Civ3 changes

So there are a lot of Civ3’ers in our little circle.  I was
wondering what changes people think should be made?  I’m thinking
of making a scenario including a bunch of changes, but I bet I’m
missing something and would like y’all’s input.

5 Responses to “Civ3 changes”


One problem I find (with no ready solution off-hand) is that most late-game military conflicts are a foregone affair, with one side clearly superior. Meanwhile, early military conflicts take forever to resolve.

I guess my suggestion would be improve the movement of troops for a fast paced game– add something like 2 hexes to the per-turn movement value of all units, and things would really get hopping.

Paradoxdruid - August 27th, 2004 at 10:10 pm

I’ve got a basic rule change setup. The changes don’t start (with one exception) until modern times.

Owen - August 27th, 2004 at 11:56 pm

I have always thought that it would be nice if in the late game I didn’t need 10-30 works that just focused on doing pollution clean up. I am fine with a few doing but, it seems like even if I have built the mass transit system and the recycling center and not factory I still have to keep those works cleaning. Thats my pet-peeve

Gilvoro - August 28th, 2004 at 12:23 pm

I was thinking today that I wish the diplomatic situations worked like Alpha Centauri (allies support each other a lot more and in more ways)

Owen - September 4th, 2004 at 5:51 pm

I have no clue if you could actually change this or not . . . but I never find the workers to be very “smart.” I feel like I have to micromanage their every move and I get frustrated very early on. If there was way to give them better work orders, that would make me happy . . . barring that, I like the game quite a lot . . . damned, needy workers . . .

ShortSpeedFreak - September 4th, 2004 at 4:27 pm

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