mc4156
Chieftain
This may have been addressed before, but my biggest complaint with CIV3 is the insane land grab whereby the entire habitable surface of the world is covered in cities by the middle ages or sooner. IMHO this is one of the most unrealistic aspects of the game
My recommendation is that:
1) Settler units should cost more. Founding new cities should be a larger investment that requires players to select the very best locations for cities in lieu of churnning out settler units to cover every bit of ground before the AI.
2) There should be a limit on the number of cities that can be effectively controlled. This number should gradually rise with the discovery of new technologies that allow for better administration and control, new forms of government, or small wonders like the Forbidden Palace.
3) If a civilization builds or captures cities above its limit, the new cities should have a substantial risk of revolt based on a number of factors including size, distance from capital, number of military police in the city, etc. Cities that revolt can operate similar to barbarian captured cities in previous versions of CIV (e.g. limited mostly to military production) or they can revert the previous civilization.
This system would allow for much more realistic game play. CIVs would compete over the best city locations and prime locations may change hands several times. Early warmonger players would have more options: Enemy cities could be destroyed or sacked for gold (including tribute per turn), technology or slaves but rarely assimilated unless they were near to the capital or had high strategic value. Players who prefer to build could focus on defending their cities and building cultural improvements.
My recommendation is that:
1) Settler units should cost more. Founding new cities should be a larger investment that requires players to select the very best locations for cities in lieu of churnning out settler units to cover every bit of ground before the AI.
2) There should be a limit on the number of cities that can be effectively controlled. This number should gradually rise with the discovery of new technologies that allow for better administration and control, new forms of government, or small wonders like the Forbidden Palace.
3) If a civilization builds or captures cities above its limit, the new cities should have a substantial risk of revolt based on a number of factors including size, distance from capital, number of military police in the city, etc. Cities that revolt can operate similar to barbarian captured cities in previous versions of CIV (e.g. limited mostly to military production) or they can revert the previous civilization.
This system would allow for much more realistic game play. CIVs would compete over the best city locations and prime locations may change hands several times. Early warmonger players would have more options: Enemy cities could be destroyed or sacked for gold (including tribute per turn), technology or slaves but rarely assimilated unless they were near to the capital or had high strategic value. Players who prefer to build could focus on defending their cities and building cultural improvements.