Archived from groups: alt.games.civ3 (
More info?)
Proj_Eng wrote:
> Well, maybe this idea is a touch too grand....
>
> How about the following ideas?
>
> 1) inprove economic system - allow the tax/science/lux. sliders to
> changed by 1% increments instead of 10%. develop national economies
> and base currencies on cultures similar to real world currency rates
> and exchanges. allow civs to integrate currencies similar to the euro.
> allow for upswings and downswings in the civs economy.
The change to sliders might be nice. Not sure if I'd favor the
increased complexity of changing currency rates though.
>
> 2) more transportation options - start with roads. move up to highways
> (+1 move rate, national highway system wonder another +1 move after a
> number of cities connected by highways). railroads (another +1 on move
> rate transcontinential railroad wonder another +1 on move rate). high
> speed rail - maglev? (another +1 move rate). air transportation (move
> to any airport equipped city or airfield). not counting air moves, up
> to +5 on movement)
This sounds like it might be interesting.
>
> 3) larger, more detailed maps - no need to explain.
Well, I'm not sure I would play larger maps. For Civ3 I rarely play
using the largest maps as it just takes too long to play and the
in-between turn times get too long on my computer.
>
> 4) longer games - this will allow for greater detail of the development
> of a civ. on a more realistic world scale and allow us to play further
> into the future.
While I don't have any interest in playing further into the future, I
have found times when I would have liked to spend more time playing
within the various ages. Scenarios work OK for doing that however. The
real key for me is how to have longer games without loosing my interest.
For example, when I know I am hopelessly behind I find myself
anxiously awaiting the end of the game (so that I can begin again).
>
> 5) factions - something similar to the factions of Alpha Centauri.
> groups with differing ideaologies will take longer and much more work
> to come to terms with each other. something along the lines of
> religion in the early to mid game slowly changing into science vs.
> nature in the end game. civs can change this and will incurr
> advantages and disadvantages taht stack or modify with the gov't type.
> allow for custom gov't systems.
>
> 6) governments - more options and customization see #5 above
Would like to hear more regarding 5 & 6.
>
> 7) improved diplomacy - no need to explain
I agree.
>
> Again, I think you get the idea..
>
I sort of get the idea that you would like a longer and more complex
game. I have very mixed emotions on this. Like I said above I
personally get tired of overly-long games (especially when the
time-between-turns gets long).
In Civ3 I really like the "culture" aspect that was introduced. I also
like the way strategic resources are needed in Civ3 (even though it's
frustrating to not have some).
I can envision some additions in this area, such as perhaps needing an
explorer to actually search for these resources, then need to build
facility (not just a road) in order to actually start obtaining the
resource, and possibly having to assign workers to work the resource
that controls how fast you can acquire the resource (which affects the
rate at which you can produce units or improvements that require the
resource).
Some things I'd like to see changes are to keep other nations units our
of your territory unless at war without having to keep threating them
and still they keep coming back.