dguichar
Warlord
...to improve the game.
1st. Food.
Cities should be able to share food. This would help to make stable populations in tundra or desert. Some kind of empire's storage.
Soldiers must eat, no just get paid. They can get their meal by hunting in the wilderness, by sacking the fields from the nearest enemy city (of which you're at war with) or by the empire's ration provided by the government. You, as the leader, may choose to give food to the soldiers and starve your civilians if you think is necessary to do so.
2nd. Shields.
Rushing a project would not buy the remaining production to complete the box, instead it should left unbought the production that will be filled by the normal means in the next turn. This is, by example: you want to rush a warrior in a city which has 2 production/turn, you will only buy 8... because the other 2 will be provided naturally by the city.
If you cut a forest, and you required less than the production provided (including the previous condition)... the remaining production (and the city's production of that turn) must go to the next project (unless it's a wonder, of course).
3rd. Gold.
A treasure can't not be hold if you don't know what it is. Before currency, taxes can't be stored as money (of any kind). They may be any good (not only gold), because of barter economy.
Once currency is discovered, it must have a name (first coins of gold or any other metal, after printing press some fancy name) and can be stored as money.
A strong economy will have a strong currency. So that international trade will lead to use it as a trade standard (like US dollars or Euros) are today.
It would only be posible to buy another country's good with its own money. No reserves of foreign money... no trade posible.
That would make money a new special tradable resource.
4th. Special abilities.
The six existing ones (commercial, expansionist, militaristic, industrious, religious and scientific) clearly covers the most.
Of course industrious should get lower costs of building production related structures (mines, forests, factories, offshore platforms, manufacturing plants and some others i may forget, but not wonders)
instead of having workers double rate. It really unbalances the game.
It would be nice to include agrarian and happy.
Agrarian civs are devoted to the feeding of their people, allowing them to lower their cost to related buildings (granaries, harbors and some other i may forget) and giving them better yieldings. As expansionist they start with pottery.
Happy civs are devoted to keep high the spirits of their people, allowing them to lower the effect of overcrowding, war weariness and drafting (note i don't mention despotic rush) and increase the effect happy related buildings, luxuries and entertainers. As religious they star with ceremonial burial.
5th. Scientific advances.
Some of them, just like replaceable parts increase workers speed, should automatically increase the yielding of food, shields and gold.
Ancient times
Mysticism was very much like a primitive religion based on nature cycles. This advance should allow to recognize the seasons, therefore increasing food yielding.
Iron working provided people with better tools increasing their ability to grow crops and work mines, therefore increasing the food and shield yielding.
Currency provided people with a better way to measure wealth, therefore increasing gold yielding.
Middle ages/Rennaissance
Feudalism was a major economical improvement, with the uprising of the guilds and the making of a better division of the labor, therefore increasing food, shield and gold yielding.
Engineering completely transformed the construction labors, providing people with better buildings and roads, therefore increasing shield and gold yielding.
Chemistry provided better fertilizers, therefore increasing food yielding.
Printing press created a way to get money out of paper, providing an easier way to do trade, therefore increasing gold yielding.
Industrial ages.
Motorized transportation provided both crop growing and mine working with big machines to raise the productivity, therefore increasing food and shields yielding.
Scientific method discovered that old resources could be used in new revolutionary ways, therefore increasing shields yielding.
Mass production was a major upgrade in manufactured goods productivity, therefore increasing shields and gold yielding.
Modern times.
Ecology brought up a new way to think economy: the sustenable developement, a major revolution in every area, therefore increasing food, shields and gold yielding.
Computers increased the information storage, that way corporation were enable to better now their markets and raise their sales, therefore increasing gold yielding.
Genetics provided crop yielding with fast-growing and high-tolerant varieties of plants and animales, therefore increasing food yielding.
This exhaustive list provides 7 automatic yielding upgrades for food, shields and gold. This upgrades made throughout your empire, providing small increases to each city's total.
6th. Combat.
Just add a missile weapon value to each unit. Every ground unit with no missile weapons will make a check (based on unit speed)each round to see if they made to go into close combat. If not, the missile weapon value is used and the next round begins. If the check is passed, normal weapon value is used until the end of the combat.
This will create a new category of units: ranged. It will include archers and bowmen, musketman and musketeers, riflemen, infantry, tanks and modern armor and some i may forget.
Of course the normal weapon value of all this units will be lower than their missile weapon value.
A modern armor will certainly crush a poor (and dumb) warrior band, because it will fire her massive bomb shells before the warrior can even think to hit the "metallic monster" with his small axe. But a smarter warrior (one that knows how the "metallic monster" works) can manage to evade the explosions and reach the "weak point" (like some motor part) of the "metallic monster" and plunge his small axe there and "kill" him.
I know this sound weird. But just see how palestine warrior manages to take down hebrew "metallic monster".
Of course this also depends on the terrain and the technological gap between two civs. In open terrain (a plan) with a huge gap (three eras), chances for the warrior are close to zero. In a hard terrain (a jungle) with a small gap (just a few techs), chances for the warrior may get really higher.
