Mind if I already start a thread on what we would like to see in CIV4?
For starters...
- Immigration/ Emigration. I once sent a post on another forum somewhere where I wanted this issue debated. CIV3 already has parts of it, if you conquer an enemy city, e.g the Greeks its inhabitants will still be greek for some while, happy or not. Now what would happen if the greeks could actually send people into your cities as workers whenever you're not at war, for example if your city is close to the greek borders. What if any civilization could do that? The city status window could show a diagram of the city population demographics, saying "90% Romans, 5% Greek, 2% Babylonians" or so. Those cities with more than, say, 20% foreign inhabitants could likely fall into disorder when a war erputs, or anytime on higher difficulty levels... restrictive/repressive governments (Communism? Despotism?) might throw out "unwanted" foreigners, thus decreasing city sizes... of course, YOU (the player) could send your own people to foreign cities... they would leave anyway if they don't like the way you govern the country, adding up to your competitor's city sizes... spies could only plant propaganda in cities holding inhabitants of your civilization (they can barely hide with people which language they don't speak or so)...
-Cultural influence zones do not determine actual borders (this might fix the problem that enemy civs can, and do build their cities everywhere, even inside your homeland). In history, borders were defined in war, in Civ4 they might be defined around any unit, adding to the cultural border. A unit placed, say, 10 fields off the actual cultural border might, if fortified, generate its own border, growing slowly but finally merging with your country border. Trespassers will be prosecuted.
- Please, give the AI a target to follow. Everyone wants to win, but some civilization prefers to win by domination, others by diplomatic achievements. They should be intelligent enough to determine if their starting position makes this way of winning possible at all - starting in a huge swamp will not actually give you a huge bonus. I would have expected the Zulu, for example, to be a very aggresive people, giving you with one hand and threatening you with the other, regardless of their current strategic and financial situation.
More to follow if I find the time...
For starters...
- Immigration/ Emigration. I once sent a post on another forum somewhere where I wanted this issue debated. CIV3 already has parts of it, if you conquer an enemy city, e.g the Greeks its inhabitants will still be greek for some while, happy or not. Now what would happen if the greeks could actually send people into your cities as workers whenever you're not at war, for example if your city is close to the greek borders. What if any civilization could do that? The city status window could show a diagram of the city population demographics, saying "90% Romans, 5% Greek, 2% Babylonians" or so. Those cities with more than, say, 20% foreign inhabitants could likely fall into disorder when a war erputs, or anytime on higher difficulty levels... restrictive/repressive governments (Communism? Despotism?) might throw out "unwanted" foreigners, thus decreasing city sizes... of course, YOU (the player) could send your own people to foreign cities... they would leave anyway if they don't like the way you govern the country, adding up to your competitor's city sizes... spies could only plant propaganda in cities holding inhabitants of your civilization (they can barely hide with people which language they don't speak or so)...
-Cultural influence zones do not determine actual borders (this might fix the problem that enemy civs can, and do build their cities everywhere, even inside your homeland). In history, borders were defined in war, in Civ4 they might be defined around any unit, adding to the cultural border. A unit placed, say, 10 fields off the actual cultural border might, if fortified, generate its own border, growing slowly but finally merging with your country border. Trespassers will be prosecuted.
- Please, give the AI a target to follow. Everyone wants to win, but some civilization prefers to win by domination, others by diplomatic achievements. They should be intelligent enough to determine if their starting position makes this way of winning possible at all - starting in a huge swamp will not actually give you a huge bonus. I would have expected the Zulu, for example, to be a very aggresive people, giving you with one hand and threatening you with the other, regardless of their current strategic and financial situation.
More to follow if I find the time...
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