Re: governments and civics and troop quality.
Already some mods differentiate between units that cost you a lot of shields, units that cost you population, units that cost you upkeep and combinations of the three. Also some units are regulated through autoproduction.
Of course, the AI cannot really handle much of it because it already takes a lot of effort to make it use artillery at all and for it to use it effectively is almost impossible simply because of how you have to rebalance everything.
At least conscript troops are weaker, i.e. have fewer HP, but you cannot resettle them into your cities. It would be interesting if you could settle troops into cities
if they haven't risen beyond -to keep some balance- regular. Veterans and Elites would be too much into military life, having become professionalised, while the others are still in time to.
Also conscripts could not require upkeep, perhaps.
(since we're at it, the fact that a battleship costs as much gold to maintain as a warrior is strange)
What would happen if, in specific scenarios, units required disbandment after a mandatory term of service, or what if they mutinied (see below for more on rebellions)?
Re: barbarians.
I think that it could be a useful shift in viewpoint if we changed from calling them ‘barbarians’* to calling them ‘nomads’. Maybe they
could exploit the territory in their own way, e.g. first you get a small crappy settlement that just produces low-level units like Civ3's warriors and horsemen and galleys. Then it could ‘expand’ (we already know that the barbarian settlements change, because at first they only produce warriors and only alter do they produce horsemen and galleys), perhaps giving its occupiers e.g. a defensive bonus or a +1 to healing, and maybe
after that becoming a city-state.
If units can cost regular civs popheads then barbarian/nomad units could cost their camps some population: tl;dr they'd be produced in some sort of proportion to the nearby tiles not occupied by sedentary civs.
Historically there were great territories effectively exploited by nomadic peoples who developed strong cultural traditions, had powerful armies that were up to the standards of the day, and also engaged in trade with their neighbours and industry. Livestock-raising peoples across Eurasia, Africa and the Americas built great confederations and empires throughout history. And don't forget that most of the population of the world was rural until things began to change in these past couple of centuries.
In-game, this way the nomads are somewhat competitive. You'd better settle that fertile plainsland, lest a few nomads settle and start deploying armies against you -or, worse, settle as a city of its own outright, giving rise to a new civ!
Fighting between nomads is also a given. Perhaps there could be more than one settlement of one same tribe and they wouldn't fight one another.
Those who've played Total War games might remember why I'm making these two following suggestions, but:
-Continued city unrest could lead to cities ‘flipping’ to nearby enemy civs, but also to their drawing in nomads to take them over, or to simply split apart and reject your rule to start their own government!.
-Culture could help ‘pacify’ the nearest nomads. Your cultural superiority from libraries and temples and wonders could make them better predisposed towards you.
-Perhaps one could buy off the barbarians. See:
In civ3 they
- already loot your cities for first shields and then money
- they can be captured with the enslave function (btw, where there is VP scoring, do they count towards VP if you kill them, like civs' units? I'm almost certain that they do - I need to replay the Classical Maya scenario)
- goody huts can give you units that join your side, so they are interacting with you in a quasi-commercial way
So you
could buy them into your side,
if you can afford it.
Before I forget, a bit of a tweak could be used for ‘wild animals' lair’, too.
Of course, the next obvious thought is pirate havens on water tiles! I often see randomly-generated maps where there are islands that only feature mountain tiles. Those are pretty much useless except, possibly, as artillery bases. Since the game engine doesn't place barbarians unless you cause.
What if a goodie hut near water, instead of spawning some easily defeatable warriors, spawned some rather more insufferable galleys?
I myself would give the barbarians longships or other fighting craft. In my (in-house) mod the dromon is a separate war galley; already I've experienced the displeasure and chagrin of downgrading from Dromon to caravel, losing sea supremacy as the Byzantines.
Of course, all the above is not so much stuff that would need to be in the regular, vanilla Civ3-replica game, but stuff that could be in a more ‘advanced’ version and, quite simply, the stuff that I feel should be available under the game engine for modders to do with as they please.
*just see the names, some of them are Avars, Bantu, Goths, Hurrians and what-not, which, while several of the ‘civilised’ civs -even their specific in-game leaders- were or are downright barbarically genocidal.