Razvan_Rosu wrote the following (Jan 15, 2004):
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I think that there can be a lot of improvement about the
fact that, in the beginning, you must work more than 250 years
to build a phalanx or a warrior. Plus, to cross Europe,
you need, for a phalanx unit around 1000 years.
There must be a connection with the reality, because
even in modern age to cross the Atlantic, you need 12 years.
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This timescale problem is probably the most unrealistic
feature of the game. I think it could be solved with
the following modifications:
- the game should have two modes, "war mode"
and "peace mode"
- in the peace mode, units can move with infinit speed
(like on railroad in Civ1,2,3) but they cannot go
farther from their cities than a certain maximum distance
(this distance should be "era dependent", for
example 10 tiles in the ancient age, 20 tiles in the
medieval ...)
- if a unit enters the territory of an other civ then
the game goes into "war mode"
- in the war mode, one turn = one month and the units
move with their normal speed (usually 1 tile per turn
for footsoldier units)
- in the war mode, the attacked civ can declare
"state of siege", in this state it is much easier
to get military units, for example city population points
can be converted into footsoldier units with zero cost,
buildings can be sold (any number of them in one turn)
at their real price (not the usual discounted price),
advanced units can be purchased at normal price
(no rushing penalty), it is possible to sell
unfinished buildings, cities never get into civil
disorder ..., and this "state of siege"
rules are applicable for any civ (not depending on
the "peace mode" government type)
- the normal building mode is stopped in the war mode,
but buildings which were already started in the
peace mode can be rushed (and can be converted into
something else, for example an already started Courthouse
can be converted into Barracks and can be rush-built
in one "war mode" turn if the civ has enough gold)
- wars can be finished with unilateral declarations, too
(if there are no enemy units in the territory of a
civ then it may decide to get into "peace mode" and
if all civ.s are in "peace mode" then the game can be
continued in this mode)
- at the end of the war (even if it happened between
two AI civ.s) the human player should get a summary
report of the war (cities attacked, cities taken,
units lost, ...)
In the real world history, it is very characteristic
that during wars big changes may occur in short time
while changes in peacetime usually come rather slowly.
But it is very probable that the above suggestions
cannot be incorporated into any "official" Civ game
because Sid Meier thinks (correctly) that such a
modification would actually break the game
into two very different parts: a war game and
a builder game and he thinks that most players
don't like such "two layer" games (see
http://www.civfanatics.com/sidlegacy/index2.shtml).