I like most of the gov't model, but things need to moved around a bit. I think feudelism should be in the middle of the ancient tree, monarchy like the last 1 or 2 techs available in the ancient era and republic shouldn't be allowed until early in the middle ages, mainly because the revenue improvement is really to high for that era and doesn't get any better the rest of the game(your republic has the same effieciency in the ancient era as the modern era, hmmm). This leads me to another point, in Master of Orion 2, you had 2 tiers of each type of gov't. The 2nd tier of each type offered some bonuses to the strengths of that type of gov't. This would make you gov't switching a bigger decision, because the 2nd tier bonuses don't start for 10 turns(some model like this).
I know Sid' probably doesn't want an entire revamp, but more than one tech tree has always seemed like a better idea. Most of the contruction/war games have more than one tech tree. Domestic, military, gov't, these could be broke down even more.
Under like Ancient era, domestic tech tree could have sections for agriculture and construction, more effiencient irrigation, don't make each square produce more food, that is gov't/economy based, but if you have 6 irragated squares that are being used, you get lets day 3 extra city food production for irrigation efficiency tech. The extra bonus could be further enhanced by gov't type, like Democracy or the 2nd tier Democracy would add 50% and 100% bonus to this. Of course you wouldn't have 2nd tier democracy in the ancient era, but you would have techs along the way that add to these totals.
This kind of design could allow for larger cities in smaller spaces. Of course this could be applied to ocean production, bonuses to food for a fish cannery(Built in coastel cities only).
A future tech tree with some future fighting robots, aka giant Mech wars should be put in, and a future Tech to completely eliminate pollution(the most annoying part of the game, except for nuclear weapons((Bring back 100% SDI, duh)), of course).
I know if you start stacking all these kind of bonuses on top of each other, you could build some really large cities and have tremendous production (isn't this the whole point of the game, except of course to wipe out, you best friend's civ or that mongol dude, is he weird looking or what, hehe).
I don't like the slaves thing either, making worker units from captured cities is not really accurate, in the ancient era yeah, but the unit should build 1 improvement and then die. No workers from captured cities after ancient era.
I know Sid' probably doesn't want an entire revamp, but more than one tech tree has always seemed like a better idea. Most of the contruction/war games have more than one tech tree. Domestic, military, gov't, these could be broke down even more.
Under like Ancient era, domestic tech tree could have sections for agriculture and construction, more effiencient irrigation, don't make each square produce more food, that is gov't/economy based, but if you have 6 irragated squares that are being used, you get lets day 3 extra city food production for irrigation efficiency tech. The extra bonus could be further enhanced by gov't type, like Democracy or the 2nd tier Democracy would add 50% and 100% bonus to this. Of course you wouldn't have 2nd tier democracy in the ancient era, but you would have techs along the way that add to these totals.
This kind of design could allow for larger cities in smaller spaces. Of course this could be applied to ocean production, bonuses to food for a fish cannery(Built in coastel cities only).
A future tech tree with some future fighting robots, aka giant Mech wars should be put in, and a future Tech to completely eliminate pollution(the most annoying part of the game, except for nuclear weapons((Bring back 100% SDI, duh)), of course).
I know if you start stacking all these kind of bonuses on top of each other, you could build some really large cities and have tremendous production (isn't this the whole point of the game, except of course to wipe out, you best friend's civ or that mongol dude, is he weird looking or what, hehe).
I don't like the slaves thing either, making worker units from captured cities is not really accurate, in the ancient era yeah, but the unit should build 1 improvement and then die. No workers from captured cities after ancient era.