1. lets make the planet as a real globe - this affects the square divided map - thre will be no sqares anymore, and elements on the map would be positioned using latitude and longitude
I think with polar ice caps it's not so unrealistic to see a flattened-out view in the early years, but yes, in the modern era when bombers can flip across the poles to do bombing raids across continents, then a square map drops down exponentially in realism and that good old "give me a break" factor that I get trying to play the game.
2. do not artificially speed up the game in the early ages by giving 20 or even 40 years per turn (trully saying this iritates me badly!)
A huge peeve with me too. I think this was designed because they didn't want to proliferate a huge ancient tech tree or make a game seem to "take forever" to get to the modern age. That's unfortunate because then what little realism they had left of ancient play, goes completely out the window. 15 turns of 40 years to build a SCOUT just drives me absolutely insane with rage at the game, and building wonders in real life never took even 1/10th the span of years attributed to their construction in the game.
It also makes no sense that chopping a WOOD forest will help you build a STONE wonder. One of many issues.
3. science:
a) should be a link between a map characteristic and science - I assume that on the planet with almost no seas/oceans there will be no natural pursuit to a water related inventions -and on the waterworld planets - there would be more posibilites for the inventions like that (i.e. including underwater colonies)
Perhaps having all the possibilities available all the time would work--and then in a waterworld people would pursue the underwater colonies, while in a dry land world they would not.
b) separate science and tech - science as a way to a tech/building/unit improvement - so it should be rather like gathering points in some science areas: biology-related physics-related, social science-related and others - that give you a certain boost in building some tech improvements. Of course you can try invent sth like nuklear weapon having little knowledge in physics - but it will take long time if you have high level on physics related areas you'll build it much quicker. This concept eliminates IMHO wrong situation when inventing chemistry you'll get right to build frigate and grenadier automaticly. It should be also allowed to work at several areas simultanously and of course being advanced on some areas you may discover other (but still understood as a pure science not tech)
I'm kind of sort of with you there. There should at least be "pure science" gateway techs that lead to more particular "inventions" of things. There is some concept of that already in the game, as every tech is a gateway to some other tech, but the complexity of science in reality has a much wider applicability for "gateway techs" and much narrower range of applicability for "inventions". One area that continues to bother me is the fact that you get GUNPOWDER before you get CHEMISTRY. If it weren't for chemistry nobody would have bothered mixing sulfur with saltpetre and charcoal to see that the result is powerfully explosive.
To me chemistry is a key "gateway tech" and NOT an "invention" to allow a specific unit like a Grenadier. My custom tech tree would have "chemistry" as a prerequisite to both Gunpowder (Musketeers) and Explosives (Grenadiers). I'd also have a specific Cannoneering invention-tech which would be the tech allowing both the Cannon unit and Frigates, requiring Gunpowder as its prequel.
Grenadiers, while we're on that subject, are too powerful in the game. They were in use much earlier on, in history, than musketeers (with the earliest grenades being made of flammable naptha in the middle east), and of an effect much more like Catapults: collateral damage made them effective against dense concentrations of units, but you wouldn't field them all alone on a battlefield as you could with Civ4 Grenadiers, with impunity. To be realistic they should be about an 8 in combat strength, collateral damage like cats and chokonu archers, unable to wear down city defenses like cats, but unlike catapults they WOULD get terrain bonuses on defense.
The key balancer to Musketeers would be Grenadiers, but to Riflemen there should be more reliance on Cannons on offense, with Grens more as a field supplement to a hasty hilltop defense (maybe with an added hill bonus like archers). IMO.
c) science and tech is spreading independendly on Earth - it was always spread by natural contacts and trade - so my opinion is that some 'invention points' on certain areas should be exchanged automaticly between civilisations - the stronger trade route factor, scout/explorer activity and geografical closeness (especially in early game) is the strongest automatic science exchange should take place - more or less it should work as a internet wonder but in much more sophisticated way. It will cut funny situations of very outdated civilisations stucked in a stone age while others build tanks. It also eliminate strong relation between territory (number of cities) and science
True to an extent, and it's always been a challenge of how to express that "natural spread" of a tech. Civs 1 and 2 used to give you one of the enemy's techs whenever you conquered a city, which allowed some weird mixes of techs like the ability to make mech infantries but all the rest of the units were stuck in the middle ages. I think SOME probability of acquiring a tech should be there whenever there is a "clear victory" on the battlefield: weapons get captured, and scientists get put to work on reverse-engineering the captured weaponry, aircraft, etc.
