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TFC3H ARCHIVE

ENVIROMENT: Territory

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MILITARY
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WONDERS
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Old WoW: Comments
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Jens Kroemer:

  • How about a really randomized distribution of resources. If you regard the oceans in CIVII, you can guess (or try it in the cheat mode) where you have to change grassland into e.g. forest to gain an additional resource field.

  • I think, that there should exist 2 kinds of ocean squares: one that can be transformed to grassland (see Dutch North Sea coast) and one that can't.

  • I like also the idea of Uzi Levin that a certain amount of the land mass has to be forest or djungle (rain forest) to avoid global warming. If not too complicated, the existance of forests nearby city squares as recreation areas could increase/decrease number of happy people in the city. Or, the possibility of claiming certain areas as National Parcs (roads & rr, fortifications etc. are not allowed), which must be maintained by the city and lead to happier citizens (<- city improvement, WOW).

Nik Taylor:

  • How about gradual climatic changes? For example, an area could dry up over time, or it could get wetter.

  • What aobut different heights for mountains? You could have small mountains and Mt. Everest-size mountains, they would take various lengths of time to cross.

  • How about resources changing value? I mean, what use is oil to a pre-industrial society? Add more too, for example Uranium, which could be useful after the discovery of Nuclear fission, and especially after Mannhattan Project. How about allowing an option in negotiations to determine borders? Any violation of those borders would be an act of war.

  • How about resources changing value? I mean, what use is oil to a pre-industrial society? Add more too, for example Uranium, which could be useful after the discovery of Nuclear fission, and especially after Mannhattan Project.

  • How about environmental degradation and limited mining? For example, after a while a hill's shields would disappear, because it's been mined out. Technology could increase yield too. Also, allow forests to be cut down at various rates. If you cut them down too much for too long, they would disappear. And when you change terrain, you should have to think aobut the effect on the environment, for example, too much de- forestation could cause global warming.

Ted MacGillivray:

  • I'm not sure what this would go under, probably enironment/terrains: Ruins. If a city is destroyed, it should become ruined (Along with any irrigation or farming not in use by another city in it's city radius). Ruins would have a different appearance, and would act just as if nothing was there. Terrain improvement would probably take a shorter time to restore then to build from scratch, and the ruins would act as a goody hut until someone had gotten whatever's in it. City improvements from the wrecked city would remain if another city was founded overtop it.

Christopher Fowler:

  • The inclusion of unique terrain squares. The thrill of discovering the tallest mountain in the world, geysers, extra rare mineral deposits, huge redwoods, or the largest waterfall would help make each region of the map seem more realistic and special. Correspondingly each square would produce extra trade or resources due to tourism or the unique nature of the items found there.

  • In a similar vein the discovery of ancient ruins or artifacts (graphically represented on the map) would be a plus. Artifacts of prehistoric origin such as Stonehenge, the Medicine Wheel or Easter Island would fit well here. These would also help to make the map less repetitive and more fun to look at.

P.J.McQuinn:

  • As for the canal idea, what would stop you roping of your teritory with a grand canal, filling it with ships, and the others wouldn't be able to attack you.

  • My own idea is to introduce more resources ie. sheep for hills, which provide extra food. So for hills, coal for shields, sheep for food, wine for trade. For mines goats for trade, for jungle something for shields, for swamp Gas(?) for trade, etc.

Robert Breiten:

  • I think Civ III could use allot more outside of town improvements. Canals would be very helpful. It would also help if engineers could build bridges to pass over small areas of water. It is a well know fact that bridges are a major strategic target in real life. Think of the fun of keeping reinforcements from reaching a city you are about to siege by taking out the enemies bridges.

Eero End:

  • Trains - unit cannot move from one end of the continent to another end with single turn and without special equipment. And trains should have movement 10 or 15 only where lines are built.

Sean M. Punch:

  • New terrain improvement: Power lines. Let cities be linked with power lines that effectively allow the exchange of a few shields from turn to turn.

Jason Wray:

  • How about a second level mine? Since you can turn roads into rr and irragation into farmland why not turn mines into oil refineries?

Cor Smal:

  • A territory concept. I hate it when the computer opponents build citys in my territory. I mean there are places where you don´t build a city yourself because of bad terrain, and later you suddenly find a  foreign city there. That is an act of violance, and you should be able to destroy  such a city without damaging your reputation. So say all terrain within ±10squares of your citys is considered territory.

  • Water managment. If a city grows upriver and becomes big, then downriver dries up (a sort global temperature rising effect).

By D. Credé:

  • Nuclear contamination should be much more serious as industrial pollution (e.g.: Engineers take 5 times longer to clear nuclear fall-out compared to normal pollution).

  • Didn't you noticed that the AI creates tons of fortresses?? Not so much, please!

Erik Törnquist:

  • When exploring unknown areas have the usual number of movements on the units, but when moving on explored areas, increase movement. The math part can somebody else take care of.

THE FIRST CIVILIZATION 3 HOMEPAGE © 1996-8 by Dorian Credé


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