Sulla,
I like the proposed design and would like to subscribe to your newsletter.
Anyone quibbling with the ideas who *hasn't* played Master of Magic, Master of Orion, and Civ 1 & 2, I feel, has a severely limited ability to comment on how a 4X game should or shouldn't be designed. Likewise if you don't know what the 4X descriptor above stands for.
Civ5 DID aim itself at the Playstation generation, and to the detriment of the genre. Sulla articulates reasons for his proposed design points, and largely draws them, with attribution, from the most successful and beloved 4Xx games of the genre. Rather than being some sort of sycophantic exercise, this is a case of sticking to prior design decisions in the genre that made for compelling gameplay and fervent fans. Sulla's design is aimed at making a modern 4X game, not at an attempt to suck in RTS or Farmville fans.
I mean, honestly, MoM / MoO / Civ1 / Civ2 are all 15+ year old games that *still* get thousands upon thousands of hours of worldwide play yearly even today when computers have multiple orders of magnitude of capability past what systems did when these games were first programmed. Considering the vast majority of games over the past decade are eminently forgettable within, in most cases, a few weeks of their release, these landmark titles deserve to be respected, and even emulated.
Innovation is important and useful, but new simply for the sake of new does not a better idea make. Just as "it's always been done this way" doesn't also necessarily make for the right decision either. But in the case of these landmark 4X titles, they got many more things, from a game design standpoint, right than they did wrong. In the case of MoM and MoO, 4Xers have been begging for updated versions for the better part of two decades. That ought to say something about the wisdom, or lack thereof, of laying out a design that attempts to coalesce the arguably best parts of them into a modern game.
Specifically about individual points in Sulla's proposal:
* Units stacking into armies and combat occurring tactically - excellent concept, one of the best parts of the push and pull of MoM / MoO gameplay. Auto-move rally points collect the units into stacks, and some of the comments above in the thread by people complaining "that many units seems micro intensive" tells me they clearly didn't play the games. Yes, there are a lot of units, but NO they weren't micro intensive because as you played you didn't think about "what am I doing with my 45,000 fighters/wizards". Instead, you were thinking about "I'll move this army over here, and hold this army there for a few more turns to let additional units reinforce it since its been weakened from heavy combat". In this system, you're managing army stacks in as many or as few stacks as you like / can get away with in the face of your opposition, which almost always held it down to a pretty low number.
* Tile Yields and "tile growth" - again excellent. One of the problems with Civ5 is the value of tiles has been incredibly weakened. Sulla correctly points out there should be value to having a developed tile vs an undeveloped one. Civ5's tiles are wimpy and vastly underpowered compared to the units/buildings/maintenance the player is trying to use them to support. The cottage "growth" factor is, as Sulla points out, an interesting concept that allows a player to apply strategic thinking to how he wants to develop his cities, and forces interesting military decisions to be in a position to defend their terrain.
* Empire growth and maintenance factors - or as Firaxis' latest patch notes termed it "tall vs wide structure". Civ5's global happiness is, as Sulla points out, a punitive factor that does a LOT to take the eXpand X out of what is supposed to be the granddaddy franchise of the 4X genre. Returning to a system of maintenance costs similar to the Civ4 system, which encouraged growth as the empire became able to support more 'width' (and was a brilliant way to avoid the 'problem' Civ1/2 had of ICS being the only viable strategy) would be a good example of sticking with a proven success story of 4X gaming.
* Civics / Social Policies becoming more valuable as the player continues using them - probably one of the truly original ideas Sulla presented, and I'd say a brilliant one. Previous Civs had the switch in and out 'problem' with civics, with the punitive result of anarchy as a method of discouraging a player from switching. As Sulla has pointed out in his earlier essays on 4X and general game design, games should encourage decisions with rewards rather than punishing players with penalties (see Golden Ages vs Dark Ages). Having civic benefits 'grow' as the player remains in them is an excellent design decision.
