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Topic:   Poll: Top-10 most important changes Format for Better Printing
Diablo, Bro. of Mephisto
Warlord
Salt Lake City, USA
Oct 2000
posted December 21, 2000 16:35   Click Here to See the Profile for Diablo, Bro. of MephistoClick Here to Email Diablo, Bro. of Mephisto  send a private message to Diablo, Bro. of Mephisto
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Ive posted this thread to see what are the top-10 of everyones choices for change in civ3. since the other polls only give you one choice, Im giving you 10. Heres my top-10:

1. AI
2. historical accuracy
3. Customizability
4. Diplomacy
5. units
6. graphics (units, map, etc)
7. terrain improvements (bridges, canals, etc)
8. combat (ranged combat, realistic combat, battlemaps, flanking attacks, sneek attacks, ambushes, etc)
9. cities (improvements, 3D graphics, etc)
10. national stuff (borders, governor regions, etc)

well, thats mine, what everyone elses?

hHydro
Chieftain
Vancouver, Canada,
Nov 2000
posted December 21, 2000 16:40   Click Here to See the Profile for hHydro   send a private message to hHydro
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My top 10:

1. Make It Fun

...

UltraSonix
King
Melbourne, Australia
May 2000
posted December 22, 2000 18:11   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonixSend a Message to UIN: 97330588 Visit UltraSonix's Homepage!
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I think the techs and units of civ2 were sufficient... but the AI and diplomacy needs to be dramatically improved.

------------------
No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

DrFell
Chieftain
England
Sep 2000
posted December 22, 2000 18:37   Click Here to See the Profile for DrFellClick Here to Email DrFell  send a private message to DrFell
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1 - when i first see the game, i want to be able to say, 'thats definitely a civ game', dont change TOO much!
2 - improve ai
3 - improve diplomacy
4 - more ai civs playing at once (15 seems a good number + barbarians)
5 - barbarians playing a bigger role
6 - more tech (but no silly futuristic techs please)
7 - more city improvements
8 - bigger maps!
9 - more realistic ai (so they dont get 'hostile' in just 1 turn, or give you anything you ask them)
10 - better graphics
Diablo, Bro. of Mephisto
Warlord
Salt Lake City, USA
Oct 2000
posted December 22, 2000 18:51   Click Here to See the Profile for Diablo, Bro. of MephistoClick Here to Email Diablo, Bro. of Mephisto  send a private message to Diablo, Bro. of Mephisto
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I have to edit my top-ten, change my 9., to:

9. more civs playing at once = larger maps. (combine these 2, so having more civs would automatically create larger maps, since more civs would need larger maps)

then take off the 'cities', now, I think mine is complete.

Ralf
Prince
Sweden
Mar 2000
posted December 22, 2000 19:58   Click Here to See the Profile for Ralf   send a private message to Ralf
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quote:

Originally posted by UltraSonix on 12-22-2000 06:11 PM
I think the techs and units of civ2 were sufficient... but the AI and diplomacy needs to be dramatically improved.

I certainly agree about the latter. I would add...

- At least 25% bigger tech-tree, 25% more units and city-improvements.
- ICS dead and buried, once and for all - but preferably not by "expanding" city-areas, or by fiddling with radically untested city-area model overhauls.
- Something thoroughly and cleverly thought-out, has been done about the Bigger-Is-Always-Better empire problem.
- Some new challenging and hardly manageable rise-and-fall parameters; specifically targeted at dealing with those enormous human player Eternal-China-Syndrome empires.
- Military world-domination is now much more of an uphill struggle, with help of whole range of gradually added parameters.
- At least two carefully selected totally new city-screen game-parameters (one of my favourites is the health-concept; which includes new CI:s, and some other nice addons).
- An expanded and much improved economical model, with economical warfare, market-cornering and a nice camel-replacing advanced trade-section (or tab) in that huge city-screen.
- A timeline that DOESNT go beyond 2040 AD. Firaxis concentrates their efforts on a really powerfull and userfriendly scenario/map-editor, instead. Some nice futuristic scenarios is added in the box.
- A new combat-model that have done something about the turnbased Stan & Oliver fighting-syndrome (yet not real-time), stack-able units of course, a combat-screen, and more.
- The interface: Few clicks, few tabs, large manager-screens, standard windows controls, skins...
- And LOTS of minor tweaks and changes - yet not changing for the sake of changing. Not like CTP.

