aieeegrunt
Emperor
- Joined
- Jan 8, 2021
- Messages
- 1,353
Ease of play, which basically means no more one-unit-per-tile and a UI that calculates a lot for you. (Civ6 tried to do the other thing by emulating a boardgame)
Make the end game matter, for example by unlocking uniques throughout the eras or having some high risk-high reward option (nuclear war or climate change; and maybe as a compensation introduce a sandbox mode for the empire builders).
Make your population matter, your economy independent and the map dynamic. Basically, introduce basic social science into the game in a way that wasn't possible in 1994. What I mean: Your population demands you to stop the war, your church really wants you to build a cathedral here, your merchants act independently which is why your opponent gets silk, a city's population isn't dependent on the number of high food tiles around it, but on the amount of food it can bring in from somewhere else. How they do all that, that's not my job to tell.
And yes, make naval more important, my proposal would be to make the seas act like the skies do to make them really distinct from land (warfare). Working a specific sea tile and improving it with fishing boats never made much sense to me anyways...
“The senate has overruled your decision to go to war”
STRAIGHT OUTTA 1994
The hilarious irony is that Civ6 is hands down the Civ that feels most like a board game, and it’s the one with the most computing resources at it’s disposal
Meanwhile Sid Meirer, a boardgame designer who made the original boardgame Civilization, completely threw board game paradigms away when making Civ I. Talk about coming full circle
You can make your population matter, the map matter and Make Tall Great Again by merging the concepts of improvements and districts, and have each district AND each building in each district require a pop.
Make Naval Matter Again by recognizing basic history in that until railroads over water travel amd trade was vastly VASTLY faster and more efficient than overland.
Harbours should allow a “sealift” ability between friendly cities with harbours the same way airports can do an airlift. Trade routes over water should have greater range and be instantaneous