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Suggestions for Civilization III (page III)
If you want to add new suggestions, please mail
them to Allard H.S.
Höfelt.
This is page 3 of 4.
Click here for page 1 2 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 ahofelt@hotmail.com.
Please type "Civilization III suggestions" for the subject.
10/7/98:
Andrew Rembis
I have many suggestions, but here are some which are feasible:
- have special (elite) units such as US Navy SEALs(only US), or
SAS(British and Australian), and they should have special characteristics, such as the
ability to be carried onboard subs and other nontransport ships, and the ability
(especially for SEALs) to swim into and objective from sea. this would enhance the
gameplay on many levels. They should also be able to attack, but also to use some of the
spy options, as special forces are able to sabotage units and cities.
This is the main component where I feel that civ2 is lacking and these new units could
reflect the actual capabilities of these units.
- I have read that others said to include actual battles in the
gameplay, I think this would be fun, but it would take much more space and disks. It would
be like having multiple games in one, which sounds quite appealing to me, but I don't know
how it would sound to the company that was making this program.
- The idea of having bases would also increase reality, since there
are many military installations that can house units which cannot exist in civ2. Naval
bases would be the primary example of this. Bases should also be expandable, such as
having a naval base which has an airfield added to it.
- The addition of constructable obstacles, such as those used in ww2
to hinder amphibious assaults. This would add a defensibility to shore positions. These
obstacles could be destroyed by SEALs or UDTs.
- The idea of stacked units being killed in one shot is just wrong.
It should be eliminated and replaced by a defensive bonus for stacked units. For example
if a fleet is attacked at sea, does one ship defend the whole unit, or do they pool their
resources? The latter of course. This allows a better defensibility for individuals.
Otherwise, the world's navy wouldn't use an old concept known as battle groups.
- Leaders should be included in the game as units, and they should be
able to tour the civilization, adding to citizen's happiness with visits to cities. This
would also add to the real possibility of assassinations. However, if you include
assassinations, then you must include a secret service type protector unit.
- Units should be able to be named. This would let players keep
better track of their units. I have become quite frustrated on occasions when I tried to
follow specific units.
- Long term goals should be another option, such as long movement
orders, repairs, and other boring tasks
These are just a few suggestions and I will send more as I find
the time.
29/7/98:
Sam Rivier
My name is Sam Rivier-a civ2 addict.
- I also enjoy a large range of computer games-but mostly 3d combat
games and I think a patch should be available to do your own combat or have optional
combat scenes available-I mean real battle scenes-maybe some clips out of saving private
ryan would help-and that wouldn't cost any extra animation costs.
But all that's kinda far fetched, but here's what I'd like to see:
- MORE GOVERNMENT! I think that optional traits of your government
should be available to be selected in order to change your appearance to other nations and
people but they are all selected off a base government. I think a new government should be
added-imperialism and/or militarism.
Imperialism would allow more resources to be gained on a city level and increase
happiness, but if the supreme ruler angers the people of a certain province, the chances
of rebellion are very high.
Militarism would be based on a military government where larger militias are formed within
each city (more partisans) and military service is a requirement unless a fair payment to
the government is made-annual income will be increased-all infantry units will drop to
half price, and any other military unit will be 4/5 of the price-corruption is high
though, and bonuses that come out of domestic improvements (higher happiness, less
corruption) will be halved. Science will not change, and tax maximums will be low and so
will luxury max's. Other aspects will be left to the programmers-but those are two very
critical governments and played a major role in ww1
- MORE ESPIONAGE OPTIONS-
Spies can sabotage defenses or plant mainframe viruses if computers is discovered therefor
decreasing shield production by 50%.
Marines can swim one square into water but cannot stay from shore-80% chance of drowning
if 2 or more spaces from land.
Special forces or rangers-fierce fighters with movement of 2, but have a low firepower-can
recruit partisans from enemy cities-ambush-espionage-sabotages only.
Navy SEALs-can make paradrops, swim the same way as marines, hitch rides from any warship
excluding submarines, ambush
- NEW FRONTIERS-the milky way's the limit-spy satellites, war
satellites that can fire missiles that must be individually purchased plus space launch
charges-races to set up mining colonies on the moon and mars-.
