Sorry to be coming so late to the party - but i've had an idea i've been wanting to share for ages:
Goodie huts are cool.
Cottages -> Towns are cool.
1) Would it be possible to have cottages spawn automatically?
Eg. Each turn, each tile would have a 0-12% chance that a cottage would appear on it based on the following modifiers:
-adjacent to a river / on a road (+1%)
-adjacent to a water tile (+1%)
-containing or adjacent to a forest/jungle tile (+1%)
-containing a bonus resource tile (+1%)
-at the crossroads of rivers/roads (+1-2%)
-on the same river or road as another cottage, town, city or goodie hut (+1%)
-distance from another village, town, city or goodie hut (5-X%), where X is the distance in tiles (Thus, even the most likely tile becomes 0% at a distance of X>=12, tho' this would be unlikely if the standard spread of goodie huts were to occur at the start of the game)
-containing desert/tundra (-10%)
-containing peak/water (reset to 0%)
(I'm not wedded to these particular modifiers if anyone has better ideas here)
2) Would it be possible for
towns in the wilderness (/fog of war) to have a 5% chance per turn of becoming goodie huts?
To prevent towns from becoming too numerous, barbarians & wild animals would be more frequent and automatically pilliage any cottage->town they come across.
Barbarians might also be allowed to trigger goodie huts? say: 1%/turn chance of triggering more barbarians AND 1% chance/turn of triggering new city.
imho this would remove the need for civilizations such as the Mongols, Zulus, Vikings etc. since they are effectively barbarian states.
Also, I don't mind the idea of workers not being able to create cottages (but maybe settlers being able to), but if that's the case - roads should probably add to commerce as in the original civs.
Also it would be great if certain tile improvements could be built on top of each other without removing the other; specifically:
watermills on cottages->towns
watermills on windmills/workshops & vice versa
watermills on irrigation & vice versa
watermills on forests & vice versa
windmills on irrigation & vice versa
windmills on mines & vice versa
radar towers on forests & vice versa
radar towers on mines & vice versa
radar towers on forts & vice versa
Lastly, what about a 25-50% chance of units ending their turn in the desert being lost/dying of thirst?
(unless they ride on camels or a modern vehicle, that is)
(V.Sorry for any misunderstandings i may have or if anyone's already posted these ideas, i feel like i've been trawling this thread for hours..
)
Also, please allow me to pay brief tribute to Jdog, Lemmy, Paul Murphy and the many other modders and idea-people who have made an already awesome game even better.