation
and Gunpowder. The resulting colony unit would be set up with the goal of enriching the
mother country and would be useful until the Declaration of Independence Wonder is built,
after which the country that has built the DoI wonder would get that "new"
nation as an ally in perpetuity. Allows: Declaration of Independence Wonder (with
Economics).
- Concept of Slavery- Slavery has been a concept of human existence
since the early days of civilization. You could use the old standby of capturing enemy
units and cities and then siphoning off a percentage for sale into slave markets. Slaves
could also be a commodity to be traded, or represented as population that cannot be turned
into settlers and are created automatically from the percentage of a population enslaved
as set by the player and within the parameters of government type.*Examples: Democracy
allows 20% slaves per city; Republic, 30%; Communism, 40%; Fundamentalism/Fascism, 50%;
Monarchy, 60%; Despotism; 80%. This would vary according to government type and whether or
not one has certain wonders. Slavery would increase food by 2, but reduce shields by 2 and
trade by 1. Of course, then you would have to put a limit on the time it would be
feasible. Prerequisites: Code of Laws, Trade. Allows: Abolitionism (with Bill of Rights)
Expires with: Emancipation Proclamation wonder.
- Declaration of Independence Wonder- Would automatically reduce the
ability of a civilization to utilize captured units for slavery, while making Democracy
more durable and slowing its collapse from disorder.(Instead of two turns of disorder in a
single city for government to collapse, more than half a civilization's cities under
democracy would have to be in disorder for three turn.) One Slave would be turned into a
free citizen per city. Of course, it would also make one citizen content in each city and
effects would never expire. Effects never expire.
- Constitution Wonder- Would end importation of slaves and ensure a
Democracy against collapse from disorder, i.e. the United States during the American Civil
War. Prerequisites: Bill of Rights Effects never expire.
- Bill of Rights Concept- This would allow the civilization that
built it to wage war for longer periods of time as a Democracy or a Republic with reduced
penalty, and would also create the State Legislature improvement. Prerequisites: Democracy
and Colonization. Allows: Constitution Wonder, Emancipation Proclamation wonder (with
Abolitionism), State Legislature Improvement.
- State Legislature improvement- The State Legislature improvement
would act similar to the courthouse, temple and cathedral improvements. The State
legislature would reduce corruption by two and make one content citizen happy and one
discontent citizen content. Prerequisites: Bill of Rights.
- Abolitionism concept- Abolitionism would make it even more
difficult for a civilization to maintain slavery. This concept would create two new units,
the Abolitionist Publisher and the John Brown unit. Prerequisites: Slavery and Bill of
Rights Allows: Emancipation Proclamation Wonder Expires with: Emancipation Proclamation
wonder *Once Emancipation Proclamation is built, slavery is ended everywhere and for all
time *Note: Possible exception could be made with the creation of the "Concentration
Camp" in Fascism. Of course, the Concentration camp would be secret and invisible to
the world unless neared or taken by a ground unit or overflown by an air unit. That could
lead to a new wonder called the Nuremberg Trial wonder or War Crimes Tribunal.
- Abolitionist Publisher unit- Could be used to set up an
abolitionist newspaper in a city. This would be used primarily to undermine an enemy's
slave system and make for greater discontent in the free populations of cities. Obsolete
with: Emancipation Proclamation Wonder.
- John Brown unit- This special unit would be used to further
undermine content in cities and throw the cities into disorder by slave revolt. Of course,
both units become obsolete with the...
- Emancipation Proclamation Wonder- The Emancipation Proclamation
wonder would bring slavery to an end worldwide and also increase a civilization's
industrial capacity and trade. Effects would never expire, and although slavery would be
ended worldwide, only the civilization that builds it can reap the increase in shield
production (industrial capacity) and in trade. Turns slaves into free citizen settlers.
Further, only Republics or Democracies would be allowed to build it *Communist and
Monarchy governments would be able to decree slavery to be ended in their lands if so
desired, and the Fundamentalist/Fascist governments wouldn't care to build it anyway.*
Prerequisites: Abolitionism
Jennifer
Brewer
16/5/98:
For the writer of newest wish list : damn too amerocentric. Why does this person think
that only ones playing Civ2 are Americans?
