... like they enjoyed being artificially limited ...
i like the corruption model

you know, if you want you can completely remove corruption with the editor. I've done it. but i don't like it as a regular practice.
... like they enjoyed being artificially limited ...
I like that! Although it would probably be enough to just eliminate city razing and starvation and you would force players to adjust their strategy.I'd make the penalty for neglecting culture more severe in order to force people to build culture. Yup! Culture flips would be more common and you wouldn't be able to fully avoid them by owning your whole "fat X". I might eliminate city razing and starvation as loopholes to avoid the culture problem. And you know what that means: if your culture stinks then don't expect to take over the world, because the whole thing will flip back.
Instead of giving every town an extra food, I would remove the despotism penalty on food for Agricultural civs.
Obviously, I'd reduce waste/corruption. The slider and OCN adjustments do help somewhat, but huge faraway cities reduced to 1 shield, just reduces fun. I LIKE big empires, and felt discriminated against and punished by the game.
1) Major civs >> Minor Civs and slightly closer to their RL counterparts.
Examples: China - Agri, Sci & Rel. Rome - Ind, Com & Mil. Arabs - Sci, Rel & Exp, England - Seafaring, Mil & Com. Netherlands - Seafaring & Com, Aztecs - Mil & Rel. Iroquoise - Rel.
2) Units & Combat System.
Greater gap in Attack, Defense and hp. Example: Warrior 1-1-1, 2hp reg. Infantry 12-16-1, 8hp reg.
3) Age of Sail & Naval Units
The years c.1600-1850, ie when the modern world as we know it was formed, are almost completely missing from the game. Caravel & Carrack would come with Engineering, Galleon with Education, Ship-of-the-Line and Frigate with Astronomy and First Rate with Navigation.
4) Corruption Model.
There would be a cap at 60% corruption and you'd be able to build more towns before reaching it.
Three levels, each reducing output from tile by 1food-1shield-1commerce. Each level taking 3 base worker turns to clear multiplied by terrain factor, ie lvl 1 pollution on grassland would take three worker turns to clear, a lvl3 pollution on mountain would take 27 worker turns to clear. Pop and Bld pollution would be lvl one and have to strike the same square three times to get at lvl 3 or be left unattended for four turns before automatically reach the next lvl. Nuclear pollution is automatically lvl 3 and will take three times as long to clear. Also, there would be a Sewage Works available with Combustion that would slightly reduce pop & bld pollution.
I'm not sure if you're right, but that wouldn't surprise me at all. That's why I specifically did not state that I wanted to make the Agricultural trait weaker by doing this, because I don't know whether it would work out that way. So I mentioned instead increased gameplay and chance as the benefits of my change. But yeah, like probably yourself, I wouldn't want to make the Agricultural trait stronger as well.I think this would make the agricultural trait much stronger instead of weaker.
If you haven't played Sid Meier's Alpha Centauri, you might give it a shot, meisen. It does have the occasional meteor strike, which is a real pain when it hits a major military producer. You can also alter rainfall patterns in SMAC by raising and lowering terrain. I haven't played enough to determine if it's really effective as a strategy, but it's lots of fun raising a line of hills so that your neighbor's land dries out.I'd like to see more natural phenonmenon programmed into the game. It has volcanos, plague and disease from swamps already, and those work well and can be modified. I'd like to see earthquakes, tornados, hurricanes, floods, drought, etc., even a very rare meteor or comet strike that can do varying levels of damage up to a worldwide scale. Also positive things like abundant rainfall increasing crop yields temporarily. In the unnatural disasters area, how about an alien invasion, who grab a city for their ant farm studies (in game play, the city simply would disappear).![]()
Oh, also, military and scientific Great Leaders; make them non-random. Make them things you can build up points towards getting, and keep track of, and know how close you are to.
That's an interesting idea. I had not thought of using the unit generating ability to make leaders.
Oh, also, military and scientific Great Leaders; make them non-random. Make them things you can build up points towards getting, and keep track of, and know how close you are to.
I would add Bulgaria as a playable civilization because the Bulgarian Empire used to be among the strongest military power in Europe and also had a significant cultural influence on the Orthodox Slavic world creating the Cyrillic alphabet and spreading its literature and alphabet on Serbia, Bosnia, Wallachia and the Russian states.![]()
Its in Civ4!
Its in Civ4!