* Tech Tree - it's debatable whether or not it's a 'bad design decision' to have a set tree that players will eventually min/max down to best paths (i.e., beelining for important results to a player's individual strategy), but MoO did use the method Sulla details as a way to shake up the replay value. Of course, MoO also had 'creative' which enabled a player to give up other benefits in exchange for having full access to the Tech Tree (and, inarguably, in a way that made Creative far and away the most powerful racial bonus in MoO). I would suggest keeping the five tech areas as Sulla outlines them, with the multiple individual techs at each step in an area, but rather than randomizing them allow the player to select (or at least significantly weight towards successfully gaining the selection) the specific tech. However, the proposed use of Great People to pluck a specific tech out of a tree regardless of the randomization is another excellent idea that, again, rewards players for, and encourages, strategic planning as gameplay progresses.
* Diplomacy - Civ5's diplomatic model, and by direct connection the behavior of the AI players, is in my opinion both a failure and bad design. Previous Civs, and indeed other 4X games such as MoO, gave the player the ability to actually form friendships and alliances with AIs that allowed the player to progress their game with the AI as if they were just that; friends and allies. In Civ5, the AI is *always* out to get you, and will *always* turn on you. As someone in another thread said, Civ5 AIs basically hate you whether you are or aren't something (are militarily strong or aren't militarily strong, are economically powerful or aren't economically powerful, etc...). That players might just be 'stringing' an AI player along in friendship until they decide to backstab is their choice, and can be mitigated against by the AI not declining to not protect itself just because the human is its friend, and by the AI always applying distrust factors once the human HAS backstabbed an AI. Sulla's diplo design (and his prior discussions on 4X AI diplomacy) are spot on and largely make for a good 4X design decision.
One thing I would add to Sulla's design would to bring back another of the good features MoM / MoO had, which was race design. Civ has always had set civilizations, but along the lines of how Sulla feels a set Tech Tree will be min/maxed down to good and bad choices, so too the set civs also get similarly boiled down. The ability to build one's wizard in MoM or one's race in MoO was a seemingly simple feature that added to the replay value by several orders of magnitude. Such a system applied to Sulla's "NewCiv" would probably fit in rather well, and with proper play testing and adjustment, the system would at worst have a broad set of 'good' picks vs 'the rest', of which no one playthrough could take advantage of all of the 'good' ones, thus allowing both for players to be granted the ability to enhance their own natural strategic inclinations with game bonuses as well as granting the tremendous replayability benefit of flexible 'civs'.
Sulla's game would be an excellent modern example of a 4X game, and one I feel confident the majority of the 4X community would embrace. Unfortunately, at best, Firaxis' (and their publisher's) machinations with Civ5 seem to clearly indicate they're trying to move beyond the 4X community into the other buckets of gamers. While they might have generated additional sales beyond their 'core 4X player base', I think the furor and intense discussions over Civ5's state and status have proven they've done so at the cost of alienating a measurable percentage of the Civ franchise's previously loyal fans.
Unfortunately, the era of game companies having only themselves and their own success to answer to are long past. Publisher organizations have taken over gaming and are rapidly stomping almost every game genre towards the lowest common denominator; the umbrella corporations aren't happy with mere "success" within a genre. They want properties that will yield tens of millions of units sold. Unfortunately, there are probably only two or three game genres that can realistically marshal those kinds of sales figures. 4X is very probably not one of them; but that clearly hasn't stopped 2K Games from having pushed Civ5 in directions they obviously hoped would at least knock at those doors.
Why do I mention the things I did in the previous two paragraphs? Because I think it means absent a Stardock or some other classically styled game company (i.e., an independent who hasn't been snapped up by an Activision, 2K, Take Two, etc...), Sulla's game design will never be made. After all, where's the vast profit in merely satisfying your core genre's players when one can burn them while gathering in percentages of neighboring genres' players. Sulla's design is a classic 4x game pitched to satisfy those 4X gamers who've grown up in the genre, and there just aren't as many of us as there are FPS, RTS or MMORPG gamers, and that leaves us lowly 4Xers scrabbling for the scraps of the industry in hopes of finding a new game that will satisfy us as much as classics such as Master of Magic and Master of Orion did.
Sulla, here's hoping you or someone who supports you wins the lottery, so you can get this game made.