My view of slavery:
- War would be different from civ2. When you capture enemy city, it
becomes under military rule till peace treaty is made. Cities under military rule can only
produce units (not veteran) and build structures destroyed in war. These cities can also
build slave units.
- Slaves would be sent to your cities. They act as settlers, but they
can't build cities. Instead, they irrigate and mine little bit faster than normal
settlers, but not as fast as engineers. They can also be joined to your cities. Any slave
working in city has +1 food production and +1 mining, but cannot create any trade. Slaves
also create some corruption.
- After you discover Emancipation Tech, you can declare Emancipation.
Emancipation changes all your slaves improving terra to Settlers, and all in cities to
normal citizens.
Then, why to declare it? Three reasons.
1. Slaves outdoors cannot build Railroads, Farmlands or Advanced Mines(refineries,
perhaps?)
2. Slaves indoors can't take advantages of Railroads, Farmlands and Refineries. They also
can't work in factories.
3. After one nation has declared emancipation, reputation of slaveholders starts dropping
slowly.
- When 1 nation has Emancipated, you gain 1 black mark in 20 turns
- When 2 nations have Emancipated, you gain 1 black mark in 10 turns
- When 3 nations have Emancipated, you gain 1 black mark in 5 turns
- When 4 nations have Emancipated, you gain 1 black mark in 3 turns
- When 5 nations have Emancipated, you gain 1 black mark in 2 turns
- When 2 nations have Emancipated, you gain 2 black marks in 1 turn
Drew Swiatek
29/5/98:
- I believe transports, aircraft carriers, and all naval vessels
should have a comments window. When I play on large worlds I always forget where one of my
12 boats are traveling, usually in circles.
Richard Hughes
30/5/98:
- I think that there should be some boundary line between you and
your neighbor, 'cause I hate it when your enemy settler settles right next to a fort or
key point that your holding and tells you to withdraw your troops. I wish you could fix a
set boundary between you and you neighbor. Or if you could claim parts of land. I think
you could control this by saying "only 8 spaces from your furthest city" or
something like that. Or people would just claim everything for them selves and this would
take the fun out of CIV 2.
Tuukka Takala
31/5/98:
- You should be able to air transport units, like putting a tank in
special transport plane etc. There should be air transports like sea transports.
Jeff Brown
31/5/98:
- I think that there should be an Economy (kinda' like a government)
for instance capitalism:
- +1 gold per happy person
- -1 per unhappy person
- socialism:
- communism:
- +1 gold every 2 happy people and
- +1 gold every 4 normal people etc.
Pedro Chaves
4/6/98:
- Please add the Portuguese to the list of Civilizations.Don't forget
that once we ruled the world and had one of the biggest empire ever.
- Create a Satellite-Spy.It could fly all over the world (just before
the Apollo Program)and focus in whatever city or region you want and see everything
there.Effects would last until the end or the game and could only be destroyed by another
satellite.
- Be able to declare war without any effect on your reputation if
your enemy refuses to grant you an audience three times in a row;or if the computer
doesn't allow you to ask him to retreat his troops.
David Ledgard
9/6/98:
- Have neutral cities that don't attack, can't be subverted, don't
found colonies but do defend. The way they do it now, if you attack one neutral city you
have a war with them all.
- Stop new cities being founded when playing scenarios. Some games
whole new cities grow in a couple of years.
- Have more than 7 players for better historical modeling
Benny
Johansson
16/6/98:
- Fortress:
There should be several sorts of fortresses, that should be upgraded to be stronger and
have some functions. Instead of building a fortress with your settler, you will be able to
build a fort. The fort shall have an upkeep of 1 gold per turn and is capable of
protecting 6 units. When you upgrade it, there will be a fortress. This shall cost 2 gold
per turn and will protect up to 12 units and have a higher defense bonus it will also
repair units faster. After a fort or a fortress is full with units and you move in
another, then will it have a half bonus from the fort/fortress.