- INSIGNIFICANT TERRAIN IMPROVEMENTS-including forts which claim a
city area of space and mark new land-can be turned into cities with a certain number of
shields mined from the area-remote mining that can extend the city area to the terrain
with the remote mining but must be connected by roads in some way-can also be used for
farming
- CONQUERING TECHNIQUES-option of taking a city or destroying
it-making deals with other nations about money, land, and other things-also exchanging
land or money for knowledge or money or land-threats of total bombardment by entire
nuclear and biological arsenal-if they are intimidated enough, they'll agree without
question or if the requests are reasonable enough if they are not too intimidated or if
the requests are too much, they'll ask for proof of enough weaponry to do something like
that-if you don't have an arsenal of ten weapons or more, the threatened people
immediately seize the opportunity to attack as much as they can that turn. If they are as
advanced as you or more so, you cannot threaten them or they can threaten you-your
decision is up to you and your senate (if any).
- Obviously we need multiplayer options
- MILITARY ADVISORS-they can help you plan an assault that you can
program and if they like it enough, you get +1 attack for each unit if they regard it as
suicidal, they make suggestions to rethink it or let them think of one for you-if you go
with a psycho plan that they hate, you are -1 attack for each unit that they hate
these are just a few suggestions to increase gameplay power.
Others include seccesions to the throne depending on each government to have a new leader
every designated years-also a constitution wonder should be available in which corruption
decreases and you fill in some blanks to create the right nation for you. Ei-presidential
term limit ___
peoples rights--- (every right given decreases corruption but those that are taken
increase productivity and income).
Thanks for reading this...
31/7/98:
Douglas Zorn
- Maybe the cities can become more complex. Instead of being one
square on the map, the city should encompass 4 or 5 adjacent squares. These parts could be
defended independently (street by street, house by house fighting) and you can build
improvements in different parts that still affect the entire city. Example: New York
consists of 5 sections. In the west section the player built his SAM sight. While
unconquered, that section's improvements affect all of NY, so defenders in all the
sections benefit from the SAM, but if the west section should fall then the SAM would be
useless for the rest of the city. I just don't like that fact that cities fall without
resistance. There should be block by block fighting.
- The battle tactics should be more involved. For instance, if a unit
is flanked it's defense should be decreased. I hate attacking an enemy from behind and the
game treats it like normal. Secondly, air attacks vs. ground units, should have a large
disadvantage for the ground unit. In Civ II WWII scenario, fighters often hard a hard time
defeating armor, but in WWII how many times do you think a P-51 came close to losing to a
Tiger (not often).
- Forests and Jungles should limit visibility.
- I like the idea of seasons...we should be aloud to use those
Russian Winters to our advantage.
- Maybe there could be a morale/psychological aspect to units. For
instance, if you just watched an entire army get steamed rolled by an opponent, shouldn't
your fighting ability be impaired a little.
31/7/98:
Craig Moreau
- I think that you should be able to build large walls. Hmmm. Here is
how I will put it. the great wall for a wonder. You build it in one city. It should be
visible on the map I think. Like after you get it you can bring it out one the map, and
place it. I also think that if you have the united nations you should be able to stop
other wars. Not just wars that include you but wars with the computer and the computer. I
do 100% agree with -The diplomatic/espionage options are a little in short supply. How
about assassination of the leaders?- And I do think that a leader living from the creation
of the earth to 2020 is a little strange. Maybe you can keep playing but once and a while
you get assasinated or thrown out. Then you change your name or something. I think that
barbarians should have diplomatic abilities also. I also agree with the idea of having the
wars have names.
- War in Civ II-Needs to be fixed:
- First of all. When one enemy attacks your ally and you declare war
on the enemy it is reasonable with democracy. But when you capture a city the senate ends
the war if the enemy asks to grant an audience. I think that if you attack an enemy that
attacked your ally the war should only be over until the enemy stops the attack on your
ally.
- This is hard to say so try to use the other half of your brain.
