Equator
Chieftain
This is from another thread but also comes here.
The idea is get great roleplay with 6 victory routes that are related.
http://forums.civfanatics.com/showthread.php?t=531606
I have to disagree. My biggest complaints with civ is that it is bound by Earth history, when the world you're playing is clearly not Earth, I don't know if this will happen, but a complete dissolution of civ from Earth history would be nice. The customizable religion is a nice step in that direction.Going back to CIV1 and CIV2, the idea of multiple tribes per one color. This'd make it possible to bring in several more nations into the game. Just ensure that common ancestry tribes would be grouped in the same color and nations who were historically enemies\allies wouldn't be put in the same group to allow players to recreate history a bit.
Eq.
Light/Sky Blue- FRANCE, FRANKS(holy roman empire) and Gauls (or Normans)
Blue- GREECE, BYZANTIUM, MACEDONIA
Red- Rome, Italy, Venice,
something like that.
To ensure historical and cultural importance and achievements the first tribe in it's color group would get 3 Great Leaders, 3 Unique units, 3 Great people, 3 unique buildings, 3 own small wonders(Rome for example- Forum Romanum, Circus Maximus and Hadrian's Wall) while the last tribe would only get one of each.
It can make for some very interesting gameplay, for instance, creating a civilization that is not based on cities. The Mongols did it, and as far as I know they were the only ones to do it, but that's just how Earth worked out. Who's to say there couldn't be a planet where 90% of the people are nomadic, moving around, staying for a few years to collect resources then move to another place. There would just need to be some balancing so that a nation that chooses or lets itself fall behind could still find a way to get back into the game through an alternative path from what everyone else took.I think that the most interesting ideas that you propose are to create an era before the game really starts, where you're focused on becoming more than just a tribe, and the idea that cities gradually improve the surrounding tiles, rather than having workers. For the no workers idea, I think that some improvements could theoretically work that way, such as farms, mines, and other tile improvements like that. That might actually be more realistic. On the other hand, things like roads, forts, and possible improvements like the canal should be built by workers because that's how those things are historically built. Rome was able to incorporate the far flung regions of its empire so well because it had a mobile workforce. So, I think the idea of having cities build some improvements could actually work and be really interesting, but we should still have workers for roads and such. Also, maybe if workers were only for roads, roads and their like should be more important.
As for your idea to have a pre-civilization era, I don't that would work so well, because it would have the possibility to create a huge imbalance in development. If some civs didn't manage to make it to the civilization stage at the same time as others, that would create a huge imbalance as to how they would progress. As it is, some civs somehow manage to fall behind massively, not building cities, not discovering tech, and having weak cultures and militaries. If some got started later, this gap would only widen. I like the idea, because it would add a sense of realism to the game, but I'm not sure how it would work in actuality.
Perhaps in addition to that, new cultures could be created as combinations of different cultures. In addition, if there is a part of the game where you're trying to unify your nation from city-states into a civilization, warfare between the city-states can break up your culture as the conquered city-states will hate you and do their best to be as different from you as possible requiring you to reunite your culture. Friendly relationships should over time make the border a nice transition from one culture to another, and if there was enough time, turn your two cultures into one.I think that ethnicity should be initially based upon civilization, but it would become slightly more complex later on in the game. I see no true place for race in the game, not because it could potentially be controversial but because I don't see any game-play elements that it would tie into. As for language, I think that spreading your language could be a by-product of spreading your culture, and that if you can get a different ethnic group to learn your language, it would over time make them more agreeable to your rule and more susceptible to your cultural influence. Lastly, the only tie in to religion that ethnicity should have is that once you convert a majority of one ethnicity to a religion, that religion would be able spread more easily among others of that ethnicity.
As a broad overview, ethnicity would originally be tied to civilization, with each starting civ and CS getting their own ethnicity. As the game progresses though, random third ethnic groups that don't correspond to a cs or civ would spring up and become a part of your empire if you expanded into their land. Also, if your empire doesn't produce culture, you could end up with breakaway ethnic groups because your empire lacks a central cultural identity. I think ethnicity could be a new way that cultural influence is shown, as well as be a mechanic that deals more with empire building and civil order. It seems strange to me that it hasn't been included before, considering how many empires and nations have been bolstered or brought down by ethnic factors (Austria, Russia, America, etc.)
I don't care for the idea of cities springing up all on their own. The silly, god-like power of the player to direct the development of her civilization is the foundation of the game. There's almost nothing organic in this game. I'd even like more power to, for example, direct the expansion of my city borders, besides just spending gold to grab hexes instantaneously.
EDIT: Two follow-up thoughts. First, self-spawning cities could certainly be a "random event" if that option were in the game. Second, while I wouldn't want cities in my nation to magically appear all by themselves, new City States appearing as history moves along could be kind of cool.
Idea 1. Start of game and ethnicity:
There should be an initial phase before the actual gameplay of today kicks in.
I would appreciate if the game started with a certain part of the map visible to the player (a single hex + 3 hex radius) and the player would chose the initial start hex. This would be the "camp" (like today's barbarian camps) and not a city yet. You do not start with a settler.
The same could happen to all other tribes, i.e. every AI-controllod tribe starts in a camp. Imagine there would be plenty of them (e.g. roughly every 6 or 8 hexes there is a camp) and each of them would have an ethnicity (with the camps close to each other being grouped into the same ethnicity, such as Slavic or Germanic or Chinese). Then depending on the quality of the location and some other factors, these camps would develop into:
- cities (initially as city states, without the option to build settlers, however the best of the best city states could start building settlers and start new cities, i.e. they would become actual AI opponent civilizations as we know them today)
- barbarian camps (aggressive, producing only military units, as they are today)
- nomadic tribes that would just pack their camp and go somewhere else to find a better spot and start a new camp or just continue nomadism
- not devlop, i.e. stay being a neutral or friendly camp
The human players would need to grow the initial camp into a city (becoming a city state) and then after some time be able to build own settlers. However as the surrounding area is full of other camps, cities (CS) or even already first civilizations, city building would be only one of many means of expansion. It could also be conquest or diplomacy or culture. By the means of these, human players and AI civilizations would in fact start creating unions of tribes that eventually could grow into a NATION, that would be self-conscious (collecting the friendly tribal camps and the nomads into a nation).
People from the tribes around could migrate to the cities as well, sometimes adding to ethnical diversity (and causing ethnic issues in the future).
If you let them, they grow to city states or even civilizations, if not, they are the human mass that contribute to your civilization.
-Possible for Civilizations to go totally bankrupt and turn into multiple city states
-Possible for Civilizations to get conquered by warfare and other means
-Possible for a city to flip back to its owner if inadequate military forces are in the city during a revolt after capture (your military units also take damage in the city during a revolt!)
-Possible for Civilizations to irreversibly destroy the world they live in at any era
-Possible for Civilizations to go backwards in technology (before scientific theory is invented, after scientific theory it should always be forwards)
-Possible for every improvement and tile type in the game to have a impact on the battlefield (for example, deserts would give penalties to knights and swordsmen in armor, and mines would add a 5% increase in defense on hills)
-Possible for cities to shrink from not only starvation but plagues with poor sanitation levels. (yes add sanitation as a factor to the game)
-Possible for every city to be razed even if it is a capital city and all wonders are destructible during a siege