Really like the thoughts here, especially those in the OP. Nicely thought out.
I particularly like the idea of randomization of artifact effects. +
and +
both seem like reasonable additions to the current +
and +tourism. A few other possibilities:
- + (per turn)
- + (either a static bonus, like discovering a NW, or a tradeable luxury resource, like Civ IV's "hit singles", "hit movies", etc.)
- + (for a specific kind of GP, perhaps a Great Archaeologist (see below))
This accomplishes more, in my opinion, than mere variety for the sake of variety. It makes the artifact/archaeologist feature relevant to different VCs and priorities, as artifacts would no longer be tied to the culture game. Also, and perhaps most important to the fun factor, it would introduce a second "wave" of world exploration, similar to goodie huts (exactly as
headcase pointed out). Artifacts already do this all by themselves, but the novelty has worn off and we now know exactly what to expect from each and every site (era-specific landmark benefits notwithstanding). Introducing non-trivial randomization would spice things up.
One new suggestion I have is to introduce a new GP, the Great Archaeologist. ("GAr"?) This would be an interesting addition in its own right, and it synergizes very well with the randomization idea. There are many possibilities with this idea, both in how the GAr is used and how it is produced. Some ideas (not all of which should be implemented, of course, for balance purposes):
- the GAr could have multiple uses, akin to how a Great Prophet is a super-Missionary/Inquisitor. Say, 4 sites per GAr.
- the GAr could reduce the dig time. Say, 33% faster digging.
- the GAr could be like the Pathfinder, and allow the player to choose the benefit received when an artifact is produced. (Assuming randomization is implemented.)
- the GAr could magnify an artifact's bonus, regardless of whether or not randomization is implemented.
- rather than having the completed Exploration SP tree unlock hidden sites, have it unlock production of GArs, and transform hidden sites into "Great Sites" (as per dexter's suggestion). These sites would be visible to all upon Archaeology's discovery, allowing for planning and strategizing, but would only be diggable by a GAr.
- introduce Great Artifacts that can only be discovered by GArs. These could perhaps result from regular digs (% chance?) or be tied solely to Great Sites. As with other GWs, these would have their own pop-up picture, and would grant enhanced bonuses, regardless of whether or not randomization is implemented. This would just be plain cool, as it would introduce things like King Tut's mask, the Sutton Hoo helmet, Peking Man, etc. (Perhaps the Terracotta Army could be replaced by another Wonder, and its name shifted to a Great Artifact.)
I don't believe that implementation of these ideas would require significant coding or resources, except perhaps for new unique pictures for Great Artifacts. Balancing would certainly need to be carefully done, but again I don't believe that any of these suggestions are crazy or severely imbalanced. The artifact game is a great addition; for a minimum of extra effort, it could be made ever greater and really serve to spice up the mid-game play.
Great thread and ideas,
MarshalN!