eddie_verdde
Warlord
INTERNAL TRADE:
cities with excess of food could be allowed to transfer some of its surplus to other friendly cities. Why have a city starving and a city with plenty of food but with its growth limited by absence of aqueduct or hospital?
HURRYING WONDERS:
The construction of wonders could be accelerated by means other than Great Leaders. For instance wonders such as The Pyramids or The Great Wall could be accelerated at a maximum of 50% if a number of workers would be disbanded inside the city (eg: 10 shields per worker). Wonders such as Women's Suffrage or Theory of Gravity could be accelerated at the expense of science research...Alternatively wonders could be accelerated by spending large amounts of gold, like in civilization I.
SWITCHING CONSTRUCTION OF CITY IMPROVEMENTS:
don't you just find ridiculous that you are just about to complete The Pyramids, someone else completes it first and you can switch the construction to The Great Wall without production penalties???
I mean, there it is, the big pyramid with millions of blocks pilled together and sudenly you can transform that into a big wall in a single turn....
The same should apply to other improvements....building an aqueduct is very different of building a cathedral. However the construction of a cathedral is very similar to the construction of a temple...
NATURAL DISASTERS:
Floods, earthquakes and vulcanoe eruptions could damage not only city improvements and affect the population level but also damage terrain improvements such as mines, roads and irrigations.
Wouldn't it be interesting to see a plague of locusts destroying the irrigation of an enemy city? Or an earthquake disrupting the roads of an important trade route?
Searcheagle: of course our own civilization wouldn't be immune to natural disasters
CIVIL WAR:
civil war would be an excellent new concept to Civilzation IV. It would especially be interesting a war for independence caused by cities in different continents.
Civil wars could break out if for example a civilization insists in keeping a monarchic type of government eventhough other types of government are available. Cities with opposite influences would constitute the different factions of the conflict.
NOTE: Civil war is very different from civil disorder...
SLAVERY
Although in CIV3 you can capture enemy workers and use them to improve your terrain, I don't think we can consider that as slavery since you still have to support those workers as you do with other units.
Maybe it would be a good idea to introduce the concept of slavery in CIV4. Having slaves across your empire would free some of your citizens of labour, which would lead to increased happiness. Nevertheless this could lead to unpleasant unemployment levels...oh, and watch out with Spartacus!
Examples:
Egypt - during centuries the hebrew slaves were the major workforce in Egypt
Roman Empire - err...there were slaves all over the empire
Age of Discoveries - slaves in Brasil, slaves in Europe. slaves in North America
NATURAL WONDERS
Although I don't see how this could benefit the gameplay I guess it would be nice to see some Niagara Falls, Coral Reefs, Vulcanoes...maybe these landscape features would atract tourists and yield extra commerce in the respective square terrain.
NEW SHIELD OUTPUT CONCEPT
Shields essentially represent raw materials, that's why forests yield more shields (wood) than a grassland and that's why mountains yield more shields (stone, minerals) than plains. This is why I understand the shield production concept of CIV.
This would turn the game even more realistic and would present the civers with an interesting and flourishing tech tree...each civ would find a specific path to reach the same goals, depending on the resources available and terrain typesthis would emphasize even more the idiosyncrasies of each civilization and culture.
cities with excess of food could be allowed to transfer some of its surplus to other friendly cities. Why have a city starving and a city with plenty of food but with its growth limited by absence of aqueduct or hospital?
HURRYING WONDERS:
The construction of wonders could be accelerated by means other than Great Leaders. For instance wonders such as The Pyramids or The Great Wall could be accelerated at a maximum of 50% if a number of workers would be disbanded inside the city (eg: 10 shields per worker). Wonders such as Women's Suffrage or Theory of Gravity could be accelerated at the expense of science research...Alternatively wonders could be accelerated by spending large amounts of gold, like in civilization I.
SWITCHING CONSTRUCTION OF CITY IMPROVEMENTS:
don't you just find ridiculous that you are just about to complete The Pyramids, someone else completes it first and you can switch the construction to The Great Wall without production penalties???
I mean, there it is, the big pyramid with millions of blocks pilled together and sudenly you can transform that into a big wall in a single turn....
The same should apply to other improvements....building an aqueduct is very different of building a cathedral. However the construction of a cathedral is very similar to the construction of a temple...
NATURAL DISASTERS:
Floods, earthquakes and vulcanoe eruptions could damage not only city improvements and affect the population level but also damage terrain improvements such as mines, roads and irrigations.
Wouldn't it be interesting to see a plague of locusts destroying the irrigation of an enemy city? Or an earthquake disrupting the roads of an important trade route?
Searcheagle: of course our own civilization wouldn't be immune to natural disasters

CIVIL WAR:
civil war would be an excellent new concept to Civilzation IV. It would especially be interesting a war for independence caused by cities in different continents.
Civil wars could break out if for example a civilization insists in keeping a monarchic type of government eventhough other types of government are available. Cities with opposite influences would constitute the different factions of the conflict.
NOTE: Civil war is very different from civil disorder...
SLAVERY
Although in CIV3 you can capture enemy workers and use them to improve your terrain, I don't think we can consider that as slavery since you still have to support those workers as you do with other units.
Maybe it would be a good idea to introduce the concept of slavery in CIV4. Having slaves across your empire would free some of your citizens of labour, which would lead to increased happiness. Nevertheless this could lead to unpleasant unemployment levels...oh, and watch out with Spartacus!
Examples:
Egypt - during centuries the hebrew slaves were the major workforce in Egypt
Roman Empire - err...there were slaves all over the empire
Age of Discoveries - slaves in Brasil, slaves in Europe. slaves in North America
NATURAL WONDERS
Although I don't see how this could benefit the gameplay I guess it would be nice to see some Niagara Falls, Coral Reefs, Vulcanoes...maybe these landscape features would atract tourists and yield extra commerce in the respective square terrain.
NEW SHIELD OUTPUT CONCEPT
Shields essentially represent raw materials, that's why forests yield more shields (wood) than a grassland and that's why mountains yield more shields (stone, minerals) than plains. This is why I understand the shield production concept of CIV.
eddie_verdde said:However, the classical concept of shield output ignores the fact that different communities explore different resources depending on their environments and on their needs...in other words, different civilizations came across with different solutions to the same problems.
Maybe egyptians lacked wood, because they lived in desert areas...but they were able to build things using other materials, such as clay (houses) or reeds (small boats). So, by classical standards a floodplain would be poor in "shields" but for egyptians, floodplains were as rich in "shields" as a forest for romans.
sir_schwick said:What if non-essential techs could increase the output of various terrain types? If you lived in a desert, you would research 'mud bricks'(avaliable with Pottery), which woudl increase shield output per desert tile. If you had lots of forests around, you could research 'lumberjacking' to get a shield bonus from them. That way you chose what to research based on need.
This would turn the game even more realistic and would present the civers with an interesting and flourishing tech tree...each civ would find a specific path to reach the same goals, depending on the resources available and terrain typesthis would emphasize even more the idiosyncrasies of each civilization and culture.