There are obviously many thread concerning various new features and details that should be added to Civ 4. I agree with many of them. But I think Civ 4 needs to focus on the "big picture" and in my opinion that should be increasing the historic and overall realism of the game. I think that if the game were approached from this angle, many of the issues of gameplay and balance would be solved.
What I am suggesting is that we really need to look at how a "typical" Civ game and civilization develops over time and then critically ask,
Is what's happening making sense or should the game be changed with new features or adjusted so that it is more realistic?" Note that I don't mean realism of minute detail but "overall historic realism"
Here are some example (maybe not great ones) to explain what I mean.
1. In Civ, from 4000BC you typically sent out scouts to explores all four corners of the world. You'd build cities and pump out settlers as fast as you can to claim as much territory as possible. Originally in Civ 3, you were able to trade maps, techs and contacts right away so that by 1000BC you had knowledge of half the world.
But let us think about it. In real life terms does this make sense? Did ancient Egypt send scouts out to explore all corners of Eurasia, spreading city after city and trading techs with distant civilizations as far away as India, China and know what the most of the world looked like? Obviously not. Then we ask ourselves why not? Well if the real ancient Egpyt sent ancient units, they would have probably gotten lost or died. Maybe we need to model this. Perhaps scouts out of range of city radius behave like like the galley with an increasing chance of the death the further away it is from civilization?
Perhaps the population growth model and production models and mechanics should be altered so that there are real risks and penalities for sprawling tiny little villages everywhere? In real ancient Egypt and most of the ancient world, life was at a subsistence level and also there was much disease and stuff so population growth was very slow. If Egypt spread out and thinned out its population in ancient times, most likely disease and barbarians, etc would have wiped out this "spraw" attempt at empire growth.
2. World conquest
In Civ 3 terms, superpowers like the USSR should have been able to conquer half the world. Yet USSR was not even able to conquer Afganistan let alone half the world.
In "Civ 3" once I take over very city of Afganistan, I have completely conquered and subdued it and it is a productive and content part of my empire and it will contribute to my productivity and power. But in "real life" Afganistan, the opposite happened. Although every single city was occupied by USSR and every major army defeated, it continued resisting and draining more and more money and lives.
There are many other examples. Anyway, the point is that gameplay, balance, and IMHO fun would exist if the developers of Civ 4 looked at the game from the perspective of "overall realism". Thus what I suggest is that as the developers of Civ 4 play the game, they should take note of the "historical development" of a typical Civ 4 game and then ask, "Does this make sense?" If not, then that is when changes should be considered.
What I am suggesting is that we really need to look at how a "typical" Civ game and civilization develops over time and then critically ask,
Is what's happening making sense or should the game be changed with new features or adjusted so that it is more realistic?" Note that I don't mean realism of minute detail but "overall historic realism"
Here are some example (maybe not great ones) to explain what I mean.
1. In Civ, from 4000BC you typically sent out scouts to explores all four corners of the world. You'd build cities and pump out settlers as fast as you can to claim as much territory as possible. Originally in Civ 3, you were able to trade maps, techs and contacts right away so that by 1000BC you had knowledge of half the world.
But let us think about it. In real life terms does this make sense? Did ancient Egypt send scouts out to explore all corners of Eurasia, spreading city after city and trading techs with distant civilizations as far away as India, China and know what the most of the world looked like? Obviously not. Then we ask ourselves why not? Well if the real ancient Egpyt sent ancient units, they would have probably gotten lost or died. Maybe we need to model this. Perhaps scouts out of range of city radius behave like like the galley with an increasing chance of the death the further away it is from civilization?
Perhaps the population growth model and production models and mechanics should be altered so that there are real risks and penalities for sprawling tiny little villages everywhere? In real ancient Egypt and most of the ancient world, life was at a subsistence level and also there was much disease and stuff so population growth was very slow. If Egypt spread out and thinned out its population in ancient times, most likely disease and barbarians, etc would have wiped out this "spraw" attempt at empire growth.
2. World conquest
In Civ 3 terms, superpowers like the USSR should have been able to conquer half the world. Yet USSR was not even able to conquer Afganistan let alone half the world.
In "Civ 3" once I take over very city of Afganistan, I have completely conquered and subdued it and it is a productive and content part of my empire and it will contribute to my productivity and power. But in "real life" Afganistan, the opposite happened. Although every single city was occupied by USSR and every major army defeated, it continued resisting and draining more and more money and lives.
There are many other examples. Anyway, the point is that gameplay, balance, and IMHO fun would exist if the developers of Civ 4 looked at the game from the perspective of "overall realism". Thus what I suggest is that as the developers of Civ 4 play the game, they should take note of the "historical development" of a typical Civ 4 game and then ask, "Does this make sense?" If not, then that is when changes should be considered.