- Air bases:
This shall also be a two step upgrade. You start to build an air strip. This have room for
6 air units and 2 land units. The land units serve as protection against sea and land
units. Thus will also cost 1 gold in upkeep per turn. With the upgrade to air base you
have room for 12 air and 4 land units. It also contain a SAM battery which have a 25%
bonus against air units, and a slow airlift capability.
- Naval bases:
These should be placed at a land square along the shore.They will act as a place to repair
ships and store them. First there will be a naval camp which can have 4 sea units in
reparation and another 4 in storage. In the Naval base there is room for 4 sea in
reparation and 8 sea units in storage + 4 land units.
The base will also have a higher defense bonus and a higher upkeep.
- Outpost and bases:
This will be used to repair units and provide control of nearby lands.This will almost be
as as city, except that it can not build units and a limited amount of structures. An
outpost act likes a base, but I can build more structures and some unit.
- Army:
There should be a special unit menu in the city, from which you can control the
conscription and recruiting from the city and from the surrounding villages. A bigger city
means more men. When raising a unit you can specify the size and training. There should be
different grades of training like conscript, recruit, veteran, elite. The higher grade of
education it will take longer time to build the unit. You should also be able to join
several units and also to split them again later.
- Diplomacy:
When a peace treaty is signed, there should be an option to demand peace tribute from the
one who has been defeated like a sum of money, some units, some annual tribute for a
specified turns, surrender city and/or land, disband some/all units.
When in peace treaties there should be an option, when talking to another leader, to ask
for permission to use his roads to transport some troops.When two nations have signed an
alliance there should be an option to select a form of an alliance, like a science/trade
cooperation, allow airbases/fortress in each others territory
And there should also be an opportunity to join two civilizations to one or to create a
new one.
- Units:
You should be able to hire generals to let them control a fleet or army. You give orders
to the general to move the fleet/army and other orders as: sentry fleet, search and
destroy, control, attack, campaign
When having a general attached to an army or a
fleet you can assign/decrease more units to him/her. And you get no penalty for stacked
units.
- City:
A city should be able to expand over several squares and the surroundings shall grow with
it. It should also melt tighter with a nearby city and create one big one. Each part of
the city can build its own things but it can also cooperate with other parts of the city
to build faster. You should also be able to put a king or mayor to control the city and
give him order to build things, he/she will combine the parts of the city and collect
taxes.
- Land:
When a city is built it should have its surrounding areas under control (= its border),
but there should also be an opportunity to claim land with a settler or other units and
build a civilization border. When having a settler to claim, you can build an outpost or a
base, and with other units you must have them fortified there. You should also be able to
create counties, or states in your country and place a duke or a king there to control it.
R. Steven
Hasen
18/6/98:
- I am bothered by the fact that we know the tech paths to take in a
game. I would like some alternative tech such as Alchemy. This would be randomized, so in
some games it would be a dead end, while in other games it would give you a few new units
and a short cut to advanced tech.
- I would also like to see "Game Units" these would be the
monsters that ancient explorers feared and went exploring any ways. 5-9 should be enough.
These Monsters would have zero movement and would be invisible even to adjacent units.
Krakens and giant Squids, Dragons.
In short we should face the same challenges or perceived
challenges that the ancients faced.
<JCat61E@aol.com
21/6/98:
hi, I like the ideas on your page, and I have some to add. Yes I'm
a Civ 2 addict, well here you go...
military units:
- I want to see AIR TRANSPORTS.. I think we can get rid of airborne
troops and those airport airlifts with that. Just like ships that carry units, but only
can carry certain types of land units. Some land going personal carriers that act similar
should be considered.
- an add on to 1. each land unit should have a size value, like an
infantry having 1 being the smallest and a tank having something higher so an air
transport can carry a size value not just a number of units, this should go for ships too.
