Terraforming
This was an idea that allowed SMAC to transcend traditional tile improvements:
- Raise and lower terrain to affect weather patterns
- Boreholes - highly efficient resource production, highly destructive ecology (allows meaningful choicemaking)
- Drill to Aquafer - create rivers
- Condensers - Make surrounding tiles better
Make all terrain valuable
A key frustration of mine is variation in terrain potential in Civ5. Desert and snow both have zero base output. Tundra produces only 1 food. This needs to be offset by late-game potential to reward you for acquiring/getting stuck with this land in the early game. Jungles, when improved give science and gold for example. You leave them in place for future returns.
If there's snow, make a mid- or late-game tech that gives access to something of strategic value, same with a desert-type. If it's good early, let that dominate the early game. If it's bad early, give us some incentive to fight over the scraps later in the game. Otherwise, we get players just chain re-rolling to find a decent map.
Embrace the Ocean
One of my favorite aspects of SMAC was the way the oceans could be harnessed. Civ5:BNW's trading scheme made coastal cities incredibly valuable. I would like to see a way to get more out of the oceans than a spot to stuff extra population. Kelp farming and tidal harnesses were a great idea. Fish farming could be an alternative food source idea. Off-shore drilling might be an idea for production resource improvement.
1UPT: Modified
Personally, I'm a fan. I'm a fan of everything but the AI's inability to move and attack well strategically. I suggest a compromise: A four-corner display per tile
- Bottom right: Ground military
- Bottom left: Ground civilian
- Top right: Atmospheric flier/planes/"floatships"
- Top left: Orbital flier/satellites
Each one of these would occupy its own believable space. Management by clicking on the unit icons to bring the desired unit to the fore.
Pros:
- Allows flexibility to include exiting design space: airships, levitating vehicles, helicopters, satellites as well as the standard army and naval fare
- Restrictions retain strategic element. Need specific abilities to attack cross-tier (AAA for ground to air, etc)
- Clean interface would allow easy strategic assessment and an intuitive UI. Player must be able to figure it out quickly and use it easily.
Cons:
- There's always the risk of too much firepower concentrated in one tile (stack of doom)
- One unit, one tile is preferable to having to "read" up to four icons per tile to assess the battlefield for simplicity
*An alternative would be to handle orbital units as a separate UI layer as in SMAC and use a triangle:
- Bottom right: Ground military
- Bottom left: Ground civilian
- Pinnacle: Atmospheric flier/planes/"floatships"
Military Upgrade Tree
This is essential. It is infuriating to navigate this tree in Civ5. Ranged units morph to melee and back. Upgrades become useless for some units. It's a mess. One a unit line is created to occupy a niche on the battlefield, it needs to be consistent. The concept of obsolescence needs to go away. Always offer an upgrade in the same path.
Ground melee core
Ground fast-mover melee
Ground range
Ground fast-mover range
Ground seige
Air versions of all of the above?
Counter units?
Costs should reflect additional abilities. Archers are much better than warriors and should cost a premium for range. Range + speed should incur additional build cost. Keshiks are dominant in Civ5 and entirely too cheap because of the multiplicative effects of the additional abilities. If you want to build in a scout line, or a skirmisher line, or whatever battlefield niche it is, the upgrade path needs to be clear and the costs appropriate to the ability.
Casus Belli System
Nothing ruined BNW for me more than the warmonger penalties. Cultural victory is easy. You build 4 tall cities. You rush to Renaissance, build key wonders, build enough military to hold off the AI and win in 300 or so turns. My last 5 games I never even reached Atomic Age. Why? Because warmongering only slows you down. You sacrifice production and for what? The moment you win you're penalized by crippling unhappiness and by having every other AI hate you. If you war, you get pounced on and you lose all your trade income. Penalties are too high, so I don't do it. So, I basically ignore half of the game because of the bad diplomacy implementation.
