A few thoughts on a another playthrough (I actually finished!).
Notes:
Japan Diplomatic Victory on turn 723ish circa 2030's
Prince Difficulty
Continents, Standard Size, Random Resources, Epic Progression
I played a culture whore. I had a small pennisula which was insulated from the rest of the world and this let me try to make a little industrial/economic powerhouse.
I only ever made 3 cities.
Thoughts:
1. I like my factory adjustments. While not quite rushing to steam power (factories), I did manage to get them about in sync with history, if not a bit late. (On epic everything seems to happen MUCH later than in history). The 100% (up from 50%) production boost and 3 engineers is NOT as powerful as one might imagine. In the epic progression, costs are SO high that the difference between a factory and no factory is really just a few turns. I noticed something akin to 25% fewer turns to produce a building or unit.
2. I like my wealth adjustment. With the factory at 100% boost and 3 engineers, it becomes possible to milk wealth a bit more once you've a productive city. Granted this means your production city isnt producing anything else, but that is the downside.
3. Strategic resources come in two flavors. A) "I dont have any" or B) "I cant spend what i have" I'm pretty sure that my seed gave me "fewer" resources than normal, as everyone seemed starved for resources. But once you had city-state contacts, resources were plentiful and useless. (I noticed that if i try this strategy i keep as small an army as possible.)
4. With everything "scaled" there is nothing really different from the standard progression to epic, other than odd research timing and unit movement (with more turns units move equivocally faster). However, there are not really "more units" or "more buildings" the long build times are a pain.
So, I've come to a bit of a conclusion. Units, but not buildings, need to be cheaper. In a way, this would have multiple consequences. It would mean that when investing on infrastructure, it would be longer and laborious. When one is gearing for war or defense, requisition should be quick, but expensive (in money, not production). I think there might be a way to balance this, and with the oddity of resource management, we have a simple solution at hand.
The Idea:
In the ancient era, it was difficult to outfit a group of archers with bows, or a cadre of soldiers with spears and shields. At that time, that was difficult, and took production
hammers
. Later in history, it becomes easier to produce minor craftwork, and small arms become more complicated. The game represents this by increasing the amount of
required to build units. The argument is that the more sophisticated the weaponry/armor, the more production it requires. While true, it also denies the other natural progressions which exist in tandum with the evolution of the sophistication of the weapons. In essence, the game denies us the idea that things become easier over time.
Fielding a group of soldiers with muskets should be easier than fielding a group of ancient soldiers with spears. Why? Because small arms are common place in the renaissance. And there are beurocracies, arms makers, and the like suited to the task, there is, in effect, a full support structure in place. The game argues that this is represented by improvements and buildings. However, it belies the fact that armies got BIGGER over the ages, not just deadlier.
The strenght of a unit could be said to represent both the type of arms and armorment of the men in it, AND the size of the unit. However, given that CIV is prone to absolutes, the "numerical size" of any miltiary unit is not obvious. What IS obvious is the difference between having two swordsmen units and one. That numerical difference is key.
In the theory that being able to field larger militaries woudl suit a game with this kind of progression, the increase cost in
then is completely arbitrary, and meant only to stymie that which would be ideal. Also - since production times are so long, controling valueable resources becomes moot. If one never reaches their max capasity for iron-requiring units, the value of iron becomes binary. You either have it, or do not. You can either make swordsmen, or not. With production times as long as they are, if you can get even a couple, you'll be fine.
And the Rub:
What if
costs for military units were greatly reduced, but the strategic resources needed increased?
I think it would be easy to divide units by era and obvious influence.
Ancient, Classical, Medieval, Rennissance, Industrial, Modern, Future
Units in each era would require more strategic resources that previous era's developed, but NOT be more expensive than their previous counterparts.
So, upgrades of units (units which obsolete others) would cost the same amount of
to make as their lesser brethren, but would require more strategic resources per unit. This would mean that one could produce units more quickly (with the advances in production), but one would run into monetary and resource limits more quickly.
For example, a simple progression:
Warrior - W Cost (Ancient)
Swordsman - X cost + iron (Classical)
Longswordsman - X Cost + 2 iron (medieval)
Musketman - Y cost + 2 Iron (rennisance)
Rifleman - Y cost + 3 iron (industrial)
Infantry - Y cost + 3 iron (still industrial, just an upgrade)
Mechinized Infantry - Z cost + 3 iron
Paratrooper - Z cost +2 Iron +1 Aluminum
This is an example, and only to show something we might do. The army sizes might be limited by resources INSTEAD of by production speeds. This would give production-heavy specialized cities more to shine on, instead of being able to "pump units out at all" they would do it quickly - and it would mean any town could contribute to the war effort, some would just be better at it than others. It would also make trade for strategic resources MUCH more important.
Actual unit costs might not look at all like my progression, but I would advocate heavily for a reduction in the
and and increase in strategic resource requirements. This also would make fascism very useful, as well as patronage's line.