One thing that's bothered me about Civilization style games is that they're so linear. i.e. if you begin to win by a substantial margin, then you might as well stop playing, because you know you'll win eventually (especially against the AI).
In the real world, empires come and go, but the only constant is that no country/nation/empire will ever dominate the world for all time to come (non-withstanding the current American domination). The reasons are different in the case of different empires - first agriculture was more important, then industry, then (now) information, then (in the future) something else.
The empire that dominates the need of the times is the dominant empire. Thus we have at various times {Egypt/China/India/Greece} -> Europe -> America dominating the world.
I wonder if this kind of dependency on a changing environment can be built into a Civ-style game. Currently, all games focus on only a few resources that have the same value forever, so if you dominate at time t0, you'll continue dominating at all t > t0.
This can perhaps be one big change over the now standard Civ-playing style (and would reflect the real world better).
Don't know how such a game would end with a "winner" though
(On second thoughts, perhaps I should patent this idea
)
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