El Caballerion
King
CIV 5 added some pretty cool concepts, but still is not perfect. I hope the following get added or at least get highlighted in CIV 5.
WORKER VARIETIES (e.g., slaves, indentured servants, educated workers, child workers): Each one of these impact tile yields, and can also impact your approval rating and overall well-being. For instance, child workers can grant you an immediate production boost, but damage your reputation in later eras and hurt your overall science haul in later eras (as the children were not learning in school, and sorta grow up as dummies).
MORE SPECIALTY CITIES: It seems like every single CIV game is the same; your powerful capital has the most yields of EVERYTHING and every new city after that just gets worse and worse in terms of 'bang for your buck.' I think that some cities should exist for different reasons. For instance, landlocked poor cities surrounded by grasslands wont produce much in terms of production, but they have excess food that gets sent immediately to your industrial cities. I know this sorta exists with trade, but not with much impact. Imagine switching a city's specialization, granting you more options. For instance, switching a city to 'naval-focus' will grant you +30% naval production, but also -30% troop production. Maybe these last for an entire era before you can change it again?
MORE CIV DIVERSITY IN GAMEPLAY TERMS: Every CIV has the basic gameplay mechanics, with sprinklings to make them diverse. I would like to see nomadic CIVS (Huns, Mongols) play like nomads. In short, more CIVs should be like Venice (with its game-changing 'no founding of cities' mechanics) and less like drab America.
MORE ROOM TO FIGHT: My biggest beef, as the game leaves no room to fight and have advanced tactics. I think each hexagon tile should be split into about 6 smaller sections for troops. That would enable cavalry to maneuver and reduce the need for archers ALL THE TIME.
FOR EVERY BENEFICIAL LONG-TERM NEW/UNIQUE IDEA, THERE SHOULD BE MORE UPRISINGS/CIVIL WAR: Societies that stay traditional, stay stagnant. But for every large-scale good, there is usually immediate chaos. I think the game should play with this idea, and enable the player to stay traditional for the sake of peace, or embrace powerful new ideas with temporary civil wars. Let's not forget that to craft a real-life civilization usually means having to deal with keeping those under you subdued, and usually you're fighting your own people more often then fighting your neighbors.
I'm sure there are more varieties that need to be had. What are yours?
WORKER VARIETIES (e.g., slaves, indentured servants, educated workers, child workers): Each one of these impact tile yields, and can also impact your approval rating and overall well-being. For instance, child workers can grant you an immediate production boost, but damage your reputation in later eras and hurt your overall science haul in later eras (as the children were not learning in school, and sorta grow up as dummies).
MORE SPECIALTY CITIES: It seems like every single CIV game is the same; your powerful capital has the most yields of EVERYTHING and every new city after that just gets worse and worse in terms of 'bang for your buck.' I think that some cities should exist for different reasons. For instance, landlocked poor cities surrounded by grasslands wont produce much in terms of production, but they have excess food that gets sent immediately to your industrial cities. I know this sorta exists with trade, but not with much impact. Imagine switching a city's specialization, granting you more options. For instance, switching a city to 'naval-focus' will grant you +30% naval production, but also -30% troop production. Maybe these last for an entire era before you can change it again?
MORE CIV DIVERSITY IN GAMEPLAY TERMS: Every CIV has the basic gameplay mechanics, with sprinklings to make them diverse. I would like to see nomadic CIVS (Huns, Mongols) play like nomads. In short, more CIVs should be like Venice (with its game-changing 'no founding of cities' mechanics) and less like drab America.
MORE ROOM TO FIGHT: My biggest beef, as the game leaves no room to fight and have advanced tactics. I think each hexagon tile should be split into about 6 smaller sections for troops. That would enable cavalry to maneuver and reduce the need for archers ALL THE TIME.
FOR EVERY BENEFICIAL LONG-TERM NEW/UNIQUE IDEA, THERE SHOULD BE MORE UPRISINGS/CIVIL WAR: Societies that stay traditional, stay stagnant. But for every large-scale good, there is usually immediate chaos. I think the game should play with this idea, and enable the player to stay traditional for the sake of peace, or embrace powerful new ideas with temporary civil wars. Let's not forget that to craft a real-life civilization usually means having to deal with keeping those under you subdued, and usually you're fighting your own people more often then fighting your neighbors.
I'm sure there are more varieties that need to be had. What are yours?