The following suggestions are very difficult to realize but whatever. Additionally, each suggestion requires some others, for example suggestion 2 can't work without suggesion 1. Most of thses suggestions are for war mods such as the Road To War, but others are universal.
1. Advanced tile. I think the system right now for tiles is terrible: each tile is just to big for the map. On the other hand, making tiles smaller would make each map way too giant and annoying. So, I came up with a compromise. In the general view each tile is the same as it was in Civ 4. Howevery, you should be able to have a zoom tile button that breaks up the tile into a four by four square. Each mini tile would have a different terrain than the other (for example if the tile itself was hills then more than say half of the minitiles would have hills on them). Movement cost in a minitile is obviously one fourth of normal.
2. Brigades and other unit modifications Limit the number of units to a tile to eight. Each unit is to be a division and is therefore broken up into four brigades when on any tile. Each brigade can occupy a different minitile in each tile with a limit of two per minitile. The strength of each brigade is the same. The reason for this this modification is 1. putting too many units on a single tile is lame because in real life you simply cant do that 2. Makes strategies such as flanking and encirclement not just some stupid upgrade (just wait and ill explain).
3. Logistical and supply lines When a unit is created you have to pick what city is his command center (must be one of the five largest cities and if you change command centers the unit cannot move for three turns). Before radio, each unit requires a line of command and if it is disrupted then you cannot control the unit, it does whatever it wants. After radio you dont have lines of command but if the city that has the command center is captured then the unit does whatever it want for three turns. Each unit has a meter of how much food, water, ammunition, and fuel it has. When a unit runs out of food then it looses health each turn, when out of water it automatically dies, and when out of fuel or ammunition it surrenders and turns into a POW (explain later). Obviously for units that travel on horse or by foot they dont need fuel. After each turn a unit uses a certain percentage of water and food, after each battle a certain percentage of ammo, and after each move a certain amount of fuel. As long as supply lines are intact then the unit automatically fills the next turn. But if supply lines are cut off then they use the supplies as explained earlier. Also, units who are out of food or water may pillage tiles refill. All supply lines must connect to one of the five largest cities. Supply lines are only roads and railroads, nothing else. Since each tile is comprised up of minitiles, making it so that roads do not fill the entire tile and that only two brigades can fit in one minitile this has a few very important and great impacts. The major implication, and my favorite, is that it makes blitzkrieg a viable option. For those who don't know, Blitzkrieg is not just about surprise warfare but also, among other things, encirclement. Once you encircle an enemy and cut off his supply lines with these modifications, that enemy is at a severe disadvantage. He must fight his way out of the encirclement or else he is completely screwed. This makes the game SO much better because military strategy is not just brute force, there is intricate strategy of how to defeat enemies.
4. New modes of attack defense Combined with the minitile idea, new modes of attack could make the game so much better. The first thing is that any brigade that fortifies can only fortify itself in one direction. That is they get a defense bonus if the attack comes from that side. That makes flanking a real strategy to utilize. When you attack from the side you get say a 50 percent bonus. Better than that is that you can do a combined attack with one other brigade on another tile. That way you can flank from both sides and get a 75 percent bonus. Flanking is just one example and I will only explain a few more, but there are definitely many more modes of attack and defense. A defense action that automatically engages another unit in an adjacent minitile and one that fires artillery whenever another unit is within its range, hold at all costs defense and retreat if necessary defense etc... Also, at any time when you are in another countries land during war or when you are surrounded, you may capitulate that unit to turn into POW as explained later.
5. Resource modification To me it seems absurd that you can have one oil resource but supply a million tanks. I therefore propose that each resource work much like how money works in the game. Each city depending on its size uses a certain amount of a resource per turn and so do units and buildings. This way having multiple resources of the same thing actually means something. This would make the game way better in my opinion.
6. Linear population and exponential growth In opinion, one population point of a city should equal a given non variable number of people, for example a city of 1 million has 100 population and a city of 100 thousand has 10. The number of people per population point should change as you change eras, which makes logical sense. Poplation growth should not be dependent on food but rather you set it yourself (I know it sounds totalitarian). The wat to make it so that people dont just set the percent to the highest is to have three age demographics, 0-17, 18-55, 55+. Only people in the middle demographic actually contrubite wealth and and work points to the city while the other two just cost money. So any person who decides to set the growth rate the highest will have too many people from the lower demographic and thefore suffer. To make this population modification work, you need a food modification. Food production should be cumiltive based on reaching a certain tech meaning that food from one part of the empire can supply a city somewhere else. Also, after a certain tech you should be able to plant certain resources such as cotton and bannanas permitting that the terrain is right, because before it seemed ridiculous that in the modern age you couldn't choose to grow wheat, it had to have been already there. Also, instead of placing people in cities on squares you should just place them in a profession like before. There should be new professions such as farmer, factory worker, doctor, etc. Each profession has obvious bonuses and the limit of each is based on the terrain around the cities, for example how many farms, and on certain buildings. All of this is to make it so that a city of one million people actually has 100 times the productions of a city of 10 thousand, as in real life. The only way to make this actually work is to also have a professional work in other cities (for example if you want to make a hosipital in a small city you have workers from another city to come and make it) for an additional cost. An implication of this is that everthing must cost much more because some cities have like 100 population but you can spread out production with the professions.
7. Unit creation Whenevery you make a unit you actually make two, one is the equipment, for example making a tank for tank unit or guns for an infantry unit, and the other is the actual person. Factories and all work points only affect the production of the equipment, not actually the person. Buildings such as a military recruitment center affect the training fo the person. Whenever you make a person for the unit it takes one population point from the city no matter what (however with linear populations the lose is not very bad). Trained units obviously start with more experience point than do drafted units.
8. POW Whenever you capture an enemy because he runs out of ammo or something, he turns into a POW that you control. You also get the equipment that unit had but you have to supply the person for the unit yourself. You can move it to cities or such without any sort of military escort (in real life it doesn't take that much military police to escort so why bother) but if they get captured by their original country then they turn back into their original unit person with the same experience. Obviously you can have an escort but you don't necessarily need it. That means if you capture a city where POW's are at then they turn into a person unit like the ones that come from military recruitment centers as in number 7. Once you equip them with the right equipment they can fight again on your side. Also, you can choose to kill POW's but other countries get really angry at you. Lastly, as in real life, you can trade your POW's for other POW's or other things such as a lump sum of gold.
Well thats it, I know its long-that's what she said-but please give me your feedback, thank you
