The notion that more level of detail is wanted is your mistake. That's not the point - quite the contrary.
You're supposed to lead your civilization through the millennia, not upgrade a single Horseman unit to a Knight or solve the logistical problems when ordering your army to attack someone.
Funny you should mention that, in Paradox games, your units are automatically upgraded whenever a newer version of the unit type becomes available, if your units are in your territory. At no cost, by the way.
The SoD, for all it's worth, at least abstracted all those things away. It didn't do the best job one could imagine, mind you, but it resulted in having an army that moved as one entity, that part was desireable. Directing each individual unit to attack manually (in whichever order) was NOT desireable.
In Civ5 I (and the AI) have to tell each individual unit where to move, which flank to cover, when to fall back, which other unit to support ... that's all nice and sweet, but it does not belong into this kind of game.
Exactly, which is why I propose a simplistic restrictive stack system. Pick an arbitrary number of units that each tile can contain (whatever turns out to work best). If you want to add more flavour, don't
actually make it restrictive to that, but instead have each unit require a supply each turn (a Scout could for instance require no supply), and each civilisation can only deliver so much supply each turn (like the Happy citizen system in previous Civs).
However, instead of unhappy citizens, you instead have damage inflicted on your units. Note; this supply system is different from the Gold maintenance for units, which I think should be there as well. The supply system is per tile, by the way; how much supply your civilisation can deliver for a tile. This would mean that while the game technically allowed you to store an infinite amount of units on each tile, it would be a very bad idea, because your units would start suffer damage and they would fight much less effectively when that occurs.
Maybe a morale system as well, but that might be overdoing it.
Similar changes could benefit other parts of the game - telling your scientists to get to work on the Wheel was nice for the 1993 game, but there ought to be a better way to simulate scientific progress.
Yeah, but not in a game like
Civilization. You really want the player to have control over what is being researched, even though throughout history, the research focus of peoples have changed dramatically, military vs. engineering is usually a good example of the difference; military was usually done by states, while engineering was done by individuals. (Obviously they did at times overlap.)
It is no surprise that in
Hearts of Iron 3, almost all the technologies are military related. But I don't think it makes that much sense in
Civilization to diminish the power of the player. The things that go on needs to be in control of the player, and importantly visually clear to the player what's going on. At least in a game like
Civilization. Or did we all love random events in
Civilization IV?
Telling a settler you built to settle a city right there alongside the river was an acceptable abstraction for 1993, but can't we find a better way to depict this today?
I disagree. Cities are so important an element in
Civilization, I don't see - without changing the basis of using tiles with something else - how this could work.
Not all things needs to be abstracted away in a different way. How about exploring? Historically, that was usually done by hiring explorers, not exactly doing it one self.
The list goes on and on.
You should be in the lead and making meaningful decisions directing your civilization as a whole, as opposed to mostly your armies or - even worse - individual units.
I see; so your points about settlers and technology tree was the fact that we should not abstract that further away, but rather focus on abstracting combat away? Because then I agree with you.
So it's not about more details presented to the player, it's about finding new ways to handle with stuff that was abstracted very rudimentary in all Civ games so far, because Civ1 had to run on pretty lousy computers and all subsequent games shunned away from straying too far off the beaten path.
No? I see. But I don't agree that the tech tree needs to be changed fundamentally. But certainly made more interesting.
Civ5 made more ambitious changes, but steered the series exactly in the opposite direction it should go (at least in my opinion).
That I agree with (except for the hex tiles and city states).
Fixes needed, in order of most important to least imo-
1. Fix the tech tree. There is so much dependence in Civ5, and the eras really prevent you from going down an entirely different branch. Unlike Civ4 where you could say beeline biology but let your military techs like steel and rifles suffer, this is nearly impossible to do in Civ5. I feel like I make zero tech choices when playing because all paths lead to the same place.
I concur. The eras also seem rather arbitrary, and bring rather little new with them as well. I wonder if a system like in
Civilization III, where you need more than one technology to enter a new era. Or at least a system like that. Not saying you need to fill out an era, but require two technologies, before you officially enter a new era.
2. Bring back tech trades. I like research agreements and they should be kept as well, but part of the reason research feels so generic every game is also because you can't hoard a tech, and you can't leverage a tech into more techs.
I don't know, I think the problem was that it was too easy to game the tech trade system, to speed your process ahead. But how about a neighbour bonus when researching technologies other civilisations you know are familiar with; and the more civilisations who has the technology you are researching, the quicker the research is. This would at least keep the game interesting, so civilisations falling behind can catch up.
3. Bring back sliders and commerce and trade. It seems asinine to me that research is based solely on the amount of citizens you have. It's not realistic at all. Research is a result of financial investment, everything should be commerce and redirected into research of wealth production.
And if not, then at least allow you to delicate your gold income to your research. Or in times of desperation, do the opposite. Oh wait. But yeah, I am talking about keeping the current system, but allowing to move them around. I was not a fan of the previous system, where it was just gold that you turned into science, and not some base of science production regardless of money.
6. Bring back civics. Actually policies are fine but they need to be living and breathing, able to switch them out because a nation's policies change over time. It's not supposed to be just another tech tree to fill out.
The civics would be nice, but I think the social policy system could co-exist with it, but rather be seen as a 'social development' system. Which is sort of what it is trying to be, but does not allow for dramatic social change.
Both could be used to counter runaway expansion and infinite city sprawl. Unhappy and/or improperly assimilated citizens could form break away rivals. Sprawling empires should be more vulnerable to this, but the mechanisms must be very easy to understand (both for the AI & player).
Maybe a system where large empires could have conquered civilisations reappear if they were doing terrible (a revolution system, etc.)?
Civilization is not a Paradox game, and it should not be treated as such.
But he was only talking about inspiration. But I concur,
Civilization is a 4X board game; Paradox games are grand strategy games.