------------------------------------- edited:
- Extensive game customize-ability and tweak-ability of course. Even more then in SMAC.

[This message has been edited by Ralf (edited December 23, 2000).]

eNo
Settler
Canada
Dec 2000
posted December 23, 2000 02:00   Click Here to See the Profile for eNo   send a private message to eNo
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1. World Modelling: Spherical please with lots of different terrain
2. Diplomacy
3. A more central economy model instead city-state model would be nice
4. Game scale (more turns, more sub-techs, more civs)
5. Windowed mode (so I can access ICQ, Winamp, SYSTEM CLOCK so I remember to sleep)
Nikolai
Chieftain
Bergen, Norway, Hordaland
Oct 2000
posted December 23, 2000 11:39   Click Here to See the Profile for NikolaiClick Here to Email Nikolai  send a private message to Nikolai
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1. Gameplay
2. AI
3. Diplomacy
4. Trade, economics
5. More civs (but no more than Firaxis can implement without AI/diplomacy/'the game in general' problems)
6. National things: Borders, regions, religions etc.
7. ICS dead
8. More turns
9. Terrain graphics
10. Combat modelling

Comment to many people on this forum:

I don't think history should play a very big part in Civ, because Civ is much about making an ALTERNATE history! Of course Firaxis must have the history in mind when they are making Civ3, but only as a start point.

------------------
Who am I? What am I? Do we need Civ? Yes!!
birteaw@online.no

DarkCloud
King
of Clouds
Jul 2000
posted December 23, 2000 15:19   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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Top 5, In no particular order.

1. AI
2. ICS
3. Map/Scenario Editor
4. More Units
5. Diplomacy

Kumiorava
Prince
of the Elastic Mammals, retired
b.02-15-99
posted December 23, 2000 19:12   Click Here to See the Profile for KumioravaClick Here to Email Kumiorava  send a private message to KumioravaSend a Message to UIN: 14265035
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Just to bring all you newbies up to date...


quote:

FIRAXIS, THIS IS THE ESSENTIAL CIV3!
(27 March 2000, 15:16 EST/Civ3) After lot's of discussion and voting, this is the Essential Civ3 List : the fixes that need be done and the new ideas that must be in Civ3 in order to deserve the number "3" in it's title. The number next to each item is the votes it got in the final vote:


Fixes
1. Trade - 105
2. Diplomacy - 86
3. Make It Harder For Civs To Last - 73
4. Comprehensive Scenario Editor - 72
5. Improved Road & Rail Rules - 72


New Ideas
1. Rise and fall of Empires - 75
2. Domestic Politics - 63
3. New Modes of Victory - 52
4. Energy - 48
5. Stacking - 46 TIE
5. Religion - 46 TIE


others receiving votes


Fixes
6. Bring Back News Reports - 52
7. No more Instant City Conversions - 52
8. Amazing City Veiw - 42
9. Faster Smoother Graphics/Interface - 35
10. Multiplayer Startup Option - 26


New Ideas
7. Open Source AI - 44
8. Expanding City Radius - 43
9. Detailed Replay - 41
10. Hex Based Map - 40
11. Simultaneous Turns of Play - 36
11. Different Levels of Cities - 36
13. Recruitment System - 29
14. Automatic Patrolling - 23
15. Tourism - 20


The "official" letter to Firaxis will be sent in the coming days.
(Note: it's pretty encouranging to see that the first two fixes(trade and diplomacy) were already mentioned in Sid's recent message as things where there is going to be lots of imporevment) -MarkG

Also, check the results of this poll.

Not that new ideas are no longer welcome...
[This message has been edited by Kumiorava (edited December 23, 2000).]

DarkCloud
King
of Clouds
Jul 2000
posted December 23, 2000 21:55   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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Well I voted in the poll...

