More organized list:
1. Civ IV needs more things to occupy us with, at different stages of the game:
solution: bring back (and create new) units like caravans and spies. to solve the micromanagement problem - streamline the process in mid game (later on that) and remove the units or reduce their use.
2. Civ IV needs more sub goals than just "conquer nation x"
existing good solution: culture (and religion), special resources.
solution: make different rankings and statistics count for something. even create mini-quests. Make wonders / technologies dependant on gameplay things (ie - the first person to explore 70% of the earth, gets BIG WHITE BLOB wonder, which increases visibility / the first person to build 3 different kinds of war units, 5 each, discovers Combined Arms)
3. Bring back the "i'm running an empire through history" feeling:
solution: make a fuss about things which aren't important for real gameplay. make wierd lists. give prizes to best cities, create silly mini-quests (exploring the planet / arms race / technology race / seeking the holy grail / whatever). have wonder movies. mark things such as first battle, or large historical battles and so on.
4. using the same method to do X throughout the game is boring and not that fun.
solution: make the age leaps and the scientifical / social revolutions mean stuff.
start with preset governments, and after technology X - change it to social engineering
start with caravans and diplomats - change to trade screen and spy screen
start with workers only - change to PW and workers
start with city based support, based on production / food - change to nationwide support based on cash.
start with regular unit structure, change to options for war readiness, stacks and armies.
This will both reduce micromanagement each time the game phase changes, and will give a true sense of "The world is avolving around me".
1. Civ IV needs more things to occupy us with, at different stages of the game:
solution: bring back (and create new) units like caravans and spies. to solve the micromanagement problem - streamline the process in mid game (later on that) and remove the units or reduce their use.
2. Civ IV needs more sub goals than just "conquer nation x"
existing good solution: culture (and religion), special resources.
solution: make different rankings and statistics count for something. even create mini-quests. Make wonders / technologies dependant on gameplay things (ie - the first person to explore 70% of the earth, gets BIG WHITE BLOB wonder, which increases visibility / the first person to build 3 different kinds of war units, 5 each, discovers Combined Arms)
3. Bring back the "i'm running an empire through history" feeling:
solution: make a fuss about things which aren't important for real gameplay. make wierd lists. give prizes to best cities, create silly mini-quests (exploring the planet / arms race / technology race / seeking the holy grail / whatever). have wonder movies. mark things such as first battle, or large historical battles and so on.
4. using the same method to do X throughout the game is boring and not that fun.
solution: make the age leaps and the scientifical / social revolutions mean stuff.
start with preset governments, and after technology X - change it to social engineering
start with caravans and diplomats - change to trade screen and spy screen
start with workers only - change to PW and workers
start with city based support, based on production / food - change to nationwide support based on cash.
start with regular unit structure, change to options for war readiness, stacks and armies.
This will both reduce micromanagement each time the game phase changes, and will give a true sense of "The world is avolving around me".
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