If an idea seems like something you'd hate just assume I'm suggesting it as an option in the custom menu which is preset to off. If it's not workable or would make terrible gameplay feel free to bite my head off.
Other ideas I would be curious to see introduced into the game.
1) Military promotions on the technology tree. Why should antitank promotions be available in the ancient era?
2) Military resources. Allow axemen and spearmen to be built without copper - but all of these pre-hooking-up-copper units would take a penalty. Say, -25%. Similarly, when iron working is discovered give all axemen and spearmen units built post-hooking-up-iron a 25% bonus. Do something simlar for swordsmen (and pretty much every post iron melee unit) - available with copper but recieve a negative penalty unless built after iron is discovered.
Hopeful result: Civs without important resources will not be as restricted as they currently are but still would face a large uphill battle against more fortunately placed opponents.
3) Expand the technology tree by reducing the time it takes to research every technology. Then set it so that most advantages gained from researching a particular technology have to be researched individually so that the sum cost of the research is greater than it was originally. E.g. If you've just researched Metal Working in order that you can get to Macemen and have no intention of building the Colossus, just select your next research to be Machinery leaving no immeadiate option to build the wonder.
This could be further diversified. In order to research Stonehenge you must first know how to built monuments (obelisks) - same with the Eiffel Tower and broadcast towers. Researching horse pastures would be a prerequisite for researching the stable. If military promotions are added to the tree then armour would have to be developed before anti-armour promotions.
4) Technology Leakage. Small amounts of research to be recieved from another civ proportional to:
a) how many of your nationals live within their borders,
b) if there is an open borders agreement,
c) how many of your cities trade with the other civ.
Other factors could include the type of technology - technologies such as drama, philosophy or mysticism would be far more likely to leak than military technologies such as iron working or nuclear weapons.
5) Technology Homes. When a technology is researched the final city that added beakers to the project could be percieved as the home of the technology. Completely pointless? Yes, but combine it with:
6) Technology Spoils. When at war if you capture a city you can earn beakers off of technologies that you don't already have. When combined with the above, capturing the home of a technology would get an extra boost.
Edit:
This stuff would be on my wishlist and most of it is stuff I wouldn't hope to see until CivV. I'm quite afraid that the expansions could break the game. My main hope is that all expansion pack work goes into well developed ideas rather than packaging. Put another way, it'd be worth not having the Babylonians in the game if the new gameplay elements work.
Other ideas I would be curious to see introduced into the game.
1) Military promotions on the technology tree. Why should antitank promotions be available in the ancient era?
2) Military resources. Allow axemen and spearmen to be built without copper - but all of these pre-hooking-up-copper units would take a penalty. Say, -25%. Similarly, when iron working is discovered give all axemen and spearmen units built post-hooking-up-iron a 25% bonus. Do something simlar for swordsmen (and pretty much every post iron melee unit) - available with copper but recieve a negative penalty unless built after iron is discovered.
Hopeful result: Civs without important resources will not be as restricted as they currently are but still would face a large uphill battle against more fortunately placed opponents.
3) Expand the technology tree by reducing the time it takes to research every technology. Then set it so that most advantages gained from researching a particular technology have to be researched individually so that the sum cost of the research is greater than it was originally. E.g. If you've just researched Metal Working in order that you can get to Macemen and have no intention of building the Colossus, just select your next research to be Machinery leaving no immeadiate option to build the wonder.
This could be further diversified. In order to research Stonehenge you must first know how to built monuments (obelisks) - same with the Eiffel Tower and broadcast towers. Researching horse pastures would be a prerequisite for researching the stable. If military promotions are added to the tree then armour would have to be developed before anti-armour promotions.
4) Technology Leakage. Small amounts of research to be recieved from another civ proportional to:
a) how many of your nationals live within their borders,
b) if there is an open borders agreement,
c) how many of your cities trade with the other civ.
Other factors could include the type of technology - technologies such as drama, philosophy or mysticism would be far more likely to leak than military technologies such as iron working or nuclear weapons.
5) Technology Homes. When a technology is researched the final city that added beakers to the project could be percieved as the home of the technology. Completely pointless? Yes, but combine it with:
6) Technology Spoils. When at war if you capture a city you can earn beakers off of technologies that you don't already have. When combined with the above, capturing the home of a technology would get an extra boost.
Edit:
I'll hold judgement till after Warlords but I kinda hope there wont be another expansion. I'm just not sure what they can add that is worthwhile without changing the game substantially. And changing gameplay elements substantially can wait till Civ5. I wouldn't like to see a repeat of the "C3C break a decent game with the x-pack" phenomenon.
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