General ideas for what I'd like to see in a Civ game. I apologise for the formatting, I was just brainstorming into a text editor.
Graphics:
- Full 3D map. Let me zoom in and get up-close-and-personal with my Civ. Let me rotate it around so I can see what the heck is going on.
- More dynamic map. Let it be more than just a constellation of cities surrounded by irrigation and mines. Let the cities reflect what I'm actually putting in them. Show housing and stuff on the other tiles. Give it some depth.
Tax/Science/Luxury Rates:
- Increased granularity of rates. 10% jumps tend to cause feast or famine.
Cities, Population, and Production:
- Each tile has its own population figure.
- You place cities where improvements and units are constructed.
- City social improvements generate culture, which improve quality of life.
- Population migrates towards improved quality of life. This can include crossborder migration to another Civ.
- Social improvements effects drop off over distance.
- Cities indicate a ratio of food/resources/trade (FRT).
- Population in the tiles around a city produce FRT.
- The amount they produce depends on the population and their ratio of training (i.e. 20% are farmers, 30% are miners, 50% are traders.)
- A tile population's training ratio will slowly change to be in line with the city(s) influenced by it. Educational improvements (libraries, universities, etc.) will increase this rate of change.
- FRT does not automatically go to the cities. From the tile where it was produced, it will be moved one tile closer to its closest city (divided evenly if two or more cities are the same distance) per turn. Roads, railroads, superhighway terrain improvements will increase this speed.
- Food is a special case, where it still moves like Resources and Trade, but not directly to cities -- it radiates from the producing square, to be consumed by tile populations.
- Food is not directly tied to growth rates. A well fed population will breed at 100% capacity (as it were), creating new population for its tile. Lack of food (down to half as much needed) will decrease breeding rate down to 0. Under half as much needed food, and the population will start starving and die. If a tile has more food than it needs, it will radiate food as in food production.
- The above brings up the possibility of granaries as tile improvements instead of city structures, where it will store up to x units of food over its need.
- Each tile has a limit on population, where that limit causes no FRT production to happen (all housing, no room for farms or mines). Production would decrease as population increases.
- Researched technologies could increase the tile population limit.
- Enemy units in a tile would prevent FRT production and transport.
Units and Combat:
- I want a unit workshop (like in Alpha Centauri) again.
- Weapons have strengths and weaknesses against certain kinds of defense. For example, an iron sword is going to have an advantage against bronze armor, but isn't going to do much good against Vehicle Steel Plating. This should seriously reduce instances of samurai taking down a tank platoon.
- Instead of Civ-unique units, there are Civ-unique weapons/defenses (and, I suppose, Civ-unique workshop defaults... )
- The base size of a unit is the company. 2-6 companies form into a battalion. 2-4 battalions to a brigade, 2-3 brigades to a division. (Simplified US Army structure)
- Units can merge and split to different sizes or unit makeups.
- Battle happens on a seperate map from the main map. This is a map consisting of a dynamically-generated merge of the two tiles where the battle occurs.
- Individual companies manuever on the battle map, closing to weapons range (or running for the map borders in retreat). This would allow artillery to bombard units from the rear, archers and gun units to fire from a distance, and melee units to get up close and personal.
- A battle map would also allow units to use height and terrain for offensive/defensive advantage.
Graphics:
- Full 3D map. Let me zoom in and get up-close-and-personal with my Civ. Let me rotate it around so I can see what the heck is going on.
- More dynamic map. Let it be more than just a constellation of cities surrounded by irrigation and mines. Let the cities reflect what I'm actually putting in them. Show housing and stuff on the other tiles. Give it some depth.
Tax/Science/Luxury Rates:
- Increased granularity of rates. 10% jumps tend to cause feast or famine.
Cities, Population, and Production:
- Each tile has its own population figure.
- You place cities where improvements and units are constructed.
- City social improvements generate culture, which improve quality of life.
- Population migrates towards improved quality of life. This can include crossborder migration to another Civ.
- Social improvements effects drop off over distance.
- Cities indicate a ratio of food/resources/trade (FRT).
- Population in the tiles around a city produce FRT.
- The amount they produce depends on the population and their ratio of training (i.e. 20% are farmers, 30% are miners, 50% are traders.)
- A tile population's training ratio will slowly change to be in line with the city(s) influenced by it. Educational improvements (libraries, universities, etc.) will increase this rate of change.
- FRT does not automatically go to the cities. From the tile where it was produced, it will be moved one tile closer to its closest city (divided evenly if two or more cities are the same distance) per turn. Roads, railroads, superhighway terrain improvements will increase this speed.
- Food is a special case, where it still moves like Resources and Trade, but not directly to cities -- it radiates from the producing square, to be consumed by tile populations.
- Food is not directly tied to growth rates. A well fed population will breed at 100% capacity (as it were), creating new population for its tile. Lack of food (down to half as much needed) will decrease breeding rate down to 0. Under half as much needed food, and the population will start starving and die. If a tile has more food than it needs, it will radiate food as in food production.
- The above brings up the possibility of granaries as tile improvements instead of city structures, where it will store up to x units of food over its need.
- Each tile has a limit on population, where that limit causes no FRT production to happen (all housing, no room for farms or mines). Production would decrease as population increases.
- Researched technologies could increase the tile population limit.
- Enemy units in a tile would prevent FRT production and transport.
Units and Combat:
- I want a unit workshop (like in Alpha Centauri) again.
- Weapons have strengths and weaknesses against certain kinds of defense. For example, an iron sword is going to have an advantage against bronze armor, but isn't going to do much good against Vehicle Steel Plating. This should seriously reduce instances of samurai taking down a tank platoon.
- Instead of Civ-unique units, there are Civ-unique weapons/defenses (and, I suppose, Civ-unique workshop defaults... )
- The base size of a unit is the company. 2-6 companies form into a battalion. 2-4 battalions to a brigade, 2-3 brigades to a division. (Simplified US Army structure)
- Units can merge and split to different sizes or unit makeups.
- Battle happens on a seperate map from the main map. This is a map consisting of a dynamically-generated merge of the two tiles where the battle occurs.
- Individual companies manuever on the battle map, closing to weapons range (or running for the map borders in retreat). This would allow artillery to bombard units from the rear, archers and gun units to fire from a distance, and melee units to get up close and personal.
- A battle map would also allow units to use height and terrain for offensive/defensive advantage.
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