Well, in the spirit of having a better introduction (hello everyone, as you can see from my regdate, I've been lurking for a while now), I do have to say that Absent_Traveler does have some good points.
A more robust economic system would be interesting, although personally I got a lot of that out of my system with
Colonization. As that was a much smaller-scale game, having a more in-depth economic system was tons of fun. In CIV it might be just another layer of complexity (hard to model, to an extent too, without a much more complicated trade system). Would actually, it seems to me, be worthy of a whole other game... perhaps something along the lines of a combination of CIV,
Europa Universalis II,
Colonization...some other things too...
Heck, add in some level of city-state to nation development and a resource system that's based on
amount rather than simple
existence, and you're approaching my favorite game of all time.
Some nit-picks, intended as friendly pointers and not harsh criticisms:
Animals- Horse, cow, chiken*, pig, elephant*, panther, lion, rabbit*, Beaver*, sheep, deer,.....whale, fish, crab, squid*, clam, shark*.
As was mentioned, there is, technically, elephant as you've desired already in the game. What's missing is alternate sources of ivory (walrus tusks? I can't think of a major source off the top of my head other than elephant). Alot of the small-game animals are already abstracted or are in the game, including Beaver specifically, and I myself would love to see more sea-based resources (and have. Check out the mods section. Lots of new resources already there)
Solid resources- lumber*, stone, clay*,(all serve as general production and construction materials.
Marble, copper, iron, tin*, lead*, aluminim, zinc* Phospherus*, jade*, ivory, gems, silver, gold, coal.
I would
love to see lumber somehow incorporated as a tradable resource, but in truth, I think it would require the amount set-up I mentioned above. There are forests all over the world, after all, and the only reason France (festooned with forests) bought Baltic lumber is because it was actually easier to get the wood from across a couple of seas than to deal with shippping it up some rivers.
Lead, while somewhat common-place, is also a big thing. Perhaps
that should be the resource added for musketmen and riflemen and the like, rather than the sulpher/saltpeter/phospherous combinations the mod makers have been considering.
Fertile resources- cotton*, hemp*, incense, cocoa*, tobacco*, silk, spices, herbs*, wine, grapes*, banana, dye, sugar, wheat, corn, rice, oat*, barly*.
Separating grapes and wine seems superfluous
without the raw-to-finished product system you mention later. After all, one would not find
wine growing out of the ground.
And honestly, I've always been a bit perturbed by the staticness of most of the fertile resources in the game. But then, I'm a Californian, and very aware of where our wine and olive oil originated.
And, as with other things, there are a lot of mods down below that have added most of these resources, as well as some others. The European Empires mod is a neat take on the ideas, in particular.
Liquid resources- fresh water, oil, plutonium*, uranium, petroleum*.
As others have mentioned, you've got it a little backwards there. Petroleum is in the game, called oil. Non-petroleum oils are
not in the game, but could be. Olives come to mind especially.
And the Realism Mod is working right now on a Plutonium addition. I even added a set-up in one of my own personal messing-around-attempts. Not naturally occuring, of course, and not precisely all that useful without different Nuke units in the mix as well.
And, as a final nit-pick, it seems a little odd to classify uranium(most usually found in a clay mixture, and processed a metal) and plutonium(also a metal) as "liquid" resources. Unless one is speaking economically, of course, in which case platinum could be used as well.
