1. Imperialism 1's simultaneous trading market system. A real market system where supply and demand rule, unlike the Civ system.
In Imperialism, you must use Labour (of three different levels of skill, so that Britain's higlhly trained workforce beats Russian clodhoppers)to collect timber, Labour to process the lumber into timber, and more labour to turn lumber into finished wood products. You can sell at all three levels, raw resource, processed, and finished product based on 'does anyone want it'.
In Civ, luxury resources would have to be made more important to make workers stay happy, so that Tea or Coffee is always in greater demand than, say, Copper.
2. Europa Universalis 2 has a lot of good influences for Civ, especially in making alliances, and relations, and all the things that affect relations.
The semi-mystical 'Stability' number. affected and affecting so many things, might be interesting in Civ (under whatever name), but would be better if it was a value out of 100, and not only 7 possibilities like in EU2.
3. Combat AI that follows set strategies or 'personalities' like in the old SSG game Warlords 2, where the Warlord-level computer opponents could be given fun personalities (pachydermal: slow inevitable buildup of powerful expensive units, ratsbane:makes war 'on the cheap', betrays alliances, tries to quickly overwhelm poorly defended cities, Sir Pureheart: like the Gaians from SMAC, he hates pollution, treaty-breakers, likes to fight 'honorably', Horselord: Like to have a highly mobile army of the fastest available units, always tries to 'outflank' you)
These AI combat styles could be set or random.
4. Rail capacity like in any number of games. Improvements and tech (Steam, Electric, Monorail, Magnetic) increase this capacity.
5. Sid Meier's Alpha Centauri: The social engineering screen for changing governments needs to be in Civ IV but with more options. Also, the Units Workshop would be cool, especially if there where some default culture specific names for the units we make up.
Most Important: Units that work, and work for a long enough period that you can build and use a lot of them. There should always be 'a point' to make new units and a useful purpose for them (I'm thinking of the Civ 2 aircraft carrier and dragoon here).
In Imperialism, you must use Labour (of three different levels of skill, so that Britain's higlhly trained workforce beats Russian clodhoppers)to collect timber, Labour to process the lumber into timber, and more labour to turn lumber into finished wood products. You can sell at all three levels, raw resource, processed, and finished product based on 'does anyone want it'.
In Civ, luxury resources would have to be made more important to make workers stay happy, so that Tea or Coffee is always in greater demand than, say, Copper.
2. Europa Universalis 2 has a lot of good influences for Civ, especially in making alliances, and relations, and all the things that affect relations.
The semi-mystical 'Stability' number. affected and affecting so many things, might be interesting in Civ (under whatever name), but would be better if it was a value out of 100, and not only 7 possibilities like in EU2.
3. Combat AI that follows set strategies or 'personalities' like in the old SSG game Warlords 2, where the Warlord-level computer opponents could be given fun personalities (pachydermal: slow inevitable buildup of powerful expensive units, ratsbane:makes war 'on the cheap', betrays alliances, tries to quickly overwhelm poorly defended cities, Sir Pureheart: like the Gaians from SMAC, he hates pollution, treaty-breakers, likes to fight 'honorably', Horselord: Like to have a highly mobile army of the fastest available units, always tries to 'outflank' you)
These AI combat styles could be set or random.
4. Rail capacity like in any number of games. Improvements and tech (Steam, Electric, Monorail, Magnetic) increase this capacity.
5. Sid Meier's Alpha Centauri: The social engineering screen for changing governments needs to be in Civ IV but with more options. Also, the Units Workshop would be cool, especially if there where some default culture specific names for the units we make up.
Most Important: Units that work, and work for a long enough period that you can build and use a lot of them. There should always be 'a point' to make new units and a useful purpose for them (I'm thinking of the Civ 2 aircraft carrier and dragoon here).
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