You must be able to have a non-self-crippling war. Casus belli is required. Key conditions:
-Attempt diplomatic resolution (ask to stop -> denounce) for stronger case
-Applies to: spying, terrain-altering (Civ5: citadel-bomb, SMAC: Terraform), religion
-Justified self-defense: enemy stacks their army on your border, enemy declares war (no penalty for first city captured)
This was an idea that allowed SMAC to transcend traditional tile improvements:
- Raise and lower terrain to affect weather patterns
- Boreholes - highly efficient resource production, highly destructive ecology (allows meaningful choicemaking)
- Drill to Aquafer - create rivers
- Condensers - Make surrounding tiles better
Make all terrain valuable
A key frustration of mine is variation in terrain potential in Civ5. Desert and snow both have zero base output. Tundra produces only 1 food. This needs to be offset by late-game potential to reward you for acquiring/getting stuck with this land in the early game. Jungles, when improved give science and gold for example. You leave them in place for future returns.
If there's snow, make a mid- or late-game tech that gives access to something of strategic value, same with a desert-type. If it's good early, let that dominate the early game. If it's bad early, give us some incentive to fight over the scraps later in the game. Otherwise, we get players just chain re-rolling to find a decent map.
Embrace the Ocean
One of my favorite aspects of SMAC was the way the oceans could be harnessed. Civ5:BNW's trading scheme made coastal cities incredibly valuable. I would like to see a way to get more out of the oceans than a spot to stuff extra population. Kelp farming and tidal harnesses were a great idea. Fish farming could be an alternative food source idea. Off-shore drilling might be an idea for production resource improvement.
1UPT: Modified
Personally, I'm a fan. I'm a fan of everything but the AI's inability to move and attack well strategically. I suggest a compromise: A four-corner display per tile
- Bottom right: Ground military
- Bottom left: Ground civilian
- Top right: Atmospheric flier/planes/"floatships"
- Top left: Orbital flier/satellites
Each one of these would occupy its own believable space. Management by clicking on the unit icons to bring the desired unit to the fore.
Pros:
- Allows flexibility to include exiting design space: airships, levitating vehicles, helicopters, satellites as well as the standard army and naval fare
- Restrictions retain strategic element. Need specific abilities to attack cross-tier (AAA for ground to air, etc)
- Clean interface would allow easy strategic assessment and an intuitive UI. Player must be able to figure it out quickly and use it easily.
Cons:
- There's always the risk of too much firepower concentrated in one tile (stack of doom)
- One unit, one tile is preferable to having to "read" up to four icons per tile to assess the battlefield for simplicity
*An alternative would be to handle orbital units as a separate UI layer as in SMAC and use a triangle:
- Bottom right: Ground military
- Bottom left: Ground civilian
- Pinnacle: Atmospheric flier/planes/"floatships"
Military Upgrade Tree
This is essential. It is infuriating to navigate this tree in Civ5. Ranged units morph to melee and back. Upgrades become useless for some units. It's a mess. One a unit line is created to occupy a niche on the battlefield, it needs to be consistent. The concept of obsolescence needs to go away. Always offer an upgrade in the same path.
Ground melee core
Ground fast-mover melee
Ground range
Ground fast-mover range
Ground seige
Air versions of all of the above?
Counter units?
Costs should reflect additional abilities. Archers are much better than warriors and should cost a premium for range. Range + speed should incur additional build cost. Keshiks are dominant in Civ5 and entirely too cheap because of the multiplicative effects of the additional abilities. If you want to build in a scout line, or a skirmisher line, or whatever battlefield niche it is, the upgrade path needs to be clear and the costs appropriate to the ability.
Casus Belli System
Nothing ruined BNW for me more than the warmonger penalties. Cultural victory is easy. You build 4 tall cities. You rush to Renaissance, build key wonders, build enough military to hold off the AI and win in 300 or so turns. My last 5 games I never even reached Atomic Age. Why? Because warmongering only slows you down. You sacrifice production and for what? The moment you win you're penalized by crippling unhappiness and by having every other AI hate you. If you war, you get pounced on and you lose all your trade income. Penalties are too high, so I don't do it. So, I basically ignore half of the game because of the bad diplomacy implementation.
You must be able to have a non-self-crippling war. Casus belli is required. Key conditions:
-Attempt diplomatic resolution (ask to stop -> denounce) for stronger case
-Applies to: spying, terrain-altering (Civ5: citadel-bomb, SMAC: Terraform), religion
-Justified self-defense: enemy stacks their army on your border, enemy declares war (no penalty for first city captured)