CaptainMidnight said:
I hear you, I should definately learn to mod all this stuff on civ 4. Here are some responses to your responses:
4. This is a good idea because I think the trading items become of minor importance very quickly in civ 4. I think substantially larger blocks of exchange and the benefits one reaps from them should be increased in this manor. Perhaps almost to an Elite (if you remember that golden oldie) style stock market scenario with value and tradable quantity informed by your civs production and civic selection? Perhaps non-renewable sources of fuel should actually only be available for a certain number of turns depending on the quantity leading to a progressive movement towards new sources and trade. This would be an awesome idea and not that differcult to implement and use at all.
5. Although civics do have an effect on diplomancy already I think its based on which civic a leader prefers, which is a bit too simple. The last centuries disputes, coldwar, second world war, were ideological. Diplomatic relations, especially among more state controlled civic options, should inform the stockmarket system proposed in point 4 leading to trading blocks along civic lines.
8. Perhaps an increase in information from the advisor about rival civs tech research, wonders being built, trade relations and stuff. I dont know if you played civ II but they had a diplomat unit that could establish an embassy in rival civ city and get loads of info.
7. Yes, okay I see what you mean now, the words you use initially werent neutral. There is already a factor in Civ 4 that could be used for the idea of influencing smaller groups within a large empire. That is the ethnicity percentage bar of each city. Maybe a spy could enter a city and cause revolutionary ferment directly into an ethnic group, establish financial funding and offer arms to the revolutionary groups. Whether a group becomes available could be calculated by your current civics, the rival citys civics and the civics previous ruler of the city that has now become part of the another empire. Religion could have an effect too.
9. At the end of the day, the objective is to become the most powerful and successful civ on the planet. Just because you are successful at the medieval era and then fall behind by the industrial era and lose is a reflection for failing to capitalise on your advantage. Also, the point system is only really valid once the game has come to an end. During the early to late mid game it is misguiding. I often push forward for a particular technology, such as Literature, into a new era whilst neglecting loads of Ancient tech. This doesnt mean Im not making the right moves to win the game, Im just biding my time, waiting for the moment. The score system cannot account for these sorts of decisions so it would hardly appropiate to grant an extra victory for each era. Maybe a more subtle breakdown of the game on the score board or the ability to only play up to a particular era if you choose.
4. Yes
5. Yes
8. Yes
7. Cool
9. Uh...
Seriously...
4. I think we seem to agree so far and I suspect what we are really talking about here (and yes I do remember Elite!) is a global commodities exchange. This could be an example of an additional dimension to trade and the global economy that really only comes into play when the population of your empire reaches industrial era levels.
This is not a case of "Are my people happy? No, then get them luxuries", or, "Do I have iron and coal to build ironclads? No, OK I'd better trade for them." This would represent the fundamental requirement for large quantities of certain raw materials in order that an industrial or modern era society can even function.
Some model (remember complex idea but simple model) of global trade that allows civs to specialise in areas such as production of natural resoruces (if they are lucky), manufactured goods, skilled workforce, etc. would allow for strategic choices, new civics might encourage particular industries/markets. The possibilities are huge, it might even allow the introduction of an economic victory condition.
Examples of commodities are mostly the obvious such as oil, iron, copper, and aluminium but also include depending on the era others such as timber, wool, rubber, cotton and rare metals . Some nations will be producers, others will be consumers and produce intermediate (refined petroleum, plastics, synthetic rubber, cement, etc) or finished goods (did I mention beer

) for export to other civs. Hey, a trade embargo on a rogue nation might actually mean something. (Bad country! No Civ4 for you!).
I am also a big fan of resources being exhausted by long term use (a great example of this is Cornwall in SW England where ancient tin mines provided tin for much of Europe but were all closed long ago due either due to exhaustion or lack of economic viability).
5. Again, lots of agreement here...civics should definitely have a greater impact on diplomacy than they do now. The idea on trading blocks sounds appropriate but I'm having trouble envisioning how it might work in the game (though that is clearly me at fault not the idea

).
8.Yup, embassies in Civ2 were a good idea. In addition to the information increases you describe others might be better intelligence about, some foreign troop deployments, foreign city locations and sizes, natural resources of other civs, all of which would become available over time. In addition I would like to see the interface used to run the game become more efficient over time:
- maybe in later eras you can build two things at once in a city
- maybe workers get replaced by a public works system after a certain tech
- maybe research is always directed but your scientists follow directions better in modern eras whereas in earlier eras research points leak to other techs.
- maybe the scores of opposing civs are hidden in early eras to represent the poor intelligence available.
Note: these were examples only and there are obviously many more, less controversial, examples also.
7. Now I think we understand each other though, I am not sure if the bar you are talking about really represents ethnicity, I think it represents cultural influence. Ethnicity and/or nationality are really a different thing, many people who consider themselves American prefix the word with another that indicates a particular cultural heritage, but I'm pretty sure that doesn't mean Boston is likely to culture flip to Ireland!

(Off-topic: Of course I still want to know why nobody refers to themselves as English-Americans?!?!) I guess for the purposes of the game it may be a pointless distinction and simplicity will dictate I should just keep quiet and follow orders!
9. This is unfortunately where our opinions seem to diverge. It is clear that in ancient classical and to a lesser extent medieval times that power and success were defined in terms of the size and military strength of your civilization. My issue is that power and strength come from different sources today, we are more likely to measure
power based on economic strength and diplomatic influence, backed by a military deterrent, and
success based on similar intangibles such as the economy and standard of living. On the subject of intermediate victory conditions per era...the point would be to introduce more interesting choices...should I go for the classical era victory or invest in my overall position to prepare for victories in later eras. Many civs through history lost their empires because they overstretched as they dominated one era and were not prepared for the new realities as times changed. So you are right, your beeline to literature might lose you the ancient era lead but it would be your choice to sacrifice that battle in order to win the war. Personally I love tough decisions.