- Artillery should have ranges, can shoot 2 or 3 spaces away
- Units should be animated, like in other games like Age of Empires.
and fire different weapons.. flamethowers would be neat
- I don't like how units are easy to bribe, there should be moral and
loyalty values too counter that.
- subs should be able to submerge and air units should be able to fly
over hostile areas if not shot down.
- Units should need supplies. Aircraft carriers cant stay at sea
forever without supplies and Tanks cant keep moving without fuel. A civ should have a fuel
reserve and a supply network run by the computer.
Other stuff:
- Terrain should have different elevations and be 3D.
- You should be able to build tunnels,(Viet cong) bridges over short
spans of sea and trenches, canals and damns (hence the Dutch)
- Civ 2 is too city oriented, power plants and hydro damns are never
in cities, they should be sort of like terrain improvements. Instead of simple barracks,
there should be military bases where troops are trained, but forces should still be build
in cities.
- I'd like to see "suburban" areas that show a cities
greatness and can have a resource value.
- Your terrain that you "control" shouldn't be the city
radius, there should be some setup so you can claim and control territory and collect its
resources even if the terrain is further away, if roads go near it. Resource should be
able to be sent long distance in large amounts. A city like New York gets its food and
resources from far away.
- Instead of making decisions city by city, they should be made on a
"federal level" where military units are bought in a "budget" as well
as civil benefits like "medicare" or something like that.city decisions can be
made by the mayor unless you want to intervene.- this would make it much easier to run a
large civilization.
- There should be a few more civilizations for a world scenario..
more then 7 but not too many. and yes, a neutral civ.
- some advances and especially units should be oriented to a specific
civilization. (The Vikings never had elephants and the Chinese never had crusaders)
- There should be more complex resistance movements and rebel forces
which have the opportunity of being their own civ if they succeed. and if a civ is wiped
out, its former cities people can be potential rebels against their ruler.
- This might be going far but maybe some maps can be linked. I mean
in space age scenario where a civ can launch a space unit (different from air) and send it
through a space map and to another planet.. this idea might need some study.
- lastly, I don't think this needs to be said, it should be
multiplayer.
TO
29/6/98:
- First, When you create your capital(1st) city, you should have a
"leader" unit that would be created at the same time. This way, spies have a
physical unit they can kill and send a civilisation into chaos if he's ever captured (A
little like for the barbarian leader we can capture).
- Also, scenarios should be a lot more customisable.
- New wonder effects should be easy to make (50% more tax, 50 more
lux, attack bonus, defense bonus, etc ...).
- We should be able to assign unit types to certain buildings :
Without the proper wonder or improuvement, a city can't build the unit type it is assigned
to (like Nuclear missiles).
- We should be able to assign more then one image to a unit type,
this way different civilisation could have more "appropriate looking" units.
- Also, we should be able to edit the way rulers do politics. For
instance some rulers might be more protective of their sciences then others, not wishing
to trade and we should be able to customize which civ can get which advance.
- We should not be limited in the number of units, buildings, wonders
and techs we can use in a scenario, and be able to change any effects of buildings,
wonders ... etc ...
- In the city screen, we should be able to put more then one project
in production. When the city finishes the first, it goes directly to the second. We would
also be able to pay for all the different projects in advance.
- I'm a little concerned about some suggestions. If more
advanced combat is used in civ3 (refuelling ship, etc ...) we should be able to select
every aspect of combat we wish to include in a game. I must say I like more the civilized
approch of Civ2, than it's militaristic counterpart.
- More diplomatic options would be nice. Trade agreements, scientific
agreements (for exemple two civs could research a tech together). A civ should have
important figures in its politics that could be tagetted by spies : Embassadors,
diplomats, etc ... A usage for this could be : to create a research treaty, you would have
to send an embassador or diplomat to a foreign city, then, an enemy spy could kill the
embassador to terminate the effect of the treaty.
This is page 2 of 4.
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OTHER CIV III SITES:
Please mail me if you know or own an other Civ III site.
Apolyton's
Civ III page
Apolyton's Civ III forums
Donald C.
Dimitroff's Civ III Suggestion page