Antilogic said:
I see what you guys are talking about, but I would caution against religious UUs...I'd rather see a general "crusader" unit or something for several different religions (because that's the way Civ4 currently handles religion, and I find that to be quite fair and unbiased).
Although, religion-inspired revolutions would be a great addition.
I guess what I want to go for is not producing weapons manually, and then assigning them to troops, but rather you have a real-numbered population, and you say "I want to conscript or levy 30,000 troops", and they make weapons out of whatever they can in that region (or import stuff from regions around your empire), and essentially start production in a separate queue from the civilian queue. Having to maintain supply lines and not just sending the stack 'o' death into somebody else's land would also be nice. Creating trade winds and such (certain loops where sailing ships can only go one way) and such for sailing ships is probably too complicated, but that would be awesome.
Being able to effectively use mercenaries (and have the AI use them as well) would also be cool. Imagine playing as China and hiring 6,000 Roman legionnaires from Rome to assist with your conquest.
Although, one word of caution I know I've posted before: remember MOO3? Don't make it that complicated. Avoid incredibly detailed systems, and simply develop something that is easy to use.
Just use real numbers, maybe, or try to change the tile-based system to a more fluid system. Replacing the cultural border system with something that makes more sense (like having a larger army there, or signing a treaty that establishes borders irregardless of culture) could also be innovative.
I agree on real-numbered population. On conscripting armies, I think the only way it could make sense is to have two queues: one for city production (the weapons) and one for training. The former requires resources, coins, and time; and the latter requires people, coins, and time. The problem with a unified queue and viewing armies as something you "produce" like a building or a wonder, is that you can behave as if your city has unlimited population, and that you can mine soldiers out of the hills. That's fantasy which perhaps might appeal to a Star Wars fan, but it merely makes me shake my head in loathing. If I wanted cartoony unrealistic rubbish, I could have bought a children's game.
The engine for Total War came from a previous game called "Lords of the Realm", and the way that worked was far more realistic: conscriptions required a levee of a percentage of a NUMBERED population, and the number you could levee was limited by how many of that population were able-bodied men, and if you did levee most of them, production would suffer (obviously if they were all roped into the army, nobody's going to be out tending the fields, etc.) And then if you disbanded a unit, those men would blend back into the population and work. If a unit rebelled, they became pretty much the equivalent of Civ's "barbarians". But you had to manage an army's happiness, health, etc., the same way as a city's, in order for them to be combat effective.
On "detailed" gaming, again there should be a choice of how deeply or shallowly a player wants to manage. Most of the advanced Civ gamers are deep micromanagers, and the thought of letting the game decide for them whether a tile should be farmed or the site of a cottage, drives them up a wall. I honestly think offering them a military micromanagement system they can tinker with, would be a value add to them; I know it would be for me. And for those who would rather not micromanage the military, just give a few high-level options like where a city's army's weaponry resources should come from, let the game figure out the rest (and deduct whatever costs from the treasury, debit the population as required, etc.).
I would still want a concept of tiles, but the boundaries that can be worked by a city should be more fluid than its "fat cross". If a grassland tile is a part of your realm, it's ridiculous that your realm can't work it somehow to some city's benefit. If that were true all the farms to feed the residents of New York City could be no further from it than east New Jersey. Idiotic.
Borders absolutely should be established by treaty, and diplo screens negotiating peace should bring up a proposal map where you draw up those boundaries, and haggle over them similar to how you haggle for tech trades. If neither side can agree to new borders, there is no peace treaty and the war resumes. During war, borders are determined by troop presence; similarly, prior to an area of land being "claimed" borders expand through the sending of troops out to claim each tile. Disputed claims of this sort were the primary cause of wars in both ancient times and modern. "My gold mine; no... MY gold mine!!!" And the war begins.
Cultural and religious influence when it comes to borders should be in the form of uprisings if the people who live there are foreign to the culture/religion of the civ owning their land. There should be an ability for spies to foment such rebellions (increase their chance of happening), and this DID happen in real life PRIOR to the discovery of "Communism". Ancient and medieval kingdoms didn't need a Scotland Yard to send out a freakin' spy.
An unpleasant but real thing that also happened in history to prevent such foreign-culture uprisings was a genocide of the territory, of foreign elements. This brings up the concept of a leader's reputation for cruelty (called "dread" in TW), which up to a point reduces the probability up uprising (fear of mass executions, etc.), but past that point increases it exponentially as the ruler becomes truly hated by all, and the fear of their own fate is overcome by the emotional need to be rid of the leader's oppression.
Rome's method of assimilating conquered territory was to offer "Roman citizenship" to people, which mitigated rebellions but didn't do away with them entirely. An "occupational policy" management system is appropriate, I think, where the options for assimilation could be:
1) Annihilation of resisters
2) Propaganda (after a tech advance such as Printing Press)
3) Civic inclusion (offering citizenship, etc.)
4) Religious conversion (Islamic Jihad methodology)
Each would have advantages and disadvantages, with the annihilation approach having the best short-term results, but with longer-term risks; propaganda being weak at first but increasing effectiveness over time; civic inclusion being of moderate effectiveness with occasional flare-ups of failure; and religious conversion being effective domestically but inspiring hatred of your civ by those of other religions.
That also brings up: why is it so IMPOSSIBLE to let a player know what each AI's attitude is toward the other AIs? Open borders is not enough information. I want to know, will they go to war to protect that other civ? Are they trying to undermine that other civ? Do they consider them friend or foe overall? Why do I have to find out I "declared war on our friends" only after I did in fact declare that war? Why not just tell me straight out, civ A is friends with civ B. Or not. Is that so difficult? Wear out programmer's delicate typing fingers, perhaps? Total War has the same issue there. They show allies and enemies but among allies, they never let you know if one would readily betray the other for a price--and in real life that information could be elicited by spies. Oh, wait, that's right, not a SINGLE spy ever existed prior to the 19th century...