Rome is being occupied by one French soldier (French took Rome). Then a Danish :) tank
takes over Rome, so now the Danish own it. The Danish were allied with the Romans and that
is why they declared war at the French. But it seems mean and unfair if you are the
Romans. Your ally has your city. I think that if you liberate an allied city you have a
choice of keeping the city which will brake you alliance with the ally. Or you can give it
back to the original owner. You should also be able to send your troops into allied cities
to help defend them or to keep cover of bombers that would attack an open spot.
- Other stuff:
- You should be able to purchase cities from friends.
- Once you have a bomber you should haft to make bombs to put in it.
Like 500 lb bombs, or a-bombs.
- When attacking you should be able to choose that after you bomb a
city and kill a troop occupying it you should be able to choose if you want to attack
civilians. So that the population falls in the city.
3/8/98:
Rodrigo Q
Hi
I want your attention to this one idea I think is a deep step forward in CIV:
- In civ (I and II) the important seems to be how to build a
civilization with a number of EXTERNAL factors working against you, namely barbarians, the
landscape y mainly other civs. Internal problems are really few and more easy to solve.
That is a city desorder and an unbalanced budget (any other?). In real civilizations there
were (and are) several INTERNAL FORCES that keep your nation away from an easy
development. In civ there's no-one at home making your task a difficult one. Take these in
acount (and notice that some of them have been mentioned by some of you in this collection
of suggestions):
- Religion: Almost all important empires had other religion believers
different from those of the majority of the nation or different from the "official
religion" under their control. This people were not peaceful at all and were a
constant problem for rulers. Even mutual comfrontation between citizens for religious
matters were a cause of desorders. For example the jewish in Palestine under the rule of
the romans, or the christians and the muslims in Spain. On the other hand you have the
Churches. The high command of organized religions have always pushed the leaders of civs
to take actions against their own people or against other nations. Take for example the
crusades, where Europe and the midle east fought for centuries for the holy land... an
action always supported and encouraged by the popes.
- Race: I read some suggestions about slavery on this page and I
agree with the girl who says that CIV2 is not an american game. Salvery and the race
problem are both old issues in human history. The American Civil War is the most recent
and remembered case (or is it the nazi-jewish?) and it can show you how important it could
be. Defenetly a CIV3 must take in acount both the benefits and the costs of having slaves
making a relevant decision to adopt it or abolish it. In both cases is very important for
the game to model the internal problems arising from the existence of different races in
the same comunity.
- Politics: Also something mentioned in other suggestions. The
politics games our leaders play in real life for the control of "the office" and
the deals made between them to make possible some policies or actions abroad are too
important to be out of the game. This is other internal power, other problem at home you
should have to deal with if a CIV3 is to be released. There should be the chance to
bargain with the congress, with political leaders and parties and even bribe them.
- Rebels: Another usual internal problem in the history of
civilizations was the arising of a rebel armed leader looking for the control of the whole
nation. The central government used to lost control of entire provinces taken by this
rebels who used the goods and productions of cities to build more military units for the
rebelion. A good ruler always has the right level of control over his/her cities in order
to avoid these upgrowings. The problem is as old as civilizations themselves and present
as the 20th century. Take for example Stalin in Russa, Pancho Villa in Mexico, Mao Tse
Tung in China and Fidel Castro in Cuba.
- Nationalism: Civilizations not always have control of cities that
"feel" nationals to them. A trivial example are the cities recently taken. In
CIV you take a city and without a problem you start producing with it. In real life these
such cities are more a problem than a part of the production mechanism. In general, the
empires typicaly control areas where other groups of small nations live. These groups
usually are seeking for independence and are good friends of the major nation' enemies.
Some examples of this internal problem are the irish in northern Ireland today, the native
americans under the rule of spanish and english,William Wallace in England and the nations
of eastern Europe under the control of the Soviet Union.
- Colonies: Another internal problem was the control of colonies.
Sometimes, and depending on the policies toward them by the mother country, they were
loyal, but we now that in general they looked for their independence. It's a shame that
CIV doesn´t model this at all. Knowing that this internal conflict led to the birth of
dozens nations only in America, is a must for CIV3 to take it in.
I didn´t want to specify any game rule for all this things but to
take your attention to something I think was very important in the development of civs,
and that is the internal powers that are always present and playing against you as a
ruler. I'd really like you to write me on what you think about this idea.... bye for now.
This is page 3 of 4.
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