I'm not really as new to Apolyton as my registeration date shows; I first came to the site in August 1999. I first looked at the forums in May 2000 and then joined in July 2000.

zyxpsilon
Chieftain
Laval,Quebec,Canada
Sep 2000
posted December 24, 2000 02:31   Click Here to See the Profile for zyxpsilonClick Here to Email zyxpsilon  send a private message to zyxpsilon
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Up to and included 1 through 10?
*> C-U-S-T-O-M-I-S-A-T-I-O-N power.

But since, i talk too much also...

11 MINUS 10> represent HISTORY in another entertainingly unbeatable revolutionary game.

Case closed, even if i couldn't make it to the March-officially-sent list to Firaxis.

Farewell salute to Hasbro Interactive quickie market investors, maybe NOW the designers can concentrate on the real thing without rigid timelines pressure and "the give us results before quality way of doing business".

markusf
Prince

Oct 1999
posted December 28, 2000 03:27   Click Here to See the Profile for markusf   send a private message to markusfSend a Message to UIN: 3852691
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A improved version of Simultaneous play. The multiplayer community loves it, also a way better TCP/IP play. Currently there is large amounts of lag between players (don't see why since very little info is actually sent back and forth)


GNP linked to Units strength etc. I believe if you have a stronger economy your units should be more powerful!!!

Fredric Drum
Settler

Dec 2000
posted December 28, 2000 04:34   Click Here to See the Profile for Fredric DrumClick Here to Email Fredric Drum  send a private message to Fredric Drum
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1: Improve AI

2: More units

3: More of everything

DarkCloud
King
of Clouds
Jul 2000
posted December 28, 2000 16:57   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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Well, I also support a

1. Unit Workshop
2. Terrain Workshop
3. Improvements Workshop

hHydro
Chieftain
Vancouver, Canada,
Nov 2000
posted December 28, 2000 17:03   Click Here to See the Profile for hHydro   send a private message to hHydro
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Darkcloud;

I fully support you on 1 & 2. Give us;

1. Unit Workshop
2. Terrain Workshop

I don't know about an improvement workshop.. That sounds tougher to implement.

Instead, my third request is;

3. Social Engineering table similar to the one in SMAC. NO FIXED GOVERNMENTS.

Ralf
Prince
Sweden
Mar 2000
posted December 28, 2000 17:10   Click Here to See the Profile for Ralf   send a private message to Ralf
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Both "Unit workshop" and "Social engineering" seems too SMAC:ish in my ears. I believe that Firaxis wants to distance themselves from SMAC-solutions, arguing that "it aint Civ". I tend to agree.

But, then again - what do i know? Maybe...
[This message has been edited by Ralf (edited December 28, 2000).]

hHydro
Chieftain
Vancouver, Canada,
Nov 2000
posted December 28, 2000 18:36   Click Here to See the Profile for hHydro   send a private message to hHydro
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That makes total sense, and unfortunately, I figure there's a good chance that they won't use 'Social Engineering' like in SMAC, but really, don't you find CIV2-style 'absolute governments' restrictive? Or at least overly simplistic?

Besides. If they aren't willing to make changes, then why make a sequel?

The aspect of S.E. that I liked in SMAC was that you could change an aspect of your civ without changing everything. You could take an industrial war-driven democracy, and turn their focus from war to research, and then 100 years later, when pollution becomes a problem, you switch your focus from freemarket to more green-friendly practice, while retaining the democracy and research-driven orientation.

I don't care how they do it.. add more slider bars, or copy the SMAC system outright. But it's unrealistic to have to change governments outright just to go to war. When WWII broke out, the allies didn't all change to communism or Fascism. There were changes in the structure and economy to be sure, but they weren't outright revolts or revolutions!

Ah well. I still have a while to play SMAC and get sick of SE I guess.

hHydro
Chieftain
Vancouver, Canada,
Nov 2000
posted December 28, 2000 18:47   Click Here to See the Profile for hHydro   send a private message to hHydro
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Oops. Forgot one of the main things I was going to say -

Civ is Civ because it let's you build an empire to stand the test of time - Not because it uses 2d units instead of 3d ones, or because of the way it approaches government types.

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