A little late, but I just noticed this thread...
Some more thoughts in regards to rebuilding civ:
Gameplay:
Part I, Combat/Movement
1. Hexes vs Squares vs Others
I prefer to keep squares, but hexes are fine with me.
Exactly. I rather like the Civ 2 mechanic where if 1 unit in a stack is
destroyed, the entire stack is unless in a fortress or city. Someone mentioned
it was a bad design but I say it adds an element of risk to play that has
to be accounted for. The Civ2 AI was coded to be somewhat mindful of that BTW.
3. Unit movement
With the possibility of adding larger map sizes than previously, redesigning combat movement would be very important. I imagine this type of set up: two game settings, classical grid (1 movement for edges and verticies) and new grid (2 for edges, 3 for vertices). In the latter mode, later era units would have slowly increasing numbers of movement points, giving them advantages over predecessors. Lower damage skirmisher units would have high movement rates early on.
If this gets that far, there will be much caterwauling over railroads.
Not knowledgeable enough to comment on the details, but AI combat cheats need to
be done away with.
Part 2, Terrain and resources, Workers, Improvements, Settlers
1. Terrain should be diverse and pretty but not cartoonish.
2. Resources should be numerous in type, connect by roading them. Consider not increasing # of improvements as heavily as civ 4 did after 3
Re 1 : Agree - the default graphics were perfectly acceptable to me
Agree on 2) as well.
3. More customizable settlers? Settler differences as tech tree progresses?
To me either the combined settle/worker from Civ2 or the Civ3 separate settlers
and workers/engineers are OK.
Part 3, Economics
1. Limiting factor (what prevents empire bloat) - city maintenance in gold + stack cost + outlying unit cost. Only some few buildings should cost maintenance
Disagree. There should be no such thing as an optimal # of cities, only the max the game can support.
I would limit cities by having a hard coded rule that any city can only have 1 overlapped tile.
Ex : Cities A and B have an overlapped tile. So any attempt to build City C such that it has an
overlapped tile with either A or B would result in an error message.
4. Things from later versions:
My answer is : None. Paritally because trying to put in too much stuff will create a development monster
that will discourage (unpaid) people working on it; also I would want to maintain the simplicity of the earlier
Civ games.
Part 4, Diplomacy
1. Religion should be a factor in the game, but not a simple +/-. Instead, having different religions should make contact with different civilizations more difficult to simulate cultural divide. (Number of turns would be a function of the number of cities with shared religions).
Sorry, I don't see the value of this.
On the wishlist front I would add:
1. Trespassing would constitute an automatic DOW unless there was a prior ROP in place. This would be
hard coded.
2. Bring back the Civ 2 option of disabling pollution completely. Whack-a-mole is a good deal
less than fun.
3. Leave corruption in as a penalty for not building improvements. All improvements would
reduce corruption so a fully developed city would have little.
4. Barbs need to be completely optional.
On how to proceed:
As WildWeasel mentioned, this is going to have to be done incrementally.
I would see it working more or less like:
Phase zero: Do an initial game design. Shouldn't be too detailed, but should be a scheme
on how the various game elements will fit together. A minute's planning is
an hour earned as Ben Franklin said.
Phase one : Getting the startup screen up and being able to start a game.
Phase two : Getting to the point where one can found cities, build a unit and move it / use
it to explore the map.
Phase three : Getting to the point where one can build improvements.
Phase four : Getting to the point where there is a simple tech tree to research.
Phase five : Put tech dependencies on units and improvements, and start fleshing out the
unit, improvement, and tech trees.
Phase six : Get to the point where you can "play" a game to endgame conditions.
Phase seven : Do the computer player design. If there are freeware templates available so
much the better. On that note, the source code for Call to Power 2 was made
publicly available, so it might be useful
as a template or model.
Phase eight - fourteen : Repeat phases one - seven for the computer player.
Phase nine - Human vs. computer
Later : Scenarios, events, multiplayer.