"Still in use" is relative. I think longer-term, we'll need to have threads for specific features that are planned as relatively near-term additions. I like tjs282's cultural-building-trait suggestions, for example, and when we are thinking of adding buildings (quite possibly for "Dutch"), we should have a thread for building-related suggestions. The problem here is there might be a great suggestion buried on page 4 related to buildings. It's better to have it written here than not at all, but if we reach 400 pages, it will be hard to dig up ideas.
I also like the goody-hut suggestions, which bring to mind a potential problem: if we add goody huts before techs, they can't spawn techs. We'll run into a lot of these egg-before-chicken problems along the way.
And there's always the "we still have over 9000 features to add to match Civ, adding more than that which expand it will slow down those first over-9000". I haven't been lurking in this thread because time spent philosophizing on features beyond what Civ has also means time not spent matching what Civ has.
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I'm skeptical of the resource limits. I like the idea of multiple instances of a resource having some value beyond trade. But I'm not really a fan of how later Civs did it. A horse resource only allowing e.g. 3 horse units is a pretty low, and IMO un-fun, limit. But I'll admit I'm not a fan of Civ5/6's "fewer but more valuable" outlook in general, IMO they tend to go "too few". It takes forever to build units in those games. If there is a limit, I'd favor a generous one. One horse unit is enough for a nice mixed-arms army featuring horses, but if you want 100% horses like the Mongols, you might need more. Or something of that sort.
For luxuries, I like how Old World has done it, with each luxury giving you enough to assign to one city. Thus, luxuries are a rare and valued commodity, more so than in Civ. That would probably change the character of the game too much. But perhaps there is a middle ground. And I'd also like things to be more configurable, e.g. the Civ3 system of a market giving 1-1-2-2-3-3-4-4 happy faces should be configurable.
In both cases though, the as-Civ3-does-it route should come first.
1 UPT... I'm with Tak, if I liked it, I wouldn't still be in the Civ3 forums. Though as I've posted in the Old World forum, it actually works in that game, with lots of open spaces between cities and all units having multiple moves per turn. IMO, the most critical flaw in Civ5/6 with 1 UPT is the cities are still so close together (with another candidate being the AI not knowing how to use it).
But generally, if you want 1 UPT/3UPT/9UPT and/or resource limits, you should probably be playing Civ5, or Unciv, an open-source game inspired by Civ5.
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Also gave a few "likes". We'll definitely need to comb through this thread once we're at a stage where we might be able to add some new things. Realistically I don't expect that to be for another couple years, though.
I also like the goody-hut suggestions, which bring to mind a potential problem: if we add goody huts before techs, they can't spawn techs. We'll run into a lot of these egg-before-chicken problems along the way.
And there's always the "we still have over 9000 features to add to match Civ, adding more than that which expand it will slow down those first over-9000". I haven't been lurking in this thread because time spent philosophizing on features beyond what Civ has also means time not spent matching what Civ has.
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I'm skeptical of the resource limits. I like the idea of multiple instances of a resource having some value beyond trade. But I'm not really a fan of how later Civs did it. A horse resource only allowing e.g. 3 horse units is a pretty low, and IMO un-fun, limit. But I'll admit I'm not a fan of Civ5/6's "fewer but more valuable" outlook in general, IMO they tend to go "too few". It takes forever to build units in those games. If there is a limit, I'd favor a generous one. One horse unit is enough for a nice mixed-arms army featuring horses, but if you want 100% horses like the Mongols, you might need more. Or something of that sort.
For luxuries, I like how Old World has done it, with each luxury giving you enough to assign to one city. Thus, luxuries are a rare and valued commodity, more so than in Civ. That would probably change the character of the game too much. But perhaps there is a middle ground. And I'd also like things to be more configurable, e.g. the Civ3 system of a market giving 1-1-2-2-3-3-4-4 happy faces should be configurable.
In both cases though, the as-Civ3-does-it route should come first.
1 UPT... I'm with Tak, if I liked it, I wouldn't still be in the Civ3 forums. Though as I've posted in the Old World forum, it actually works in that game, with lots of open spaces between cities and all units having multiple moves per turn. IMO, the most critical flaw in Civ5/6 with 1 UPT is the cities are still so close together (with another candidate being the AI not knowing how to use it).
But generally, if you want 1 UPT/3UPT/9UPT and/or resource limits, you should probably be playing Civ5, or Unciv, an open-source game inspired by Civ5.
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Also gave a few "likes". We'll definitely need to comb through this thread once we're at a stage where we might be able to add some new things. Realistically I don't expect that to be for another couple years, though.