You can have up to 1000 turns in a game to play towards a victory, after that infinite but there are a few things you don't get (background music or something? Also, cash from princesses)
That works for me. I thought the game would completely stop after 1000 turns.
I've been playing with some ideas discussed by Civinator and I think a couple others for having invisible cities and city units with the resource being the name and such... which also gave me some ideas to, for example, some Wonders can only be built in the city where they were built in real life. So for example to build the Colossus, you would need to own Rhodes.
This takes out the 'wonder racing' aspect of the game but I think its worth a trade-off as it will make some cities in particular very valuable and can cause wars and stuff like that. There are still wonders that can be built anywhere - although those have other requirements. The Senate wonder (unique for Republican governments) requires the Palace and so can only be built in your capital, for example.
Sea trade is mostly disabled, but there will be some sea trade routes for balancing purposes. The capital city, for example, will always have overseas trade, and some wonders you can build (both great wonders and wonders you get with a certain government type) can create overseas trading areas. I hope this will have the effect of reducing turn times while also allowing for resource trades, which is extremely important in this mod for balancing purposes, among other things.
In real life, military might is complicated. It was more than technology and tactics, it was also discipline, morale, and leadership. To add another dynamic to military power on land as well as to model the military decline of some countries (such as Spain or Poland) there will be a new type of Barracks in every era, or every other sub-era, where it suits. The tech giving the new barracks will make the old type obsolescent. In a way, this will operate like in Civilization 2 where you had to build new barracks everywhere all the time.
Being Veteran and Elite units is going to be a BIG deal. Veterans will be at least twice as durable as Regulars, and this'll make reforming your army necessary if you wanna keep up. There will be some wonders available to certain countries that do this reforms instantly for you (basically just putting the new barracks type in all your cities). For example, after Gunpowder a new Barracks type will come out, and Spain will be able to build the Spanish Square wonder, which will reform their armies to the most modern type. However in the Napoleonic era, Spain won't get any 'instant-reform' wonder which will make them fall rapidly behind, modelling how little organized resistance they mounted against Napoleon's invasion. Of course, the player can manually build all the new Napoleonic barracks stuff, but yeah.
Russia will get Suvorov Reforms, Scandinavia Gustavian Reforms, France Napoleonic Warfare, Rome will get Marian Reforms, etc. Which will be done using the unique techs of the country and the invisible city resources.
Of course, being a doctrine behind in military advancement is going to be crippling, although in the end barracks do the same thing, more modern units get increased hitpoints. Generally throughout military history there is a trend that training and discipline improves as weapon technology does. A modern soldier is much more heavily trained than a WW1 soldier, for example.
Speaking of Unique techs, each country will have one now, which will give a unique building. These unique buildings and techs will serve to better model the civilization's traits.
Spain, to use them as an example again, will get the tech 'Flota de Oro' which allows them to build Treasure Fleet Routes in the cities which have colonial wonders, the idea being that Spain would get more money from colonies.
The Austrians get Fugger Banks, which are Banks that also increase production by 25%.
The Romans get Pax Romana and Roman Courthouses, which in combination with the Senate's bonus, will reduce war weariness and corruption significantly. The idea is to model the Romans' still very militant society despite being a Republic (at least, for a little while). It's a bit ironic and maybe misleading that the tech called 'Roman Peace' in Latin makes the Romans even better at killing things efficiently, but it works.
The Polish will get to use the Folwark System, giving them better Forges which increase production by 50%.
The British get the 'Commonwealth' tech, which in the Modern Era allows them to commission fairly cheap, and only slightly worse, units from countries in the Commonwealth like Australia, New Zealand, Canada, India, etc.
Carthage will be able to build Naval Bases right from the beginning of the game. If I haven't mentioned these before, Naval Bases normally become available around the 1600s for other civs. The Naval Base pretty much is the ultimate harbor or drydock, not only making ships into Veterans but allowing overseas trade and can act as a coastal fortress. You also need the Naval base to construct heavier ship types, which works for the Carthaginians because of their unique ancient ship types.
I'm still working on this unique tech idea, I'm sure its been done before and I doubt I'm being really original with it, but I think at least my usage of it is rather creative, combining it with a unique building and the invisible city resource stuff.
Another problem I have to deal with is that in vanilla Conquests, population grows significantly faster than in my mod. I dislike this because in the Ancient World, there were large cities - Carthage for example had around 750,000 inhabitants during the time of the First Punic War, which is actually larger than my home city of Vegas. This would be about a level 12 city in Civ3's scale, but I've yet to see a city grow to that size, although it happens all the time in Vanilla.
Not sure why this happens. Most countries start in fairly good positions for food but even the Egyptians with their Nile River struggle to get more than 8. I'd hate to make grasslands or plains give more food or something as that seems like a really cheap way to go about fixing it, does anyone have any ideas?