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    The Pursuit of Unhappiness

    So - people have been wanting rebellions and revolutions, and all that; or complaining about civilization-wide unhappiness. However, I think the largest problem is that the game incentivizes ignoring happiness unless you're near one of two thresholds 0 :c5happy: or 10 :c5angry: - which is...
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    An Inquiry into the Nature and Causes of the Wealth of Civilizations

    . . . ok, I'm going to admit upfront, that I'm a huge econ nerd. Which is one reason why I'm disappointed in CivV (although the military innovations make up for it). I believe that the suggestions outlined in this post - mainly through a completely reinvigorated trade system - brings economic...
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    The Agricultural revolution, industrialization, and Urbanization

    I want my cities to transform with major technologies like they did during the agricultural and industrial revolutions. There's really no interdependence of cities in Civ, no metropolises, no rural farming bread-baskets. This also means that cities can't specialize in the game. Even if...
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    Necessity is the mother of invention . . .

    . . . and so shall it be in CivV. I think adopting a need-based science algorithm could make game-play more intuitive, automatic, and strategic (because every action you choose - military, production, et al. - effects science). The idea is rather simple - you don't pick which tech you...
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    Let's get rid of workers . . .

    . . . (well, not quite), but here is a unit that could almost be eliminated and make the game ore intuitive, automatic, and let you focus on playing the game. Here's my suggestion: by working a tile, the relevant improvement (farm on plains/grassland, lumber mill on forests, mine on hills, or...
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