This statement is perfectly true but I have no idea what point you are aiming at with it; it boils down to "Civ is unique because nobody else does it", which is a mite tautological, no ?
I mean to say that Civ will be unique no matter what because it is the only game in this genre basically.
My position, fwiw, is that Civ's uniqueness in this reagrd is what makes it worth playing and there is no positive aspect to changing it fundamentally to be more like something else that already exists.
You could change the whole game and it would still be unique.
If you want to keep the old production style, it would be more about your preference for the old way than it being unique, since the game is unique either way.
You might argue against adopting a feature from another game such as Supreme ruler 2010 as the resource model for civ 5, but I believe we can still greatly enhance the civ resource production model and still keep it unique in all those regards.
Anyway, the only thing that really makes civ 1-4 unique is that no one else makes games like this.
Civilization the genre, to me, is about building a powerful empire turn by turn from the beginning of mankind, into the spaceages and beyond with all the wars and colonizations that come with that.
Whatever resource, trade, or whatever model Civ 5 has, it isn't going to change the fact that it is the only game in the genre.
Do we really need to have every aspect of civ 5 be unique across the board just for the sake of uniqueness? That doesn't seem like a good idea to me.
Good ideas are good ideas, and if another game does it well and it can be applied here it should be considered.
I think there are ways in which CtP was a better game and ways in which it wasn't - the whole "public works" notion in it just gives me hives, frex.
True, but you have to admit it was a good step up from Civ 2. The worker model of Civ 4 is better yet, but I still think that it can be improved upon.
Anyway, other aspects of CtP were really good. The trade system in that game was a good start on a worthwhile trading system. I don't think it has a place in Civ 5, but it should serve as an example of the direction that Civ 5 needs to head in order to move away from prior civs.
Also, CtP had a much better combat system. Stacks is the way to go. The actual combat can be different, but the idea of combining a cannon and a musketeer and the results that came form that is much better than the unit system for Civ 1-4. Hearts of Iron also had a good point with attaching a support/artillery unit to a combat unit. Civ 5 should incorporate something along those lines for better combat and more epic warfare.
I also liked how CtP pooled food, production, and gold into a national stockpile. No city starved as long as your entire nation produced enough food. Again, that is a step in the right direction. Plenty of enhancements can be made upon that, but generally that is the direction I want civ 5 to move in.
This is not a problem with the underlying concept; it's a problem with Civ 4's numerical assignment of production values. Flat grasslands don't default give you two production in Civ III.
What I meant was, in real life the only difference between a hill and a grassland as far as production is the resources contained. It isn't about a hill being magically more productive, it is about the resources found inside the hill.
Civ 1-4 is basically simulating low-key resource gathering in the hills(for the hills without actual copper/iron/etc on them).
In Civ 5, each citizen should produce X hammers, no matter where on the map they work. Then the hammers that come from the citizen work that land, producing resources that flow to the city. The city then uses those raw materials to build whatever. Or(which is what makes the change key), the city can trade those resources with other cities gaining commerce and the resources that city really wants/needs.
That should apply to food, iron, copper, everything. The number of resources should be vastly expanded, and each should be valuable as a trade commodity. For cities that don't have that resource, but maybe have alot of another resource, trade should commence generating commerce and the filling of needs(Dallas gets some iron while Pittsburgh gets some wheat/cows).
If you think I want it simple, you misread me; I just said I don't think complexity is inherently better, not that it can't be better.
I have argued in favour of a) qualitative resources, b) Civ II-type caravan units containing fixed amounts of each of those resources needing to be moved from point to point and c) more sophisticated trade options with other civilisations before, and stand by those arguments now. I just am adamantly opposed to this replacing the existing model of production rather than adding to it. Nor am I keen on Civ II-type internal trade options for your civilisation, as that implementation enables a massively unbalanced focus on trade to trivially win the game for you. (Look up "Power Democracy" under Civ 2 strategies.)
I really dislike the caravan trading method. Apart from a certain tweak.
I would much rather have one or a combination of the following for trade:
A) An automated trading system that routes resources based on market needs
B) A city directed system where you tell the governor to trade with X city/nation that has resources you want. After that it automates until there is war or closed borders or whatever.
C) A caravan trading system where caravans a produced like great people, but then automate. IE. The more commerce you have, the more trade points you generate. When you fill the bar with trade points, the city produces a caravan which then seeks out the best source(from the visible cities on the map) for it's goods.
I don't like a trade system that forces you to spend turn after turn in a city to produce a caravan, only to receive a small sum of gold to your treasury in return once it gets to the target city.
Trade should have basic and far reaching effects for the base economy of your cities and empire. It shouldn't be a system where you generate a little extra gold for your government treasury(though you can have that along side the real trading system).
Basically I want trade to be mostly automated, and I want it to give many more benefits especially in resources and commerce.
The trade method of your society should be largely a result of your civic choice also. The first civic might let you build caravans, while future civics start opening up free markets and all the automation that comes with it.