Also, in history not all civs got their weaponry through "tech discovery" or even "tech trading", but rather, direct purchase of (or being given by the rivals of the more powerful civs), or most often CAPTURING, the actual physical *weapons*. American Indian tribes, for example, didn't have little scientists in laboratories busily trying to replicate what the U.S. Cavalry was fielding against them on the American plains. They just plain came across the weapons, in various ways: traded for buffalo skins in some cases; captured in raids; GIVEN to them by rivals of the Americans; and so on.
To me it's even more important to divorce "the ability to produce a unit" from "technology level" than it is to slice up tech research into different minute categories. Tech should be required to produce *weapons*, but weapons, acquired by whatever means, should be what's required (in addition to population points as expended on military levee) to produce *units*.
Trade routes should indeed have a percentage chance of spreading techs in both directions: this would balance the "reward" of a trade route with the RISK that over time you leech out your tech secrets to your trading partner (which means people would be duly careful in whom they traded with, as kingdoms WERE in actual history!) Diplomacy here would play a key role in the overall tech advancement strategy, as it should.
4. more realism in cities would be strongly recommended:
a) number of people living there (not presented a single 'heads') - i've never achived the number of population in the city like several millions and like 5,000,000,000 in total even on huge maps
b) employment factor - in small city there will be not enough people to cover all built facilities, and on other hand in cities with huge population the player would be forced to build some facilities to
c) facilities/bulidings - should became obsolete same as units - and should be upgraded - i.e. antique granary into silo or modern warehouse, colloseum should not work in late game - but of course it may add to a touristic attractiveness. Old factories may be upgraded (using money) to more effective ones
d) If I want to double the production in the city, having enough people ready to work I'd like to build more than one factory, or more than one power plant to supply energy
Yep. Too much abstraction in city management, in Civ overall, to be sure. In ancient cities, if one aquaduct got maxxed out for population, they weren't just limited to their current population, as they could BUILD ANOTHER ONE. But then, whether that other one would do any good would depend on whether there was enough fresh water nearby TO aquaduct. But not all cities were built right exactly on riversides or lakesides, as aquaducts were able to transport water from the fresh water location to the city site. For this I think it's vital for there to be a concept, similar to roads and irrigation, like an "aquaduct line" that a worker could build. If you're three squares away from fresh water, you have to build your aquaduct line TO it before your city can build an aquaduct. How many aquaducts you build should depend on how much volume of fresh water is available: one square of "lake" is not gonna cut it. But a HUGE lake would be far more able to supply a huge city. Civ apologists claim this is too deep a level of micromanagement, but the game already has a lot of facility for automation, for players who want to dumb their games down to "ugh, build unit, ugh, move unit". Automated cities would simply attempt to build infrastructure on their own, on a "most-needed" basis, such that a laissez faire emporer could know that a reasonably-good effort at it would be made by an appointed mayor. As an additional facilitation of the game, an "infrastructure complete" status could be notified to a player, to let him know that the city can build units or wonders without falling behind in health and happiness, for the moment.
Also there should be a "none" option for a city to do nothing in those eras before currency allowed a "wealth" option. It's ridiculous to require a city to build units once all the buildings are built. Speaking of which, if there's isn't currency yet, why is trade calculated in COINS? Where are the COINS coming from eh? It should probably be an all-food-and-hammers economy prior to Currency!
5. units: as i said a lot was spoken about units/terrain a/d bonuses/movement/special abilities/logistic(supply) factors and many more and mainly good ideas. I would like to remind one thing that I like from Alfa Centauri game - units were not pre-prepared as a game fixed element - they were totally designed by the civ owner - I like this concept and combining this with fixed units would bring an advance to the game
some new ideas regarding units (i.e. movement,battle) come in the stright way from other concepts above like No.1 - there would be no more square -to-square fight as the will be no squares at all!
Civ2 gave you three "slots" to build custom units very easily. The customs I usually built were: Mobile SAM (like mech infantry but had anti-aircraft capability); Special Ops Team (similar to Alpine Infantry but could airdrop and amphibious attack, higher movement range, stronger in combat, much more expensive in "hammers" {shields in those days}); and ...Zodiac (a stealthy transport, similar invisibility to Submarine but could transport units).
Of course everybody has own ideas for changes but I'm open for further discussion.
my best regards
I love discussions like this. It's this sort of brainstorming that gives me ideas for a fantasy game I'd make if I were to ever win the lottery and gain startup capital for my own company, to go up against both Civ and Total War. Their ignorance and refusal to listen to ideas, would be my gain, hehe.