mitsho
Deity
Ah, I just returned from a week-long holiday in Turkey and I had some small/minor ideas there which I'd like to write down quickly. (Please answer both ideas and not just the latter.
)
These were my two cents.
mitsho

- 7 Wonders of the World
I spent half a day in Ephesos and visited one (ancient) Wonder, The Artemision. I was surprised that only two (rebuilt) columns were "still" standing and had this idea:
In the Real World, there existed 7 wonders (and btw, 7 new modern wonders are elected atm in the Internet), why don't we have that in Civ(4)? Here's my model. At a specific date or (nonspecific) point in the game (to be determined), there is a vote similar to the UN-Leader Vote: You can vote for your 7 favourite wonders of the world, as every other civ does. If there is a draw, the civ with the most culture gets the decisive vote. The elected wonder then get a bonus (either culture or Pilgrimage/Tourism effect (= Gold).
This model is based on Civ3. I am aware that civ4 will be different, but I thought the idea would be more clear if shown this way. But the basic idea stays the same if included into civ.
(This article later changed due to the fact, that Colonel didn't understand and I myself thought I could make it more clear)
- Ships and Discovery
I've heard/read a lot that the naval part of the game should be stronger. Here's a very little step to that aim.
In the first turns of a game of civ3 there is sometimes the decision to be taken wether to build a curragh or a warrior. I myself am in favour of the curragh but If I build one, I hate it when I see several goody huts but can't pop a single one (because I'm on a ship). So why not give most of the ships (to be determined) the "explore"-ability. You can for all your moving points move your crew onto a land tile. The crew-unit is a unit with no hitpoints, no attack and no defense. The next turn, the crew automatically is returned onto the ship which can sail again.
This proposal btw. has some historic background. Ships on a exploring mission had to land onto the Isles and Coasts to get fresh water etc. and they also wanted to see where they landed. But they couldn't explore much of the inside, they had to stay at the coast. Later Explorers/Conquistadors had to do this job.
- Barbarians (Spoiler, because it's not minor at all)
Here's my view on Barbarians. I thought I add it into that thread because I don't consider my view to be that important.
Spoiler :Three types of Barbarians: Barbarians, Nomads/Hordes, City States.
- Barbarian still exist the way they did already
- City States: Like normal civs but without the ability to build settlers or get them any other way. Big malusses when attacking another city (=They shall stay city states, but it isn't totally impossible to grow into an empire). They start a little later than the normal civs. That way, they are a small competing civ that does not put any real obstacle. (There could be some sort of science or commerce bonus if they are too slow they way described above). Examples: Troy, Teotihuacan, Venice, ...
- Nomads/Hordes: They represent the various tribes rooming around and are thus aggressive trouble makers. They have one city which moves around one tile per turn, cannot build buildings and do not improve the terrain. They have some special units and need slightly more shields to produce units (so that they do not get to strong). If they stay on a resource for one turn, they obtain it for x turns. They start later on into the game as the city states. If they conquer a city, they evolve into a regular civ. They cannot take part in any sort of Diplomacy.
Examples: Akkadians (not sure), Seljuk-Turks, Berbers ...
Note: The famous such-civilizations like the Mongols and the Turks/Ottomans stay normal civs.
These were my two cents.

mitsho