Finally have found the time to go through the entire thread.
Please allow me to throw in some general remarks (in no particular order, just as they come to mind):
- Civil war
- Tech tree
- Religions
- Culture
- Economics
1 - Civil war
Dh_epic, you (as being devil's advocate) always refer to civil wars splitting your empire into two parts (of almost 50% each,as I assume) and by this, make it game-breaking.
I would agree that things like this are not fun.
But if we look to history, civil wars not necessarily did mean this. Starting with the Romans, civil wars did not split their empire into two weak parts to be consumed by other nations being around.
The American Revolution (which might be seen as some kind of civil war) led to a part of the British Empire got lost - yet, Great Britain after that became the most dominant power for some while.
So, a civil war (spoken in terms of Civ4 to be more understandable) might involve any number of cities in your empire - based on certain parameters.
You have a city with more unhappy than happy citizens? Well, likely to go to revolt, no?
You have some cities in the vicinity, which have more happy citizens, yet some proportion of unhappy ones as well? Now, they have an example of revolt in the neighborhood. There might be some parameters (how long they have been that unhappy fraction etc.) which make one of the remaining "Happy's" turn unhappy - alas, you have the next revolt. And so on.
Disease might give a tendency to make a citizen unhappy, so you would have to take this effect into account as well.
Of course, there have to be counter-measures, like granting the effected cities more luxuries, increasing their garrison or whatever.
2) Tech tree
Regarding research, one could easily imagine different approaches. Why not having techs categorized in different sections, like "environment", "war", "culture" and so on?
Any nation having access to the seas would have an advantage in researching "maritime" technologies. The more sea tiles and ships they have, the higher the advantage.
A nation having access to "crop ressources" like Wheat, Corn and so on, would have advantages for researching agriculture, and follow-ons (Calendar would come to mind). With any additional farm, this advantage would be increased.
A nation having fought many combats or with a certain portion of military would have an advantage to research technologies like Gunpowder, or whatever.
A nation having temples and libraries would have advantages to research culturally oriented technologies, and so on.
3) Religions
Let's be honest, guys. Religions never have been developed based on technologies. They always have been a culturally triggered thing.
Why not change to this approach?
If your nation would hit certain thresholds, you may found a religion. For spiritually oriented nations, the threshold may be lower.
Thus, it depends on your culture, whether you will be the founder of a new religion or not. Have you built obelisks and tombs? Fine, you have good chances to detect the secrets of the supernatural world....
4) Culture
Once again, we should be honest. "Culture" as it is used in Civ4 means "influence". Except for the most early civilizations of mankind, nobody will become part of a certain nation, only because they have books and play music.
At least half of the influence is built on sheer military power.
Why not adopt this principle in Civ5?
A strong military will grant you better chances to spread your influence.
This way, you would even reduce the difference between warmongers and builders - both require to have a sufficient military. And it would coincide with what the player knows from the real world.
5) Economics
One of the weakest part of all Civ iterations.
It has been discussed to a certain degree already in this thread.
Quantifiable ressources are a must, as far as I see it. Conversion of ressources would be a must as well.
Now, Dh_epic said, this would require 40 additional ressources.
I say, no, it doesn't.
Hammers could be converted into ..hmm.. "boxes" (just to find a term for it), let's say by a ratio of 10:9.
This way, your environment provides you with 10 hammers. You will use them to create a craftman's shop. After that, the hammers are converted into "boxes". Any early building could be constructed by either hammers or boxes - but it would take only 80% of boxes to create the building.
Example: temple costs 100 hammers, yet only 80 boxes. That way, the conversion would have saved you ~10 hammers for the construction of the temple.
For military purposes, you would need "swords" (for early units) and "guns" (after gunpowder-units). Both can be built from hammers or "boxes", provided you have constructed your first armory or arsenal in your city.
Luxuries like gold, silver, gems, ivory could be converted into generic "jewelry". Wheat, corn, fish, cow would be converted into "bread".
And so on...
The quantifiable ressources would be converted in let's say, up to 5 or 10 additional ressources.
Easy to understand, as it displays the "real life".
It benefits the builder (person assumed to put more emphasis onto his towns), since the converted ressources are more valuable, and therefore the additional micro-management would pay off.
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These are just some short thoughts, and will require additional balancing, of course.
Nevertheless, they would - without changing the key concepts - give the game a completely new flavour.
And, Dh_epic, don't tell me that this cannot be expressed in short and appealing words at the backside of the box:
"Completely overhauled, intuitive economic system"
"Religions developed by more 'natural' means"
"All new way to spread and extend your empire"....
And one last thing: by requesting "big" changes, you prohibit changes at all.
Honestly, what have been the big changes in Civ4? Would there have been any Civ4 at all, if you would have been the one to decide?
Culture and religions (in form of religious buildings) we already had. Military and wars we had. Great persons we had.
You can always tell the other one: "Hey, c'mon, this change just isn't big enough!"
That way, there will never be any evolution.
What counts is the significance of the sum of changes - even, if any part of them would be just marginal.