Hi,
I've been playing C2C more or less constantly since v 17 and have been an active reader here on the forums for the last year as well.
Some thing that me and my friend that I'm hotseating with have been tolaking about during our sessions. Thought that these might lead to something good from the community as well (unfortunately I do not have the skills to help myself).
XP for specialists:
While it is a really nice feature that different Specialists in the city generate XP to different types of units it gets broken by the fact that so many units are classified as civilians. Since Civilan Specialists are unlimited I can easily assign vast amounts of XP to civilian types of units built in a city, for example:
Town Watchmen and equivilent (here it is really broken since I seem to be able to get all levels of Policing from the start)
Healers (although these get limited a bit since the different promotions are limited)
Spys (also rather broken since this means that I will never build spies that reveal their nationality)
There are probably more types of units where I can exploit the XP assigned by civilians but these are the ones from the top of my head. Especially for "police units" and healers this is a problem since it makes handling Crime and Disease a lot easier than it should be.
% Buildings:
There seems to be way too many buildings giving different % bonuses to commerce, science, gold, hammers. This makes balancing for the mod more or less impossible and also gives no real sense. Why should the fact that I have baskets give +1% to all gold generated by the city for example. Or the fact that I have apple in my bread increases the whole gold production of the ciry by 3%. IMHO more or less no buildings or wonders should give % bonuses.
Commerce and sliders:
I know that this "attacks" the foundation that CIV is built upon. But the current system where cities produce a certain amount of commerce which is then gathered on a national level and split between science, culture, espionage and gold by using sliders is really strange. Especially since the majority of the Gold production will come from the cities instead of being produced by lowering any of the top left sliders.
Wouldn't a way cooler method of doing this be to have any gold generating building generate commerce instead and thereby forcing the player to utilize the sliders in otder to get some income in their civ? I at least find it rather boring to be able to always have 100% research in the game. Of course that approach also means that Civ's strange look on what taxes is need to be overhauled. In an extension of that system perhaps every city could have their own slider controlling what should be pooled as national commerce to be used for science/espionage civ/troops maintenance and so on, and what should be local commerce for the city and thereby be used for local maintenance and local culture for example.
Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.
Cultural population in cities:
I know that the cultural population in the cities somehow affects the rev mod but shouldn't it also affect the defenses in a city. Let's say that my Roman city has 30% Assyrian population and Assyria attacks my city. Wouldn't it be cool if my city defenses where then 30% lower than they should be due to the large Assyrian population in my city? This could of course be expanded upon more, where the different civics could give different effects on the multi-cultural cities (I'm absolutely not saying that all effects should be negative either). Of course we would then need to open up the possibility to do an equivilent of the inquisitor but for culture/population instead (nazi-germany anyone?).
If more effects came from the "split" population this could also then be connected to trade routes, where every traderoute to a foreign city brought with it some amount of "culture" from that nation as well. Suddenly the closed borders option would give more game meaning as well.
One other use (and positive effect) of the cultural mixes in a city could also be research bonuses for techs. Let's say that 10% of the population in my Roman city is Assyrian, then I could get a research bonus for any tech that I research that the Assyrians already know of. Perhaps this could also affect my relations with assyria (depending on if I have "good" or "bad" civics for my foreign population.
Best Regards
Jon
I've been playing C2C more or less constantly since v 17 and have been an active reader here on the forums for the last year as well.
Some thing that me and my friend that I'm hotseating with have been tolaking about during our sessions. Thought that these might lead to something good from the community as well (unfortunately I do not have the skills to help myself).
XP for specialists:
While it is a really nice feature that different Specialists in the city generate XP to different types of units it gets broken by the fact that so many units are classified as civilians. Since Civilan Specialists are unlimited I can easily assign vast amounts of XP to civilian types of units built in a city, for example:
Town Watchmen and equivilent (here it is really broken since I seem to be able to get all levels of Policing from the start)
Healers (although these get limited a bit since the different promotions are limited)
Spys (also rather broken since this means that I will never build spies that reveal their nationality)
There are probably more types of units where I can exploit the XP assigned by civilians but these are the ones from the top of my head. Especially for "police units" and healers this is a problem since it makes handling Crime and Disease a lot easier than it should be.
% Buildings:
There seems to be way too many buildings giving different % bonuses to commerce, science, gold, hammers. This makes balancing for the mod more or less impossible and also gives no real sense. Why should the fact that I have baskets give +1% to all gold generated by the city for example. Or the fact that I have apple in my bread increases the whole gold production of the ciry by 3%. IMHO more or less no buildings or wonders should give % bonuses.
Commerce and sliders:
I know that this "attacks" the foundation that CIV is built upon. But the current system where cities produce a certain amount of commerce which is then gathered on a national level and split between science, culture, espionage and gold by using sliders is really strange. Especially since the majority of the Gold production will come from the cities instead of being produced by lowering any of the top left sliders.
Wouldn't a way cooler method of doing this be to have any gold generating building generate commerce instead and thereby forcing the player to utilize the sliders in otder to get some income in their civ? I at least find it rather boring to be able to always have 100% research in the game. Of course that approach also means that Civ's strange look on what taxes is need to be overhauled. In an extension of that system perhaps every city could have their own slider controlling what should be pooled as national commerce to be used for science/espionage civ/troops maintenance and so on, and what should be local commerce for the city and thereby be used for local maintenance and local culture for example.
Limiting exploration:
With plyed around a bit with how the game could be more limited in the beginning of the game so that not a whole continent has been explored already in the prehistoric. Couldn't something be done where it isnät possible to go more than X steps outside of your cultural border (where X could be tech dependant or similar). Or perhaps have the troop maintenance to be dependant on the distance from the border (and then let techs or similar control that maintenance factor)? for us the ultimate solution would be if Civ somehow changed "scale" depending on the time or era (or tech) but I can see how that would be really hard to accomplish.
Cultural population in cities:
I know that the cultural population in the cities somehow affects the rev mod but shouldn't it also affect the defenses in a city. Let's say that my Roman city has 30% Assyrian population and Assyria attacks my city. Wouldn't it be cool if my city defenses where then 30% lower than they should be due to the large Assyrian population in my city? This could of course be expanded upon more, where the different civics could give different effects on the multi-cultural cities (I'm absolutely not saying that all effects should be negative either). Of course we would then need to open up the possibility to do an equivilent of the inquisitor but for culture/population instead (nazi-germany anyone?).
If more effects came from the "split" population this could also then be connected to trade routes, where every traderoute to a foreign city brought with it some amount of "culture" from that nation as well. Suddenly the closed borders option would give more game meaning as well.
One other use (and positive effect) of the cultural mixes in a city could also be research bonuses for techs. Let's say that 10% of the population in my Roman city is Assyrian, then I could get a research bonus for any tech that I research that the Assyrians already know of. Perhaps this could also affect my relations with assyria (depending on if I have "good" or "bad" civics for my foreign population.
Best Regards
Jon