Suggestions for Civilization III
(page IV)
If you want to add new suggestions, please mail
them to Allard H.S.
Höfelt.
This is page 4 of 4.
Click here for page 1 2 3
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.
29/5/99:
Stephen Clark
7/9/99:
André Moura
Greetings.
My name is André Moura, from Brazil, and I like so much the
Civilization. I wish to congratulate you for this open forum for us.
Thanks! (I'm sending this message to this addres because you other
e-mail in the page of Civ III is not working).
Let's go :
- Why the hell Civ removed the REPLAY?????? It MUST come back to show
us HOW we've played in the game comparing to the computer. It is a pleasure to see our
empire surpass the other empires, isn't it?
- I agree with others about improving diplomacy.
- War is not the central theme (I mean : how to fight) of
Civilization but it has some drawbacks and I suggest this :
- Air units should fly over other units without the
"obligation" to attack it.
- There must be an unit called "air transport".
- There must be other civilizations like Arabians, Incas, Eskimos,
Aborigins (from Australia), Abyssinians, Pigmys, Tupi-Guaranis (Indian people from Brazil
and neighborhood) and some anothers.
- Religion is not only "the opium of people" like said Karl
Marx. Religion should be introuduced in the concept of the game not only to calm down the
population but also to improve economic, moralistic and alike, aspects of the game.
Exemple : under "Paganism" people is more contemplative so they think more and
work less. On the other hand, under "Monotheism" people is more worker than
thinker because the priests think for them.
Or this new concept should be introduced on other way. For exemple, in
the year 40 A.D. (Civ does not have the year 33) in the empire next to Palestine shuold be
a warning (like when we are the first to discover Philosophy) "A man called Jesus
died and found a new religion. His concepts are...". After some years, people would
be discontent because
their beliefs are not reconized by the State. So it's time to declare Cristianism oficial
religion. Until then, people become discontent or the productiveness downs without making
people unhappy. But once done so, the moral of the troops and civilians rise up. Like the
Roman Empire of the East that survived more than its counterpart of the West. The
same shoul apply to Islamism, Confucionism, Budism etcetera.
- Cities shoud be "removable" or "mergeble". It
occurs when we capture an enemy city close to us. Then we should able to
"emigrate" the population or transformate the two cities to a
"Megalopolis".
- Cities must have an "captation" way to explore mines and
other resources not viewed on the city screen.
- Wonders : there is a World out there, why take only the Western
Wonders? There are Taj Mahal, Agia Sophia Cathedral, Al Azhar Mosque, and imaterial
concepts like, End of Slavery, Globalization and similars. For example : Agia Sophia
Cathedral should improve the moral and taxes under Cristianism while Al Azhar Mosque
should improve research and happines under Islamism.
- Future teconologies : after 5 ou 10 future teconologies, Civ should
"understand" that a new step of development has accomplished. So, the units
would be more stronger, the people more content and the cities more expandable.
- By the way, Ferdinand Magellan (Fernão de Magalhães) was
Portuguese and NOT Spanish! Civ should "pay for his sin" putting Portuguese as a
new civilization.
Thank you very much and forgive my English errors because English is
not my mother language.
15/10/99:
Lars Granlöf
- In Civ three, there should be possible to make fishing abilities
better. First in the beginning food from water just should give food one square from the
coastline. When the player reach Harbour fishing from every square in the city radius
should give food. Ability to build fishboats who could go to good fishbanks and catch
extra food to the city could be a possibility. When the player have come further in the
game it should be possible to build big fishboats to get lot of fish all around the world.
Why not steel fish from other player's cities radius. When the game started to reach the
time when pollution starts. Why not in the sea to. Possible for Engineering's to work out
seas should be possible to, on boats of course. Why not have pirates out on the sea also
who capture boats both fish boats and transportboats. Let them appear as often as the
ordinary barbarians at land. There also should be possible for players to border enemy
ships, like the spy can bribe units at land.
- More natural catastrophes should happen in the game to. 4000
thousand years without a Vulcan or an earthquake, it isn't a paradise we love to play in.
23/10/99:
Baran Oztan
- Turkey which has changed the world history a lot should be added to
the chosing a player list like it was in Call to Power.
- Moving in railroads should decrease military units strenght. For
example by armor you can move from Vienna to Paris and again it moves 3. I like turn based
games but this game should be sth like lords of the realms 2. When attacked nations should
respond at that time not when their turn comes
27/10/99:
Michael Ulicny
Dear friends of Civ II,
- as I'm also playing bordgames the points most unrealistic with Civ
II units for me is the lack of a size value (JCat61E@aol.com mentioned it for transport purposes) and air units
operating on the same grid level as ground and sea units. Not only that you can ferry two
tank units with a trireme, you also can fortify 275 mech. infantry units in one mountain
hex (sorry) square or load the same number of planes onto a carrier. ? Not that realistic,
eh? Introducing a size value for units would effect stacking
- All terrain types & air. All terrain types (including ocean)
have different stacking values. So there is a limited number of units in one square.
- Fortifications, airbases, cities roads, railways and rivers should
reduce the stacking value as you can't place your chariots in water or bring too much
artillery in firing position between houses. Air units on ground also need space.