My twenty-two cents
David
1st. Food.
Cities should be able to share food. This would help to make stable populations in tundra or desert. Some kind of empire's storage.
Soldiers must eat, no just get paid. They can get their meal by hunting in the wilderness, by sacking the fields from the nearest enemy city (of which you're at war with) or by the empire's ration provided by the government. You, as the leader, may choose to give food to the soldiers and starve your civilians if you think is necessary to do so.
2nd. Shields.
Rushing a project would not buy the remaining production to complete the box, instead it should left unbought the production that will be filled by the normal means in the next turn. This is, by example: you want to rush a warrior in a city which has 2 production/turn, you will only buy 8... because the other 2 will be provided naturally by the city.
If you cut a forest, and you required less than the production provided (including the previous condition)... the remaining production (and the city's production of that turn) must go to the next project (unless it's a wonder, of course).
3rd. Gold.
A treasure can't not be hold if you don't know what it is. Before currency, taxes can't be stored as money (of any kind). They may be any good (not only gold), because of barter economy.
Once currency is discovered, it must have a name (first coins of gold or any other metal, after printing press some fancy name) and can be stored as money.
A strong economy will have a strong currency. So that international trade will lead to use it as a trade standard (like US dollars or Euros) are today.
It would only be posible to buy another country's good with its own money. No reserves of foreign money... no trade posible.
That would make money a new special tradable resource.
4th. Special abilities.
The six existing ones (commercial, expansionist, militaristic, industrious, religious and scientific) clearly covers the most.
Of course industrious should get lower costs of building production related structures (mines, forests, factories, offshore platforms, manufacturing plants and some others i may forget, but not wonders)
instead of having workers double rate. It really unbalances the game.
It would be nice to include agrarian and happy.
Agrarian civs are devoted to the feeding of their people, allowing them to lower their cost to related buildings (granaries, harbors and some other i may forget) and giving them better yieldings. As expansionist they start with pottery.
Happy civs are devoted to keep high the spirits of their people, allowing them to lower the effect of overcrowding, war weariness and drafting (note i don't mention despotic rush) and increase the effect happy related buildings, luxuries and entertainers. As religious they star with ceremonial burial.
5th. Scientific advances.
Some of them, just like replaceable parts increase workers speed, should automatically increase the yielding of food, shields and gold.
Ancient times
Mysticism was very much like a primitive religion based on nature cycles. This advance should allow to recognize the seasons, therefore increasing food yielding.
Iron working provided people with better tools increasing their ability to grow crops and work mines, therefore increasing the food and shield yielding.
Currency provided people with a better way to measure wealth, therefore increasing gold yielding.
Middle ages/Rennaissance
Feudalism was a major economical improvement, with the uprising of the guilds and the making of a better division of the labor, therefore increasing food, shield and gold yielding.
Engineering completely transformed the construction labors, providing people with better buildings and roads, therefore increasing shield and gold yielding.
Chemistry provided better fertilizers, therefore increasing food yielding.
Printing press created a way to get money out of paper, providing an easier way to do trade, therefore increasing gold yielding.
Industrial ages.
Motorized transportation provided both crop growing and mine working with big machines to raise the productivity, therefore increasing food and shields yielding.
Scientific method discovered that old resources could be used in new revolutionary ways, therefore increasing shields yielding.
Mass production was a major upgrade in manufactured goods productivity, therefore increasing shields and gold yielding.
Modern times.
Ecology brought up a new way to think economy: the sustenable developement, a major revolution in every area, therefore increasing food, shields and gold yielding.
Computers increased the information storage, that way corporation were enable to better now their markets and raise their sales, therefore increasing gold yielding.
Genetics provided crop yielding with fast-growing and high-tolerant varieties of plants and animales, therefore increasing food yielding.
This exhaustive list provides 7 automatic yielding upgrades for food, shields and gold. This upgrades made throughout your empire, providing small increases to each city's total.
6th. Combat.
Just add a missile weapon value to each unit. Every ground unit with no missile weapons will make a check (based on unit speed)each round to see if they made to go into close combat. If not, the missile weapon value is used and the next round begins. If the check is passed, normal weapon value is used until the end of the combat.
This will create a new category of units: ranged. It will include archers and bowmen, musketman and musketeers, riflemen, infantry, tanks and modern armor and some i may forget.
Of course the normal weapon value of all this units will be lower than their missile weapon value.
A modern armor will certainly crush a poor (and dumb) warrior band, because it will fire her massive bomb shells before the warrior can even think to hit the "metallic monster" with his small axe. But a smarter warrior (one that knows how the "metallic monster" works) can manage to evade the explosions and reach the "weak point" (like some motor part) of the "metallic monster" and plunge his small axe there and "kill" him.
I know this sound weird. But just see how palestine warrior manages to take down hebrew "metallic monster".
Of course this also depends on the terrain and the technological gap between two civs. In open terrain (a plan) with a huge gap (three eras), chances for the warrior are close to zero. In a hard terrain (a jungle) with a small gap (just a few techs), chances for the warrior may get really higher.
My twenty-two cents
David