Megalomano
Chieftain
Hello guys! It took me some time to put this together, so here it goes. It's a compilation of some general ideas and mechanics i would like to see in the next game.
Let me know your opinion (very important).
1) Don't start from zero
BASIC IDEA: Keep the best concepts (espionage, trade routes, religion, social policies, ideologies, victory conditions, etc.) from the last Civilization games and work from there for future expansions.
I don't think people is going to be happy if the game feels incomplete and dull (as Civilization V was before the expansion packs).
Super simplistic gameplay was O.K to attract new players, but it doesn't make the game better or more fun in my opinion.
2) Supply system
BASIC IDEA: As some people have suggested the best way to deal with the stacks/carpets of doom is a system that is flexible enough to let you make stacks with a strategical cost (example: the more units, the more "supply" consumed).
Units should be able to die in the desert if you leave them long enough with no supplies (unless it has a unique ability). It makes the game more realistic and interesting (imagine the poor aztecs trying to survive in a cold Siberian land with those togs).
POSSIBLE BENEFITS:
+ Realism, players with bad (extreme) terrains would have some kind of natural defense as compensation, no more carpet/stack of doom (the best of all).
POSSIBLE PROBLEMS:
An incapable A.I
3) A more flexible/realistic luxury, resource system (included my own idea)
BASIC IDEA: Getting luxuries and resources in-game becomes very situational and requires either expansion, bribing city states or trading. You have little or no control because all of them are treated as "static" units.
- There are "static" goods:
Oil, uranium, and other minerals are static resources that need to be mined in place.
Deer, Ivory, fish, whales, etc. (hunting) should be treated as static resources as they are taken from very specific regions in the real world, and in most cases they cannot be transported or domesticated effectively.
NOTE: Static resources should be depleted if abused. Minerals should be revealed when you build bigger mines (see N°4 for the meaning of "bigger" mines)
-There are "dynamic" goods:
Bananas, silk and cotton can grow if the terrain is appropriate and can be transported by man (seeds).
Cattle and horses are even more dynamic as they can be transported and put into little spaces.
Instead of simple improvements (mines, farms) Workers should be able to build specific pastures (horses, cattle etc..), plantations (cotton, silk) and farms (wheat, rice) anywhere inside the civilization territory as long as the player has meet these requirements:
-The technology is available.
-The tile is appropriate (you can't grow bananas in the tundra). This applies until you can build greenhouses.
- You have already harvested some seeds, catched some horses, cattle (Will require new unit functions), or build the improvement directly into the resource prefered spot (they would still show up normally in the map).
If the resource is outside your borders and it is a static good, trade route units should be able to create colonial mines (for minerals), fishing expeditions, or hunting expeditions (i know the names are not very good).
NOTES: Having a varied diet in a city should give you a local food bonus. luxury variety (cotton, silk, etc..) should give you a local happiness bonus. You can trade seeds, cattle, and horses with other civilizations so they may "grow" their own.
POSSIBLE BENEFITS:
Effectively reduced the situational (and unrealistic) effect of some luxury resources. You don't have to to build a whole city to grow cotton or tobacco (or send a whole caravan), it is also possible to breed horses. Small empires won't be forced to expand or bribe city states to get their resources as they can breed/grow their own once they got what they need.
Exploration becomes important throughout the game as some plants and animals can benefit a civilization even if they are out of a city radious. Remember how the potatoes came from South America and now they are farmed around the planet (not traded by Pacal).
POSSIBLE PROBLEMS:
Some luxuries will lose their value pretty fast (dynamic) while other's don't (static). Some may consider it as unnecessary micromanagement.
4) A possible solution for the tall/wide empire problem: Progressive Improvements
BASIC IDEA: Civilizations with little terrain can be as powerful as larger ones in the real world. Why? Because a small patch of terrain can be worked in different ways. Some civilizations are optimal and some other's leave poor improvements. there are small mines, medium mines, huge industrial mines, modern mines, old mines, good farms, slave farms, etc.
NEW RULES (needed to make this work):
- There is no direct economic, cultural or happiness penalty for expanding nations.
- A single improvement can be upgraded by a worker many times (not just once) making the tile more productive every time.
- Better/Bigger farms = more food = larger population = tallest empire
- Improvement upgrades take more turns as you create more cities and improve the same tile over and over (BALANCE MECHANIC).
- Most of the absolute values (+1 food, etc..) are produced by the terrain itself and improvements. When a building produces an absolute number (+1 culture for example) it will depend on the city population (to prevent ICS becoming a no brainer).
- Great people can add attributes to the existing improvements without replacing them (extra culture, faith, etc.) and still have their other skills.
POSSIBLE BENEFITS:
Neither wide or tall civilizations are penalized. You can have a very tall and developed civilization from the start, or go wide and take your time to improve your terrain little by little. You may even choose to be small in the beginning and expand later, having a tall capital with small "support" cities.
POSSIBLE PROBLEMS:
Unknown. Good mathematicians would be needed to balance improvement upgrading times.
Let me know your opinion (very important).

