I think that the biggest problem with Civilization is that cities aren't actually important enough.
They're obviously crucial to the game, that much is clear. My issue is that there aren't important interactions between cities and between civilizations. For me, the issue with Civilization is that you can win quite happily by completely ignoring every other player and just doing your own thing. The issue then becomes min-maxing your own empire, the AI doesn't have the tools to throw big spanners in the works. It's a competition to keep up with the AI's bonuses, as long as you don't get behind you're ok.
But in a clash of civilizations, other civilizations of equal capability should be an existential threat. When Romans cried "Carthage must be destroyed", presumably, that was what they meant. Consider the POWER of the market - in the 19th century, food imported to England's industrial centres were a contributing factor to a famine in Ireland. The development of these industrial centres, the competition from England, as well as Robert Clive, would kill Indian industry in Bengal and cause famine and ruin. There are many more contemporary examples, with Asia's industrial development taking jobs from Europe and America, etc. The point is that, in real life, cities have power. They interact with other cities. Why does this not happen in Civilization, a game about cities?
In Civilization, there are obstacles, but there aren't true threats. The AI factions can be obstacles to your success, but they are very rarely threats to you. I attribute this to a lack of interactions between cities.
Cities produce food, production, science, culture, health and energy (and population, units and buildings through food and production) In real life, cities are agglomerations of economy and people, and there are effects related to cities being near other cities, which is why cities themselves tend to cluster and grow together.
I think it should be possible for different cities to affect economic values for the other cities in some way. They already do this through the trading of production and food, and energy and science. I think it should be possible to enhance your cities (and those of your friends) and diminish those of your enemies. These mechanisms should be both unit based and also proximity based, both national and international. (e.g. I think you should be able to trade, as you currently can, however I think you should be able to sell production for gold and watch as your opponents production diminishes as yours only gets enhanced.) I also think you should be able to affect other cities economically and politically, as opposed to just militarily.
Influence and Proximity
Influence could function very much like religion, being proximity based and issuing from the capital of a civilization. Influence of one city over another affects how well that city coordinates with another city.
Influence and Coordination is based on the Theory of Comparative Advantage.
Say you have two cities - they would start coordinating with each other, and give production discounts based on political affiliation, as the cities specialise their production processes. Obviously, if you are influencing enemy cities, this is excellent.
This could be extended to food, science, health, culture, etc.
Perhaps, your political influence affects the power of your Influence power, much like religion. E.g. You can choose different traits for your influence (e.g. traders increase influential spread) and increase the effects of your influence (e.g. greater bonuses)
Maybe your influential power could involve changing the specialisations of enemy cities to be more favourable to you (or at least, of the citizens affected)?
Maybe some of the most powerful traits could be sabotaging buildings in cities, or even changing political ownership of a city? Giving these attributes to the Merchants and Diplomats mentioned below.
Unit Based
I think this system could make trade units very powerful weapons. E.g. expand trade to a 2 for 2 system, always trading 2 for 2, and you can choose which 2 from the trade route. Do you want food and slaves from a city, engineering a famine and starving their population to the ground, in return for giving the owner science and untold riches? Are some factions actually this unethical? Or do you want to buy food and immigrants to grow your city more quickly from a peaceful neighbour (don't ask me where the immigrants come from) Do you want to steal your enemies population, coaxing them away with energy? Do you want to trade "unhealth" (read biological warfare) to your enemies cities, in return for science?
Maybe the strength of your political influence can affect both the strength of the trades and their ethics. E.g. Negative food and negative population is only possible with high influence.
Structure and Tile Improvement Based
Given the strength of the suggestions so far, structures and tile improvements could be used as counters. (They could be used to augment features, also)
They're obviously crucial to the game, that much is clear. My issue is that there aren't important interactions between cities and between civilizations. For me, the issue with Civilization is that you can win quite happily by completely ignoring every other player and just doing your own thing. The issue then becomes min-maxing your own empire, the AI doesn't have the tools to throw big spanners in the works. It's a competition to keep up with the AI's bonuses, as long as you don't get behind you're ok.
But in a clash of civilizations, other civilizations of equal capability should be an existential threat. When Romans cried "Carthage must be destroyed", presumably, that was what they meant. Consider the POWER of the market - in the 19th century, food imported to England's industrial centres were a contributing factor to a famine in Ireland. The development of these industrial centres, the competition from England, as well as Robert Clive, would kill Indian industry in Bengal and cause famine and ruin. There are many more contemporary examples, with Asia's industrial development taking jobs from Europe and America, etc. The point is that, in real life, cities have power. They interact with other cities. Why does this not happen in Civilization, a game about cities?
In Civilization, there are obstacles, but there aren't true threats. The AI factions can be obstacles to your success, but they are very rarely threats to you. I attribute this to a lack of interactions between cities.
Cities produce food, production, science, culture, health and energy (and population, units and buildings through food and production) In real life, cities are agglomerations of economy and people, and there are effects related to cities being near other cities, which is why cities themselves tend to cluster and grow together.
I think it should be possible for different cities to affect economic values for the other cities in some way. They already do this through the trading of production and food, and energy and science. I think it should be possible to enhance your cities (and those of your friends) and diminish those of your enemies. These mechanisms should be both unit based and also proximity based, both national and international. (e.g. I think you should be able to trade, as you currently can, however I think you should be able to sell production for gold and watch as your opponents production diminishes as yours only gets enhanced.) I also think you should be able to affect other cities economically and politically, as opposed to just militarily.
Influence and Proximity
Influence could function very much like religion, being proximity based and issuing from the capital of a civilization. Influence of one city over another affects how well that city coordinates with another city.
Influence and Coordination is based on the Theory of Comparative Advantage.
Say you have two cities - they would start coordinating with each other, and give production discounts based on political affiliation, as the cities specialise their production processes. Obviously, if you are influencing enemy cities, this is excellent.
This could be extended to food, science, health, culture, etc.
- Nationally or Internationally Allied - Both cities benefit
- Internationally Neutral - Bonus goes to master city
- Internationally Enemies - Bonus goes to master civilization, enemy city diminished.
Perhaps, your political influence affects the power of your Influence power, much like religion. E.g. You can choose different traits for your influence (e.g. traders increase influential spread) and increase the effects of your influence (e.g. greater bonuses)
Maybe your influential power could involve changing the specialisations of enemy cities to be more favourable to you (or at least, of the citizens affected)?
Maybe some of the most powerful traits could be sabotaging buildings in cities, or even changing political ownership of a city? Giving these attributes to the Merchants and Diplomats mentioned below.
Unit Based
Diplomats to spread your influence to other factions (and act like GPs), merchants to do the same, acting like missionaries, with Civil Servants equivalent to inquisitors
- Obviously, military units can be used as normal to prevent this mischief.
I think this system could make trade units very powerful weapons. E.g. expand trade to a 2 for 2 system, always trading 2 for 2, and you can choose which 2 from the trade route. Do you want food and slaves from a city, engineering a famine and starving their population to the ground, in return for giving the owner science and untold riches? Are some factions actually this unethical? Or do you want to buy food and immigrants to grow your city more quickly from a peaceful neighbour (don't ask me where the immigrants come from) Do you want to steal your enemies population, coaxing them away with energy? Do you want to trade "unhealth" (read biological warfare) to your enemies cities, in return for science?
Maybe the strength of your political influence can affect both the strength of the trades and their ethics. E.g. Negative food and negative population is only possible with high influence.
Structure and Tile Improvement Based
Given the strength of the suggestions so far, structures and tile improvements could be used as counters. (They could be used to augment features, also)