Caranamrta
Warlord
I know civ games since the civ1. These games are very fine, but i experience some weird things, therefore i "developed" my own civ game - on paper, because i can't programme. I see that most of my ideas are also inbuildable in civ3.
Population should be in a real form (not the heads of 10000, 20000, 30000 people, but a real number).
On the similar size of the same terrain, there should be similar number of people who can live there. Of course, the number of the people who can live on tile would grow with the advancement of technology.
Production should depend on the greatness of the population, and on the technology advancement, AND just then on the type of the terrain. 2000 people produce 2 times more works than 1000, no matter in what terrain they are.
The creation of the units, at the time, very strange for me. When you build a city, you can't defend it, until, within 10-20 years, you produce your defending unit - this is a case which never even happened in history. With the founding of a city, the whole system of the government, the institutions etc. are there, because a city isn't just some houses builded behind each other, but this is a part of the whole state.
I suppose a new system. You could regulate the number of the people who must be soldiers, and the units would appear when you produced their weapons (this isn't 20-40 years, especially in the case of some warriors). The production of the new weapons could substract from the base production.
The distribution of the production could be in this way:
-You have a base production depending on the population, the technology and the terrains.
-The enhancement, equipment of your military would substract from the base production.
-The production of the necessary food would also substract on the same way: a state uses the same type of work for the food production as the weapons etc. production.
-From the remnants, you could produce some commercial goods (the substances of the ongoing resources of uranium, coal etc., and, as your technology advances, some artificial products: processed food, textiles, machinery and so). You'd sell them and you'd got as great part of the price as great tax rate you set.
I'd change the main current of the game. There could be some smaller changes, as "more civs", "forest/deforest/reforest a tile", "i want a new UU as ...", but the above ideas causes greater changes as these smaller.
I wait for responses.
Please excuse me for the bad English and my weak ability of express myself.
Population should be in a real form (not the heads of 10000, 20000, 30000 people, but a real number).
On the similar size of the same terrain, there should be similar number of people who can live there. Of course, the number of the people who can live on tile would grow with the advancement of technology.
Production should depend on the greatness of the population, and on the technology advancement, AND just then on the type of the terrain. 2000 people produce 2 times more works than 1000, no matter in what terrain they are.
The creation of the units, at the time, very strange for me. When you build a city, you can't defend it, until, within 10-20 years, you produce your defending unit - this is a case which never even happened in history. With the founding of a city, the whole system of the government, the institutions etc. are there, because a city isn't just some houses builded behind each other, but this is a part of the whole state.
I suppose a new system. You could regulate the number of the people who must be soldiers, and the units would appear when you produced their weapons (this isn't 20-40 years, especially in the case of some warriors). The production of the new weapons could substract from the base production.
The distribution of the production could be in this way:
-You have a base production depending on the population, the technology and the terrains.
-The enhancement, equipment of your military would substract from the base production.
-The production of the necessary food would also substract on the same way: a state uses the same type of work for the food production as the weapons etc. production.
-From the remnants, you could produce some commercial goods (the substances of the ongoing resources of uranium, coal etc., and, as your technology advances, some artificial products: processed food, textiles, machinery and so). You'd sell them and you'd got as great part of the price as great tax rate you set.
I'd change the main current of the game. There could be some smaller changes, as "more civs", "forest/deforest/reforest a tile", "i want a new UU as ...", but the above ideas causes greater changes as these smaller.
I wait for responses.
Please excuse me for the bad English and my weak ability of express myself.