I don't think there should be any structural difference at all between major and minor civs. I would like a game with civs in all sizes, from the huge imperial ones with 60 cities which would propably only excist in a few centuries to the medium ones with 15-20 cities to the small ones with just 5 cities. If nationality and protectorates are included it would truly take diplomacy - even civgaming as a whole - to a new level. All this does, however, require a FAR BETTER AI. The one in Civ2 really sucked. The one in SMAC were better (it was actually able to combine it's forces into one huge attack in stead of just moving them to certain death one by one), but much is needed still. Most important is propably to make the AI know how powerful it is. I have played games where I have conquored all but 5 cities of a faction, and it still wanted an advance from me to end the war. And the civ usually doesn't give up totally before it has lost all but 1 city. This really need to be changed. After all, Germany had lost no cities at all in WW1, and still it surrendered completely. The AI should also be satisfied being a protectorate, if it could see that another civ could conquor it, or if it's nationality was simply like that of another civ. It could even ask you to become a protectorate. The civs should also act this way towards each other, or it wouldn't work. Another thing is that smaller civs should be able to allie or even unite into a confederation if they are being surpressed by one or more large civs. A horror scenario for a large civ could be the unification of all the small civs in the world!
I like the possibility to have as many civs as you would like. You could say that you wanted perhabs 10 civs at first and then 20 starting randomly as time goes. Or you could say that the number of civs starting along the way could be random, so an unhapitated island would get some civ on it if not colonized. With modern time computers it shouldn't be a problem controlling this large amount of independant AI's.
Thanks for the explanation of the Indus civ. I hadn't even heard about it before.
BTW I have read that some historians think that the Azecs would propably have ended up destroying them selves if the Spanish hadn't come. They were really obsessed with death, and sacrificed loads of people every day to the sun.
For the civs started later I don't think they should be completely useless. I think that if an advance you're researching has been discovered by a civ you have contact with it should be significantly faster to research. Maybe 10% cheaper if 1 civ has found it, 20% if 2 has down to perhabs 70-80% if 20 civs have discovered it. This tyoe of research spillover would be historically correct (no civ is 1000s of years behind in research, except for civs with no contact with others) and would add to the excitement of the game as the strongest civ at one point could be passed by another one.
I also think civs should be able to start with some advances. For instance if a civ has broken off from another one (it should be possible that 10,000 people leave one of your cities and found a new civ somewhere in the world) it shouldn't start off at ground zero. It would get most of the technologies known in the city it broke off from.
Well, HAPPY NEW YEAR EVEYBODY!!!
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"If New Zealand can survive the Y2K so can we."
- unknown
I like the possibility to have as many civs as you would like. You could say that you wanted perhabs 10 civs at first and then 20 starting randomly as time goes. Or you could say that the number of civs starting along the way could be random, so an unhapitated island would get some civ on it if not colonized. With modern time computers it shouldn't be a problem controlling this large amount of independant AI's.
Thanks for the explanation of the Indus civ. I hadn't even heard about it before.
BTW I have read that some historians think that the Azecs would propably have ended up destroying them selves if the Spanish hadn't come. They were really obsessed with death, and sacrificed loads of people every day to the sun.
For the civs started later I don't think they should be completely useless. I think that if an advance you're researching has been discovered by a civ you have contact with it should be significantly faster to research. Maybe 10% cheaper if 1 civ has found it, 20% if 2 has down to perhabs 70-80% if 20 civs have discovered it. This tyoe of research spillover would be historically correct (no civ is 1000s of years behind in research, except for civs with no contact with others) and would add to the excitement of the game as the strongest civ at one point could be passed by another one.
I also think civs should be able to start with some advances. For instance if a civ has broken off from another one (it should be possible that 10,000 people leave one of your cities and found a new civ somewhere in the world) it shouldn't start off at ground zero. It would get most of the technologies known in the city it broke off from.
Well, HAPPY NEW YEAR EVEYBODY!!!
------------
"If New Zealand can survive the Y2K so can we."
- unknown
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