I'd like to add my two cents too
1. Tech
The model you described on your web page (3 levels etc.) sounds promising. Especially because even old inventions are constantly improved (nobody would use a wheel like the Romans had for his Ferrari).
2. Ecology
I like the idea of different climates. Also ecology is known (at least should be by now) to be a complex system (deforestation should have effects downstream etc.). Human actions, especially in modern time have quite an impact on the ecology, which in turn acts on the humans (more cancer etc.)
3. Age of the population
You could do a trick be saying that only a certain part (~50%?) is actually active workforce, but the others need also food etc.
4. Map
Cylander is ok for me. A flat map would be good for scenarios (mediterran for antique, pacific FE for WW2 etc.)
5. Military
Both should be possible. There are still people who like micromanagement (like me).
More answers
A. Number of classes
5
B. Which classes?
Upper class, mid class (craftsmen, artists, local merchants etc.), low class, clergy (with relations to where these people actually come from: uc, mc, lc) and the same for military.
C. Ruler power
should depend on the form of gov't.
tight: tyranny, monarchie, theocracy, dictatorship....
shared with others: oligarchy, aristocracy, republic, democracy
D. Nomad civ
While you're a nomad the other civs improve in tech, economy, etc. and you stay behind. Thats the reason why we don't live as nomads any more. However it could be interesting for some scenarions (Mongols, Fall of Roman Empire)
E. Inherent stability of the empire
Should be more unstable at the beginning and improve with tech, infrastructure
F. Disasrers/diseases
Good if it's implemented like you discribed it in the model. High difficulty setting shouldn't mean that the player is the victim more often that the AI players. BTW: That's something I really HATE about civ-type games: The higher the difficulty setting the worse is the starting location. When I choose high difficulty I want the AI to be smart, but not to cheat, arrrgh. (Maybe the player should be able to decide, how much the AI shall cheat once he needs a greater challenge).
G. Tech level difference between provinces
Maybe a delay until tech becomes available in far away provinces depending on tech level (communication), infrastructure and of course trade activities.
H. Ethnic groups
Adds a great deal of realism and also new challenges to the game.
I. Internal affairs
Ethnic conflicts (also religious ones) have been a major issue all the time.
J. Close to history (0-10)
9. Look at the tech tree of CTP2, it's completly screwed up. This really p..... me off. Anyway it should still have some flexibility to reflect the circumstances a civ is in (long times of war, lacking of resources, island civ etc.)
K. Sci-fi, fantasy
The game shouldn't end 2000AD. Thats something I didn't like about Civ1/2. At least there should be techs of near future. Even if the future techs of CTP1 are really Sci-fi I liked them very much. Personally I'd like to see techs of colonizing the solar system, because once a player has reached this age the world has become a village. Even far away provinces are now closer, so a very far away colony in space would allow to explore, settle, conquer new territories. Also these colonies could use the independence war/guerilla model for things like a "mars rebellion" in B5. These things would also increase the importance of Sky-/Spacetroops. BTW don't forget ocean cities.
As for fantasy I'd like to use these econ, gov't, social models to build a "Master of Magic" scenario which is better than that of Civ2. Greek mythology scens would also be cool.
L. Pirates
They add a completely new flawor to the game. In times of war the civs sell letters of marque to pirates and they raid the traffic lanes of the enemy. Of course pirates are not 100% reliable. And once the war ends there are still pirates around who need "employment" (now try to get rid of them). Civs could cooperate (treaty) to patrol trade routes. There where many famous pirates in history (Francis Drake, Henry Morgan etc.) who would make an excellent place to use that character model of yours. FE Civ pays Pirates conquer a city and run it while being (secretly) allied with that civ (Port Royal, Tortuga etc.).
1. Tech
The model you described on your web page (3 levels etc.) sounds promising. Especially because even old inventions are constantly improved (nobody would use a wheel like the Romans had for his Ferrari).
2. Ecology
I like the idea of different climates. Also ecology is known (at least should be by now) to be a complex system (deforestation should have effects downstream etc.). Human actions, especially in modern time have quite an impact on the ecology, which in turn acts on the humans (more cancer etc.)
3. Age of the population
You could do a trick be saying that only a certain part (~50%?) is actually active workforce, but the others need also food etc.
4. Map
Cylander is ok for me. A flat map would be good for scenarios (mediterran for antique, pacific FE for WW2 etc.)
5. Military
Both should be possible. There are still people who like micromanagement (like me).
More answers
A. Number of classes
5
B. Which classes?
Upper class, mid class (craftsmen, artists, local merchants etc.), low class, clergy (with relations to where these people actually come from: uc, mc, lc) and the same for military.
C. Ruler power
should depend on the form of gov't.
tight: tyranny, monarchie, theocracy, dictatorship....
shared with others: oligarchy, aristocracy, republic, democracy
D. Nomad civ
While you're a nomad the other civs improve in tech, economy, etc. and you stay behind. Thats the reason why we don't live as nomads any more. However it could be interesting for some scenarions (Mongols, Fall of Roman Empire)
E. Inherent stability of the empire
Should be more unstable at the beginning and improve with tech, infrastructure
F. Disasrers/diseases
Good if it's implemented like you discribed it in the model. High difficulty setting shouldn't mean that the player is the victim more often that the AI players. BTW: That's something I really HATE about civ-type games: The higher the difficulty setting the worse is the starting location. When I choose high difficulty I want the AI to be smart, but not to cheat, arrrgh. (Maybe the player should be able to decide, how much the AI shall cheat once he needs a greater challenge).
G. Tech level difference between provinces
Maybe a delay until tech becomes available in far away provinces depending on tech level (communication), infrastructure and of course trade activities.
H. Ethnic groups
Adds a great deal of realism and also new challenges to the game.
I. Internal affairs
Ethnic conflicts (also religious ones) have been a major issue all the time.
J. Close to history (0-10)
9. Look at the tech tree of CTP2, it's completly screwed up. This really p..... me off. Anyway it should still have some flexibility to reflect the circumstances a civ is in (long times of war, lacking of resources, island civ etc.)
K. Sci-fi, fantasy
The game shouldn't end 2000AD. Thats something I didn't like about Civ1/2. At least there should be techs of near future. Even if the future techs of CTP1 are really Sci-fi I liked them very much. Personally I'd like to see techs of colonizing the solar system, because once a player has reached this age the world has become a village. Even far away provinces are now closer, so a very far away colony in space would allow to explore, settle, conquer new territories. Also these colonies could use the independence war/guerilla model for things like a "mars rebellion" in B5. These things would also increase the importance of Sky-/Spacetroops. BTW don't forget ocean cities.
As for fantasy I'd like to use these econ, gov't, social models to build a "Master of Magic" scenario which is better than that of Civ2. Greek mythology scens would also be cool.
L. Pirates
They add a completely new flawor to the game. In times of war the civs sell letters of marque to pirates and they raid the traffic lanes of the enemy. Of course pirates are not 100% reliable. And once the war ends there are still pirates around who need "employment" (now try to get rid of them). Civs could cooperate (treaty) to patrol trade routes. There where many famous pirates in history (Francis Drake, Henry Morgan etc.) who would make an excellent place to use that character model of yours. FE Civ pays Pirates conquer a city and run it while being (secretly) allied with that civ (Port Royal, Tortuga etc.).
Comment