- Even in air there should be a limitation (why should there be so
much air-traffic-controllers around the world?).
- transport: sea, land, air. Nothing totally new on the
waves. Instead of the number of land units to carry each naval unit has a value for
stacking land units. In addition the aircraft-carriers will have a limit for flying units.
- Rocket units (new unit type!) should not be able to fly from city
to city but be transported by 'truck' or ship (e.g. submarine).
- A new air transport unit can lift ground units from city to city
and make drops with paratroop units. After having suffered losses in battle the size value
should decrease (e.g. if the size value is 4 the steps might be ¾=3, ½=2 and ¼=1), as
should the firepower.
- No automatic rebuilding of damaged units (in cities only, maybe
costing shields)! This brings up the need to unite (and divide) units.
- A second level of operation for air and fired rocket units would
make it much easier to pass by enemy ground and sea units. This doesn't mean a different
image of the game board.
- Also, as mentioned by others, a retreat option, grouping units for
attack and defence, defensive fire (fighters, AA, SAM) and selecting city improvements as
targets for cruise missiles would bring more reality to the 'war-game'.
- Dear friends please don't forget:
Civ II was designed to simulate a long term development and not a single war or campaign.
Abstraction leads to less reality. So if you cover 6000 years in human development you
have to pay the prize by being less accurate in details. So if you want specific tactical
manoeuvres (e.g. flanking out a defence position, ambushes) you might no be in the right
game.
31/10/99:
Pary Dominique
- It would be a good idea that each civilization would have their own
units, science and town. The game would be more interessant because there would have a
real differance between french, english, germans, indians....
12/11/99:
Eric O'Dell Oakley
Quite a few novel ideas were developed in SMAC that should be included in CIvilization
III:
- Borders- This was really a great idea. They clearly demarcate
what resources are within each civilization's sphere of influence, and how far that area
extends. It should also be possible to negotiate for more territory by purchase,
conquest, or territorial trade.
- Alliances- In Civ II, allied players had no movement restrictions
is conjuction with their allies. However, allied units could not enter and defend an
allied city, or occupy the same space as an allied unit. SMAC remedied this, with
good results. The potential for proxy war by moving a unit into allied territory and
handing it over is was terrrific. While one could give away units in Civ II, often
times the recipient would turn them down ("We have no need for your inferior
equipment...") or shut down negotiations before all the units could be given.
How about a city improvement called "Allied Base", for example, which makes the
allied AI take more interest in the defense or aid of the host city? It could be
diversified as well (ground, naval, air) and have the properties for the allied AI of
barracks, port facilities, an airport.
- Resources that exist beyond a city radius should be accessable by a
supply crawler or some sort of terrain improvement that "ships" the goods to a
selected city. Territory with numerous resourcs should consequently be worth more in
negotiations...
- More government types- These should be set up in terms of the
"social engineering" in SMAC. For example, one could select "Police
State" but further diversify by designating "Nationalist" or
"Socialist". How about Constitutional Monarchy, Commonwealth, Fascism,
Confederation, etc?
- Neutral States that function for trade purposes would be nice, as
trade between warring nations should be cut to a tiny fraction of its peacetime volume (if
it exists at all). The Neutral States could be beneficial in such a way that their
neutrality is truly respected and very few nations go to war with them. The violation of a
state's neutrality could also be a serious blow to the reputation of the offending nation.
- More than seven civilizations per game would be nice. A good
taget number would be more like sixteen (and thirty-two would be great if possible).
14/11/99:
Rodney
- First of all, it should have a distinct boundry of the
zone of control. Thous making violation of a ZOC a legitamit reason to declare
war without affecting your rep. The present ZOC rule is really, really frustrating
when the AI just builds a city inside your ZOC. The borders should
be staked by a radius of the most outlaying cities, and can
be expanded by friendly troops fortified outside the original city radius.
- I think nationalism is important, you just don't occupy a
city and they are automaticly subverted to your rule (unless they are mighty
discontented with their previous rulers). You may oppress them with a special death squad
city improvment (if your bent on world conquest the despotic way), but i think there
should be possible to get a struggle of independence in your face. Not just that
overthrowing for a turn rebellions, but sabotage and guerilla warfare in the midst of your
empire.
- The espionage and diplomacy options has got an enormous
potenial to improve the game all over. It's really a lot more to be done there than just
cease fire/peace/ally as diplomatic stance between the civs.
- Of course, more civs! and why are the americans
a civ, and not the arabs? I think that in a game of Civilization there
should be the historical civs from the ancient era to the medivæl.
Not modern nation states that has become great by colonization or imperialism.
Instead of english, you have the celts and the saxons.
- A thing that bugs me is why there isn't a landtransport.
After moving 20 units across half a continent, you get exhausted.
- All in all, i don't think that civIII should be so
much different from what it is. Perhaps some drastic changes on the visual would do,
but the consept is pretty fucking briliant as it is. I play command and conquer if i
want the live battle-action-tactics stuph.
17/11/99:
Alan L. Leask
- I would like to see the use of transport planes to move troops by
air. You can now do it by sea why not by air??
This is page 4 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