Atwork
Immortal
After playing the game for a few hours last night (been awhile since I had time to just play civ for a few hours straight), these were some ideas that came to me:
1. Workers upgrade to archaeologists. Players can build new workers or archaeologists. Why? Because I have several workers just standing around and Id like to pay for their education so that they can become specialized contributors to society, as archeologists.
2. New terrain improvementwetland refuge. An improvement for marsh land; available with discovery of an appropriate modern technology. Why? It seems like the only terrain that doesnt get an improvement, the graphics could be made to look cool; and it could provide a little perk for not draining marsh land and turning everything into farms/tradeposts. Anyways, I like diversity. Im thinking, maybe one beaker and one happiness per wetland refuge.
3. Purchase tactical intelligenceunits can purchase the line-of-site from adjacent units w/ whom they are not at war. In other words, you can maneuver one of your units to a tile adjacent to another civs unit, and expend some gold to obtain the other civs units line-of-site. Your unit's turn ends upon purchase of other unit's line-of-site.
4. Lend direct supportyou can move one of your units into an adjacent tile to another civs injured unit, and opt to expend gold to help heal the injured unit (1 gold per HP). Turn ends upon lending direct support. The mechanic could include sending notice to civs at war with the owner of the injured unit. Example of a possible notice from military advisor: Our troops on the front-line are reporting that Assyria is aiding our enemy." Options could also be created: "Shall we denounce Assyria, declare war, or forgive them?
5. Buy, sell, or trade research beakersbeakers per turn can be traded/gifted . Why? Because sometimes Id like to help the little guy as much as possible, especially if the little guy is in danger of getting steamrolled by a runaway rival. So, I can offer X gold to purchase Y beakers; agree to sell Y beakers for X gold, or make trades where trade beakers serve as consideration, or make deals involving beakers per turn. Accordingly, I will gain or lose that number of beakers (lump sum or per turn).
6. Create a new concept, Statecraft, which would piggyback the culture/tourism system, but would create a clear contrast between passive culture/tourism mechanic and active Statecraft. Basically, culture is your influence, tourism is your access, and statecraft is what you can do with that influence and access. A rough idea that I haven't fleshed out, but I'll flesh it out over time.
1. Workers upgrade to archaeologists. Players can build new workers or archaeologists. Why? Because I have several workers just standing around and Id like to pay for their education so that they can become specialized contributors to society, as archeologists.
2. New terrain improvementwetland refuge. An improvement for marsh land; available with discovery of an appropriate modern technology. Why? It seems like the only terrain that doesnt get an improvement, the graphics could be made to look cool; and it could provide a little perk for not draining marsh land and turning everything into farms/tradeposts. Anyways, I like diversity. Im thinking, maybe one beaker and one happiness per wetland refuge.
3. Purchase tactical intelligenceunits can purchase the line-of-site from adjacent units w/ whom they are not at war. In other words, you can maneuver one of your units to a tile adjacent to another civs unit, and expend some gold to obtain the other civs units line-of-site. Your unit's turn ends upon purchase of other unit's line-of-site.
4. Lend direct supportyou can move one of your units into an adjacent tile to another civs injured unit, and opt to expend gold to help heal the injured unit (1 gold per HP). Turn ends upon lending direct support. The mechanic could include sending notice to civs at war with the owner of the injured unit. Example of a possible notice from military advisor: Our troops on the front-line are reporting that Assyria is aiding our enemy." Options could also be created: "Shall we denounce Assyria, declare war, or forgive them?
5. Buy, sell, or trade research beakersbeakers per turn can be traded/gifted . Why? Because sometimes Id like to help the little guy as much as possible, especially if the little guy is in danger of getting steamrolled by a runaway rival. So, I can offer X gold to purchase Y beakers; agree to sell Y beakers for X gold, or make trades where trade beakers serve as consideration, or make deals involving beakers per turn. Accordingly, I will gain or lose that number of beakers (lump sum or per turn).
6. Create a new concept, Statecraft, which would piggyback the culture/tourism system, but would create a clear contrast between passive culture/tourism mechanic and active Statecraft. Basically, culture is your influence, tourism is your access, and statecraft is what you can do with that influence and access. A rough idea that I haven't fleshed out, but I'll flesh it out over time.