El Caballerion
King
GERMS
Somethings been irking me about CIV in general... none of the CIV games have ever really discussed the use of germ warfare. Jared Diamond argues that one of the biggest reasons Europeans were able to dominate the New World was that the Natives did not have immunity to European diseases, and this is due to the fact that they never lived closely with farm animals (which is where humanity first contracted most of our contagious diseases). Why doesn't CIV implement this sort of idea in the game? Perhaps those CIVs that have access to different cattle build up some sort of immunity to epidemics (read below)?
Or...
Maybe there are random epidemics that wipe out large portions of the population. This is a bad thing, yes, as you will immediately lose city size. However, it would give your entire civilization immunity from that disease, and also make your units carriers of that disease. Perhaps your units will have a 15% chance of spreading that disease to other continents that have never experienced it before and the same thing will happen to them?
CROP CITIES
Also.... I'm kinda confused as to why CIV has never had the ability to grow different kinds of crop fields at will in the game? It makes sense for there to be random sources of cows, wheat, etc. in the beginning of the game, and for mankind to build a city next to them to harness that crop. However, by the Classical age, man already knew how to harness these grains/animals, and they could spread agriculture anywhere climate allowed.
So what I'm suggesting is why can't the game allow you to focus more on using these wherever you want, completely granting cities next to fertile land the ability to grow as much food as possible for the entire nation?
For example, CITY A lies on very fertile grassland. After discovering a wild source of wheat, workers could build unlimited plots of wheat (for a price) around CITY A. Soon, CITY A is completely surrounded by wheat fields, providing a massive boost to that city's growth, as well as the entire population? This would allow some cities to continue growing without ever needing to build a farm, as cities will now share food amongst themselves. It also frees up CITY B (which is surrounded by hills & mines) to become a massive producer. CITY A focuses on building economic & food producing buildings, while CITY B will provide units and wonders for the nation. It's how our world works today (think of New York City's relationship with the Midwestern states). Plus, it makes the role of the capital city much more diverse (imagine a game where the capital city is a very weak producer, but provides tons of crops for the entire nation, making all of the other cities great at making units & other structures).
Too bad I'm a filmmaker/composer with no modding skills... who wants to implement these ideas for me!?
Somethings been irking me about CIV in general... none of the CIV games have ever really discussed the use of germ warfare. Jared Diamond argues that one of the biggest reasons Europeans were able to dominate the New World was that the Natives did not have immunity to European diseases, and this is due to the fact that they never lived closely with farm animals (which is where humanity first contracted most of our contagious diseases). Why doesn't CIV implement this sort of idea in the game? Perhaps those CIVs that have access to different cattle build up some sort of immunity to epidemics (read below)?
Or...
Maybe there are random epidemics that wipe out large portions of the population. This is a bad thing, yes, as you will immediately lose city size. However, it would give your entire civilization immunity from that disease, and also make your units carriers of that disease. Perhaps your units will have a 15% chance of spreading that disease to other continents that have never experienced it before and the same thing will happen to them?
CROP CITIES
Also.... I'm kinda confused as to why CIV has never had the ability to grow different kinds of crop fields at will in the game? It makes sense for there to be random sources of cows, wheat, etc. in the beginning of the game, and for mankind to build a city next to them to harness that crop. However, by the Classical age, man already knew how to harness these grains/animals, and they could spread agriculture anywhere climate allowed.
So what I'm suggesting is why can't the game allow you to focus more on using these wherever you want, completely granting cities next to fertile land the ability to grow as much food as possible for the entire nation?
For example, CITY A lies on very fertile grassland. After discovering a wild source of wheat, workers could build unlimited plots of wheat (for a price) around CITY A. Soon, CITY A is completely surrounded by wheat fields, providing a massive boost to that city's growth, as well as the entire population? This would allow some cities to continue growing without ever needing to build a farm, as cities will now share food amongst themselves. It also frees up CITY B (which is surrounded by hills & mines) to become a massive producer. CITY A focuses on building economic & food producing buildings, while CITY B will provide units and wonders for the nation. It's how our world works today (think of New York City's relationship with the Midwestern states). Plus, it makes the role of the capital city much more diverse (imagine a game where the capital city is a very weak producer, but provides tons of crops for the entire nation, making all of the other cities great at making units & other structures).
Too bad I'm a filmmaker/composer with no modding skills... who wants to implement these ideas for me!?