1) Don't start from zero
Spoiler :

BASIC IDEA: Keep the best concepts (espionage, trade routes, religion, social policies, ideologies, victory conditions, etc.) from the last Civilization games and work from there for future expansions.
I don't think people is going to be happy if the game feels incomplete and dull (as Civilization V was before the expansion packs).
Super simplistic gameplay was O.K to attract new players, but it doesn't make the game better or more fun in my opinion.
2) Supply system

BASIC IDEA: As some people have suggested the best way to deal with the stacks/carpets of doom is a system that is flexible enough to let you make stacks with a strategical cost (example: the more units, the more "supply" consumed).
Units should be able to die in the desert if you leave them long enough with no supplies (unless it has a unique ability). It makes the game more realistic and interesting (imagine the poor aztecs trying to survive in a cold Siberian land with those togs).
POSSIBLE BENEFITS:
+ Realism, players with bad (extreme) terrains would have some kind of natural defense as compensation, no more carpet/stack of doom (the best of all).
POSSIBLE PROBLEMS:
An incapable A.I
3) A more flexible/realistic luxury, resource system (included my own idea)

BASIC IDEA: Getting luxuries and resources in-game becomes very situational and requires either expansion, bribing city states or trading. You have little or no control because all of them are treated as "static" units.
- There are "static" goods:
Oil, uranium, and other minerals are static resources that need to be mined in place.
Deer, Ivory, fish, whales, etc. (hunting) should be treated as static resources as they are taken from very specific regions in the real world, and in most cases they cannot be transported or domesticated effectively.
NOTE: Static resources should be depleted if abused. Minerals should be revealed when you build bigger mines (see N°4 for the meaning of "bigger" mines)
-There are "dynamic" goods:
Bananas, silk and cotton can grow if the terrain is appropriate and can be transported by man (seeds).
Cattle and horses are even more dynamic as they can be transported and put into little spaces.
Instead of simple improvements (mines, farms) Workers should be able to build specific pastures (horses, cattle etc..), plantations (cotton, silk) and farms (wheat, rice) anywhere inside the civilization territory as long as the player has meet these requirements:
-The technology is available.
-The tile is appropriate (you can't grow bananas in the tundra). This applies until you can build greenhouses.
- You have already harvested some seeds, catched some horses, cattle (Will require new unit functions), or build the improvement directly into the resource prefered spot (they would still show up normally in the map).
If the resource is outside your borders and it is a static good, trade route units should be able to create colonial mines (for minerals), fishing expeditions, or hunting expeditions (i know the names are not very good).

NOTES: Having a varied diet in a city should give you a local food bonus. luxury variety (cotton, silk, etc..) should give you a local happiness bonus. You can trade seeds, cattle, and horses with other civilizations so they may "grow" their own.
POSSIBLE BENEFITS:
Effectively reduced the situational (and unrealistic) effect of some luxury resources. You don't have to to build a whole city to grow cotton or tobacco (or send a whole caravan), it is also possible to breed horses. Small empires won't be forced to expand or bribe city states to get their resources as they can breed/grow their own once they got what they need.
Exploration becomes important throughout the game as some plants and animals can benefit a civilization even if they are out of a city radious. Remember how the potatoes came from South America and now they are farmed around the planet (not traded by Pacal).
POSSIBLE PROBLEMS:
Some luxuries will lose their value pretty fast (dynamic) while other's don't (static). Some may consider it as unnecessary micromanagement.
4) A possible solution for the tall/wide empire problem: Progressive Improvements

BASIC IDEA: Civilizations with little terrain can be as powerful as larger ones in the real world. Why? Because a small patch of terrain can be worked in different ways. Some civilizations are optimal and some other's leave poor improvements. there are small mines, medium mines, huge industrial mines, modern mines, old mines, good farms, slave farms, etc.
NEW RULES (needed to make this work):
- There is no direct economic, cultural or happiness penalty for expanding nations.
- A single improvement can be upgraded by a worker many times (not just once) making the tile more productive every time.
- Better/Bigger farms = more food = larger population = tallest empire
- Improvement upgrades take more turns as you create more cities and improve the same tile over and over (BALANCE MECHANIC).
- Most of the absolute values (+1 food, etc..) are produced by the terrain itself and improvements. When a building produces an absolute number (+1 culture for example) it will depend on the city population (to prevent ICS becoming a no brainer).
- Great people can add attributes to the existing improvements without replacing them (extra culture, faith, etc.) and still have their other skills.
POSSIBLE BENEFITS:
Neither wide or tall civilizations are penalized. You can have a very tall and developed civilization from the start, or go wide and take your time to improve your terrain little by little. You may even choose to be small in the beginning and expand later, having a tall capital with small "support" cities.
POSSIBLE PROBLEMS:
Unknown. Good mathematicians would be needed to balance improvement upgrading times.