Some ideas for a new civilization

Fisgada1981

Chieftain
Joined
Sep 4, 2019
Messages
5
Hi everyone, I leave you with some ideas I have for some time now for how I would like to see some features of the game in a next version of it. Maybe somebody else had similar ideas before so I'm sorry if i'm repeating something. I'm not an english native speaker so sorry for my mistakes.

Eras and Map
- In each Era the map has a different scale. In the pre-historic Era the scale is very close, distances are shorter, and every time you change Era the scale gets bigger as well as the distances between hexagons. This would mean that you would start in a region and would only be able to explore the map closer to you because it would take you more to travel elsewhere. In the next Era the map would "zoom out", and the distances your units could walk would also increase. This implicates that you probably wouldn't contact every civilization in the beginning nor could reach every where. To add to this mechanic, units would get lost if they go far away from your cities. Scouts could have an improved range, and ships also. Expeditions could be created to explore the map by sea or land, where units and food could be attached to improve the range of the exploration.
Every Era is a transformation in the game. Every Era has a definite beginning and end. For cities this means that when we change Eras we "lose" cities. What happens is that a group of small encampments near by become a town in a new Era and then a city in the next Era and a region or metropolitan area in the modern Era for example. What was 3 or 4 cities in an Era is only one or two in the next one. Which cities would be grouped together could be of the players choice. The buildings wouldn't be lost if still necessary but some would be useless in the new Era.

Construction lines - There is a construction line for each type of thing - one for buildings and wonders, one for land units, one for ships, one for cavalry, one for siege weapons, one for planes. The only line available in a city in the beginning is the building line, the others would appear when the respective building would be built. The barracks would recruit units but also they would be used to upgrade units in the city (from one unit to a more modern one) or improve/train units in a city (which would add more attack and defence points or other bonuses to the unit). Reinforce a platoon, company or regiment would be another function of the barracks. Shipyards and military airports would have similar functions.
Armies - Recruiting units means recruiting a type of unit (swordsman, pikeman or archer, for middle-age for example) and a size of unit (platoon, company, regiment, for example). This isn't much different from what we see on civ 6 but it would be more clear. Any time you engage in battle, if troops die you have to come back to a city (or campaign hospital) and stay there a couple of turns to recover or a reinforcement in a barracks would have to be put in line and that reinforcement would then have to be sent to the unit in need so it recovers. You could use the unit the same but with a percentage of the force it had originally.
Money can only be used to accelerate the building rate of something not to finish it up (like if you were paying for extra ours). Another way to fasten the building of something is by putting more people working on it.

Combat and war - units must always be in a city, a garrison or a fort of some kind. They can also be in transit from one city to another or to a garrison but they are not walking around like it normally is done in civilization. Units can be sent to patrol a region or escort a trading vehicle or something like that but they are not walking around. Only scouts do the exploring (maybe in a different game mechanic maybe in a similar one but it does not require barracks to be built - you get them directly from your population). To engage in war you must start a campaign by creating an army with units, food, scouts. You could have multiple armies for a campaign of course but that would be a process that needed to be started to engage war to another civilization. I think it is possible to have small skirmishes between units of different civilization if they are at war with one another. For example, if a unit of one civilization is patrolling a region and one unit of another civilization passes through that region escorting a group of scouts. Combat would be engaged and there would be a result and diplomacy would ensue but it would be an happening not a normal thing.

Wonders of the world - to build a wonder you would have to first collect the materials need to build it. If the wonder requires 1000 stone and 500 marble and 50 gems for example you have to collect it first either by trading with other civilizations or by mining it in your own borders. When you have all the materials needed you can start building the wonder. When you start building the wonder you cannot stop it and nobody else can start building it either.

Technology - I would like to see a more organic way of progress in the science tree. Selecting a specific technology seems a bit weird, particularly in the first Eras. I would suggest that every action would direct the scientific improvement in one direction. For example, every time you build a farm you would contribute with points to the discovery of an agriculture technology. Garrisons and military buildings would contribute to military technologies and so on. So the main idea is that there would be 4 or 5 technology lines that you would follow automatically, with maybe some choice (focus on archery or pikeman, focus on water management or harvesting methods), and the science points would be acquired via your actions in the game.

Civilization traits - I'm not to much interested in civilization traits or types. I think you could have some cumulative bonuses that would exponentiate in some cases or would harm you in others. I think this could be processed in the same way that now it is done but instead of the predefined or static way that it is, it would be more dynamic and more in line with the players actions - if you build many military units, you are of the military type and gain bonuses for that; if you build many farms you are of the growth type; and so on.

Population - this would work more similar to what i've seen so far in humankind game. You put people building or farming or in the army or in new Eras in other stuff (entertaining, science, marketplace, etc).

This is more or less it as best I could describe it in english.
 
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