Introduction
First of all: English isn't my native language ... plz, don't search to eager for mistakes.
I have played three games of TR until now (the Civ4 Version, not the Warlord Version). With the difficult settings noble and prince on the TotalRealism World Map.
In normal Civ 4 I try sometimes to stay peacefull a long time. In Total Realism i dont see any way to do it. Because the research is kind of slow, i cant build enough buildings in my cities. And the "production to research points"-option in a city is available later in game.
Therefore Total Realism force me to build a mass of military units. And because of the upkeep costs i have four options:
- Use my military strength to start an offensive war. But because of the limited numbers of cities, i will capture only up to around 8 cities and burn the rest.
- Start to create a mercenary army ...
- Kill the units i just created
- Getting killed some dozend turns later, because i dont have the money to do research
Of course the best option i see is option no. 1. If i start in europe, i wipe some civics out and got some nice cities.
If i start in Asia i get some babarian towns to wipe out and burn them down.
Yeah, it is fun to fight from the start. And most time i enjoy fighting with limited ressources.
But at all I miss a peaceful and senseful solution. It is realistic that the civis do a lot of war in history - yes. But NOT because they have to build a mega-sized army.
They started war, because they want power, ressources or just dislike each other.
To be realistic in a long war every involved nations get economical down. But in TR i need the war to get my research (... and in the long run my economic) running.
The other part i have some ideas is the promotion system.
In some parts i dislike the promotion sytem of TR. I like the change from Civ3 to Civ4 that units have only one combat value instead of an attack and defence value. I don't see the big difference between an attacking swordsman on open field and the defending one. While should the attacking (or defending) swordsman get any bonus?
Ok, now we have one combat value and the tactical deepness we get mainly trough special boni vs unit types. Spearman is strong vs mounted units, weak against other infantry ... and so on.
The current TR promotion system give boni that doesnt make sence. Again my example with swordsman. How can a swordsman getting better with defending plains but dont get any abilty to attack an other swordsman on plains.
That a unit hidden in a forest get a defensive bonus is already part of the game. But if your archer learns to lure in forest, the archer dont recieve any bonus on attacking in forest?
I think u have to know both sides - attacking and defending - to get realy stronger. Maybe you will specialize in one way, but the other exists.
I post my current suggestions about a promotion system in the "Promotion" Thread.
Ok, enough introduction. Let's get to the real part.
Early Game: Peace?
I give thought to this "problem".
The main problem is, that a city can only build military units. Therefore we need other options for the city.
The ways i see:
- Increase the time for construction buildings.
- More available buildings.
- Get a non-productive option, like "research" much more earlier.
Increased production time for buildings
If we increase the building time we got a way for a peaceful TR. But now the war-based way got trouble. If the barracks, granary, libary, ... takes 200-300% more time, you just cant train any military units without getting backward with your cities.
The advantage of the war must be worth to risk this. But in the current TR Version u just cant control over around 8-10 cities without proper technologies.
The way to get money with burning cities isnt working. Mostly u will get around 100-200 gold pieces. If u need 20 units to get the city down (4 defensive units with wall) only the upkeep from this units will consume this money in 5-10 turns. You need more time to get the army to the enemy town ...
To finance an army with pillage cities, u need more money. And it is realism, that an army just consume every city on it's way because supply reason. I think this pillage city should give you around 100 + 50 * city-size gold pieces (additional to the normal amount of gold).
But increasing this amount of gold will only get u money for research (or for your army and let your money from towns for research), it will not build up your cities. I think in the long run you will be backward.
Therefore to simply increase the production time will crumble the whole gameplay and getting the game even more one-sided. Now i see only the way to get around 7 cities near the capital - maybe rush one civic - and then start to defend and buil up your economic.
In the current version of TR this doesnt work. There are times you dont manage to overrun your enemy and there are times you did, but even after you have the cap of 8 cities you have to build military.
Conclusion: Increased production time will most probably only destroy the game-feeling.
More available buildings
If i talk about more available buildings i dont talk about 100 new buildings. This would be cool, but i have only two legs, can only do little steps and i know that this cant be done in a proper amount of time.
I just talk about some buildings with high construction times. The time should be relative to the effect high. It should be possible to build up your civi without these buildings, but it shouldn't be just waste of time build them.
Naturally i have some buildings in my mind:
- Hunters Network
(Construction time like oracle - available with hunting)
Provide +1 food on every forrest title. In early times of mankind the forrest was an important food ressource and not only important for production. Maybe civilization starts a little bit after that time ... but hey, we can also get the wheel before agricultur. (Agricultur starts some thousends year earlier)
Hunters Network will work until irrigation.
- Archery Ground
(Construction time double Barracks - available with tech Archery, require Barracks)
Provide +3 exp for archer. The idea is the same as stables: Getting a bonus for specilization of cities.
- Training Ground
(Construction time double barracks - require barracks)
Same as archery, but for melee units.
With a modified promotion system the archery, training ground - and later "military training area" - this can be some kind of realism military specialisation of cities. See Promotion Thread for more details.
- City Center
(Construction time like oracle - available with Pottery)
+1 Happy Face. Might be too strong.
Even in the beginning there were some kind of music and culture. Build a city center to let everyone of your citizen share this.
Because these buildings are not as important as normal buildings are, an offensive player can live without them. He can attack other civics. If one of these try to get all buildings very soon, this civic will certainly have a bad defence...
Conclusion: Some work to do, but a nice way for more peaceful nations.
Non-productive city mode
The most simple mode will be just "doing nothing". But then i can build units and kill them afterward ... i got nothing.
Giving the research or money mode earlier in game will take away parts of the techtree. I don't like this either.
My idea is to add a little bit worser research and money mode for the cities. I think about instead of 50% of production for research or money only 25%. In this periode of development it will be around 1 to 4 gold pieces / research points. In my opinion this is an alternative option to build military, but it isn't too strong. Maybe the Mysticism can be the requirement for this two modes. You can call the money version "Ware Offering" - i hope the native speaker will find a better word

Also thinkable to but the money mode in Mining.
And - of course - one of these Modes would be enough... i suggest to chose the one, who fits better in historical background.
Conclusion: An easy solution to get a peaceful way in TR. But it might be a little bit boring for the player.
Conclusion / Suggestions:
- Getting a pillage from burning a city down. I tought about 100 + 50 * size.
- Add a small version of "production-to-research" and/or "production-to-money" in early game. 25% of production will do it. Available with Mysticism or Mining.
- Stable-Like-Buildings for the other units.
hope anyone will read it
