As another of the long time civ players who is disappointed in how V turned out particularly after all the hype, I'm grateful for games like this that show i'm not alone in my opinion.
I wonder if part of the problem is that when they realised it wasn't working back in testing that there was an assumption the community would fix the game?
A few thoughts on other peoples thoughts:
This might work as an idea, I think you'd perhaps have to throw in some 'free' buildings with the new city though. So you pay more for the settler upfront but get a city with a few of the basic buildings, kind of like an IKEA flatpack city.
Whilst rushing training of your own troops with cash didn't really happen, many empires made use of mercenarys which in gameplay terms would probably work out as about the same so you could make an argument for early or at least medieval rush buys. Though I agree that in CiV rush buying definitely needs to be altered.
@Chaunceymo: the seperated production queues could work really well but it would lose some of the trade off from other civ games of whether to build an army or infrastructure. Which in 4 particularly could be a very delicate balance of exactly how much to allocate either way.
The other problem with some changes will be how well the AI can handle them.
I wonder if part of the problem is that when they realised it wasn't working back in testing that there was an assumption the community would fix the game?
A few thoughts on other peoples thoughts:
One possible thing to limit ICS a little....
significantly increase cost of settlers whenever you attain a new age.
Would have some historical accuracy - seems to me that most current cities were founded a long time ago, and also that if one suddenly wanted to set up a new city today it would take a heck of a lot more basic infrastructure in place before anyone would consider moving there...so higher cost of settlers.
This would also be a slight curb to the technologically-leading (or slingshotting) empires as well. And provide some strategic thinking...this tech is really nice, but mabye I should expand a bit more first...
Would not be felt in the ancient age at all, and would limit rush-settling in medieval times and gradually ..(not force but)..encourage people to develop/conquer current cities rather than raze and carpet over with new ones.
This might work as an idea, I think you'd perhaps have to throw in some 'free' buildings with the new city though. So you pay more for the settler upfront but get a city with a few of the basic buildings, kind of like an IKEA flatpack city.
Perhaps rush-buying ought to be modified so it is actually a "rush" rather than an "instant" buy. It's been pointed out before that the idea of throwing money at a problem to get results is a relatively recent idea. It doesn't make sense that handful of gold will get you spearmen any faster. So at the start of the game rush buying should be impossible, or at best it should speed things up by some "small" factor. Then as you reach certain technologies the speed bonus you get would increase. The cost would either stay the same or go up as you reached each new tech, depending on how you wanted to balance things. Perhaps at first rush buying would get the unit completed in half the time, then a third the time, then a quarter the time, again depending on how you wanted to balance things.
Of course that would mean that if you needed to rush buy a unit to defend against an incoming attack you might be forced to go with a weaker unit in order to get it done in time, or that it would just be impossible. I'm not sure if that would be a good thing or not
Whilst rushing training of your own troops with cash didn't really happen, many empires made use of mercenarys which in gameplay terms would probably work out as about the same so you could make an argument for early or at least medieval rush buys. Though I agree that in CiV rush buying definitely needs to be altered.
@Chaunceymo: the seperated production queues could work really well but it would lose some of the trade off from other civ games of whether to build an army or infrastructure. Which in 4 particularly could be a very delicate balance of exactly how much to allocate either way.
The other problem with some changes will be how well the AI can handle them.