Mewtarthio said:
You mean initially or for the entire game? Initially could be fun (start out with city-states, move on up), but the long run would be unrealistic. Cities aren't independent states, only major cities and the surrounding province.
Or did you mean have the player play the "federal" government while the cities are controlled with separate AI to represent local governors? In that case, I'd have to disagree for a different reason: It'd be too random and complex. I've seen the player more as the player for the civilization as a whole, rather than as an overlord with little dukes quarrelling beneath him.
Well there would be general degrees of local control... you could have a True Feudalism, where each city had some of its own military that used to attack other cities, and you could only command some of them or for some of the time. Or you could have a centrally regulated development plan, where 'economic planning' is coordinated nationwide (maybe not necessarily by "the government" but society as a whole operates on a intercity principle).
As your cities grew more intertwined the more they would probably more want to be the same.... Leading to Civil Wars because the Cities with Emancipation don't want you to have cities with Slavery and Vice Versa. This would mean Most of the time you would have one central 'group of civics' that applies to almost all your cities
The fact is you could totally take over a city once your troops were there... but sometimes, like with Vassals in Warlords, you might go for a looser concept. (Cities as 'Client states'/'Feudal Lords'/Protectorates'/'European type colonies' depending on the Era... you could even model China's exploitation by having a city give differeing 'agreements' to multiple players.)
This would also partially be a way of including civil war + potentially more interesting 'revolution' mechanism. Essentially civil war would be like a vassal breaking away, a city or more deciding, "we don't want to continue this relationship any more"
Mewtarthio said:
That'd be difficult to pull off, particularly if two players had different scales (unless it's universal, in which case it would seem to force the players to follow the timeline). Imagine if your well-placed cities suddenly turned into two poorly-placed ones. Or are you meant to place cities twenty tiles apart in the early game so they'll line up in the late game?
Well for simplicity this would probably require the scale to be universal, and would definitely have to involve Cities merging too (so your entire 2000 BC empire ends up as a Single 'City')......This would probably be the most complex of the ideas
Also the 'characteristics of the tiles would have to sum.. so that 4 grassland tiles (each of which took 1 move to cross) would merge into one grassland tile that took 2 move to cross
Part of this is a desire to actually simplify the game while extending the fun. at any point in time, you would have between 1 and 10 "cities"... more would be rare.
The biggest problem I can think of for this one is the fact that you would start off with maps inherently bigger. Although you could possibly simplify it by having 'Black' parts of the map minimally defined, until they were explored, at which point detail gets added.
Mewtarthio said:
That'd certainly hurt early-game scouting (though scouting the entire continent is a touch unrealistic, I'll admit). Don't you need speed for positioning units in the first place, though? Beyond that, it sounds similar to the earlier "zones of control" in previous Civs.
Well this would tie in a bit to the previous idea... if you can found/capture 10 cities in the Early game and only control 3% of the continent, then scouting becomes a continuous event.
You would probably need speed for Moving the unit, but I would consider it basically taking the Air combat model, and Heavily modifying it and applying it to All units (although then 'range' would have to include different movement over different terrain) so a Chariot might have 2 movement [how far it can 'rebase'] but say 4 Range... how far away it can respond to a battle. (on 'Fortify' it has a smaller range, higher strength, on 'Patrol' it has a wider range lower strength)
This could definitely be complicated, but would work best with a simultaneous combat design... I put my units in place and give them their Targets/orders (probably giving them a range display like a settler gets when it is about to settle).
Then I press end turn and hope my "Interceptors" can stop any one that decided to attack
The combat program would definitely be challenging to write and be sensible and not allowing silly exploits, but could allow more strategic, as opposed to tactical focus
Mewtarthio said:
If I've misread anything, please correct me. Also, sorry if this sounds like I'm trying to crush your dreams; I've sorta picked this up from Ideas & Suggestions. Most of what I say is meant to really see if the idea could be made feasible (ie Devil's Advocate).
Yeah I know a lot of them are fairly big changes, and would probably require a lot of work to be practical (May be looking at Civ 6 or Civ 12 here). Criticism is always good.