While reading "A Big Vision for Civ 4" (specifically, the PDF), I thought about something... The document says "If one choice is always the best, then the choice doesn't really exist". Where does this apply? With forges. And factories. Two changes can be made: Either the forge/factories be altered until they aren't as attractive (massive health penalty, anyone?) or the choice removed altogether.
Which made me think about how buildings work. The beginning of most turns tends to revolve around the boring process of selecting which buildings cities will build, usually either in a pre-determined manner or in some cases context specific, which is still a pre-determined manner based a small number of contexts. So, how about removing buildings altogether? Instead, a city produces generic infrastructure according to several possible paths which increase the respective modifier.
Science, with every X amount also providing a scientist slot.
Gold, with every X amount also providing a merchant slot.
Culture, with every X amount also providing an artist slot and increase happiness.
Industry, with every X amount also providing an engineer slot.
Military, with every X amount resulting in an additional experience point for military units built. This one might decay...
Infrastructure, reducing the upkeep of this city, increasing health, increasing happiness. This one probably will decay.
Priest slots can be granted by a combination of culture and commerce, culture and industry, or all three.
Buildings, which are quantative and limited, are instead replaced by abstractions to represent them. Technologies, instead of revealing buildings, would increate the rate at which the different kinds of infrastructures are built.
This model does not need to replace wonders, either: Wonders can still be built, ect.
Which made me think about how buildings work. The beginning of most turns tends to revolve around the boring process of selecting which buildings cities will build, usually either in a pre-determined manner or in some cases context specific, which is still a pre-determined manner based a small number of contexts. So, how about removing buildings altogether? Instead, a city produces generic infrastructure according to several possible paths which increase the respective modifier.
Science, with every X amount also providing a scientist slot.
Gold, with every X amount also providing a merchant slot.
Culture, with every X amount also providing an artist slot and increase happiness.
Industry, with every X amount also providing an engineer slot.
Military, with every X amount resulting in an additional experience point for military units built. This one might decay...
Infrastructure, reducing the upkeep of this city, increasing health, increasing happiness. This one probably will decay.
Priest slots can be granted by a combination of culture and commerce, culture and industry, or all three.
Buildings, which are quantative and limited, are instead replaced by abstractions to represent them. Technologies, instead of revealing buildings, would increate the rate at which the different kinds of infrastructures are built.
This model does not need to replace wonders, either: Wonders can still be built, ect.