I do not like repeating micromanagement when there are more than 20 cities, so I expect more from next version. I want fun, not real. My ideas are not complete.
1.Financial management. later era, more to control.
A. Taxation: different taxes and taxes rate. It can due to wars.
1)rent/property tax:after court
2)income tax: after banking
3)consumption tax: after market
4)import/export tax: after map
5)Tobin tax: after UN and via UN, not a nation income, but for UN only
6)blood tax: when there is a war
B. license and regs ration fee. In free market setting, player cannot spending on improvements or receive consumption tax, import/export tax, and income tax is less than 10%, the major government income is license fees. One improvement, one license.
C. Budgeting in city improvements and unit building.
1)health: water system, hospital, recycle center, park, aged care center,
2)education: Library, university, lab
3)production: factory, all kinds of power station
4)religion: all kinds of temples and churches
5)order: court, police station, jail, fire station, barrack
6)business: market, bank, airport, harbor, light tower, radio station, stock exchange
7)entertainment: arena, opera, museum, stadium, movie center
I appreciate that some improvements must base on others and some mustn't.
Unless in the free market, player can manage the budget directly. Then the building speeds depend on city productivity and budgeting. Player can build all improvements at the same time except the wonders.
D. Financial pressure and crisis.
Inflation: after currency, unemployment rate is high(yeah, high), crime rate is high
deflation: in gold standard, production slow down
economic bubbles: after currency, huge loss, unexpected, unavoidable
1) interest rate management: after center bank system
2) reserve rate management: after banking
3) exchange rate management: after currency
4) fund movement control: in central planning
E. units building.
1) no more workers, but national project spending
2) military unit numbers depend on budget arrangements
3) upgrade is prior than number, which is always spending the funding
4) player can build all units at the same time
5) each turn, any movement cost 1% of production cost(the cost of upgraded one), which represent the operating cost in warfare
6) each turn, any engagement in battles cost 5% of total production cost
7) each turn, in just occupied cities, involved units cost 2% of total production cost.
8) without funding, units stop, except in communism
except in free market, religion and corporation units can be “budgeting”
10) in free market, player can hire NGO warriors
11) missiles and nukes should allow to carry and lunch in some warships.
F. player can lent or borrow, except in muslin religion, interest is an issue. In muslin state, income is shared. Player can lent or borrow to his people(bankers), other nations' governors, other nations' people, or from UN. If the debt is too high, liquidation is the result----some land may be taken. I just point a way to “financial victory”.
2. .Civilization progress and match between systems
Economy system should represent the degree of government financial management: can sacrifice labor to speed up, budgeting, or free market.
Legal system should represent the degree of the corruption, non violent competition, and stability of politics. The government income is the index. And, to be coherent, some legal systems should against some political, economic, or religion systems.
The political system should restrain the decision making of player such as declare or end the war, lunch the national project (e.g. build roads between cities, wonders), and budget arrangement. In different system, the power of consultants should be different. The power means how much player must follow the advices or the Bill.
In free religion, the on matter what other systems are, the religion unit should not controllable.
3. Military management
A. Military base replace cities to build and store units except navy.
B. The building speed depends on national average productivity rather than cites'.
C. Units are teaming up. For example: army group, army, corp, division, brigade, regiment, battalion, company, platoon, section. The strength of a unit represents the number of battalions. One unit is at least one regiment, for cavalry, one unit is at least one battalion. At most 5 same units form one brigade. In division level, different units can team up, at most 5 brigades. I believe it solve the micromanagement problem in battles. The basic battle unit should be division. I love the army concept in Civ III.
D. Since units stay in the bases, we need a boundary defense improvement such as Maginot Line or Siegfried Line, which is so powerful that the air force and armies of foes cannot invade easy. The only way to break it is nuke, mass missiles, or mass fire preparation for a long time---like the city defense.
E. The disconnection in supply will kill soldier slowly. When all roads are broken or taken, the sea is controlled by foes, the supply is cut.
F. When the unit is controlling the occupied city, it is losing soldiers until the city is fully controlled.
G. Allow allies use transportation units.
H. Introduce long distance air transporter. One transporter unit can carry one brigade or 5 units. Paratrooper or special force should be useful in small mission such withdraw business people, travelers, and VIPs in dangerous places, where has war or other diseases.
I. Chemical, biological, and medium weapons should be available. Before modern age, it will not affect political reputation. They are less effect to tanks, ships and air planes but damage the food production.
J. The surrendered units----which may due to cut of supply, delay of wage payment, or loss >1/2 in defending. The unit can be any level. Keeping them cost money, but can get your wounded and trap soldiers back. It is not apply to barbarian. It is affect player's political reputation.
4. UN
More power and function should it has. It should be more active, handle more international events.
A. help the poor. During and after the war or disaster (earthquake, plague, super volcano, tsunami, etc.)
B. against evil. Fight to poverty, unhealthy lifestyle, unfair, drugs, AIDS, financial crimes. Etc.
C. punish “evil” nations.
D. Hold International events: Olympic, for example.
5. more disaster (earthquake, plague, super volcano, tsunami, etc.)
6.Business/Financial/Commercial power
A. Giant Corporation as small wonders. However, capital does not belong to any nation, it can go to another nation! Just like the king replace the capital, it can replace its company location.
B. business people want peace, but some want war to make profit. They affect players' decision if player borrow lots from them. They also hold big exhibitions and events to make nations rich. Corporation units like religion units, can control other nations' economy indirectly.
7. some famous people should make peace and maintain friendship with other nations faster.
8.Land trading must be acceptable. None strategic resource should under control in free market.