redstang423
Chieftain
I haven't had a chance to read many of the ideas on this forum, so I'm sure this has been touched upon at least somewhere. For resources, instead of just finding one resource and having it work for your entire Civ's needs, have each location produce a certain amount of iron or whatever it might be. For example, (complete random numbers for the sake of description), say you have one source of iron that produces 100kg of iron every turn. This goes into storage, similiar to a bank with money, and is stockpiled like we do with resources in real life. Something like swoardsmen might use 25kg to produce (beyond shield cost, however not as many shield would be required when resources are a part of the build cost). Something like the Coal plant, which obviously requires coal to operate, would only cost shields to build, but would require a set amount of coal per turn to operate otherwise it looses its effectiveness. Similarly, railroads might require minimal iron (1g per square or something) to factor in repairs and some coal to factor in the use in the trains. It seems to me a system like this would increase realism because then one source of oil wouldn't work the same for a Civ of 5 cities and a Civ of 50 cities.
As far as new units go, I think it would be neat to add in a bounty hunter or conscription type unit with each age. It would function basically a privateer, but a land unit. I know this can be done with the editor, but I think it would be cool to add in that bounty hunters from one Civ could capture the assassins from another.
Also, spies need to be better integrated. Possibly make them a unit, like a scout, that can travel into enemy territory unseen. It can occupy the same square as an opponent, but then it has a chance (depending on experience) of being caught. It should be able to move onto the enemy city squares and investigate them without cost if they can stay on without being caught. From there they should be able to do sabotage, propoganda, or whatever other spy missions there are.
Finally, one last idea regarding food. Instead of each city having its own food supply, it should work as a "pool" for all interconnected cities, since cities do trade between each other. If one city has 10 surplus food units, it should be able to give them to another city that isn't growing. This should also be able to be adjusted, however, if you want to make one city particularly large or keep another small.
As far as new units go, I think it would be neat to add in a bounty hunter or conscription type unit with each age. It would function basically a privateer, but a land unit. I know this can be done with the editor, but I think it would be cool to add in that bounty hunters from one Civ could capture the assassins from another.
Also, spies need to be better integrated. Possibly make them a unit, like a scout, that can travel into enemy territory unseen. It can occupy the same square as an opponent, but then it has a chance (depending on experience) of being caught. It should be able to move onto the enemy city squares and investigate them without cost if they can stay on without being caught. From there they should be able to do sabotage, propoganda, or whatever other spy missions there are.
Finally, one last idea regarding food. Instead of each city having its own food supply, it should work as a "pool" for all interconnected cities, since cities do trade between each other. If one city has 10 surplus food units, it should be able to give them to another city that isn't growing. This should also be able to be adjusted, however, if you want to make one city particularly large or keep another small.