Luca, you're simply not talking about civilization as a game - there are several aspects of the core game design that I personally don't think are the most interesting ways to represent things, that don't lead to the best gameplay, or that don't reflect history the most accurately. But the reality is that civ is a game defined by several core pillars of game design, and they're not going to change. For your suggestions here, they're clashing up against just about
every pillar of civ's game design. Civ runs from the beginning of centralized power beyond small villages (hopefully a little earlier than that in the next game
) to the modern/future age. Civ games vary in time taken, but they're normally meant to take ~200-500 turns to complete. Civ has iconic leaders that influence the civ they're leading, giving both name recognition and a personality to interact with. Civ is a moderate-complexity strategy game that is designed to be relatively accessible to new audiences, while having depth of choice enough to give those of us still hanging around on the civfanatics forums decades later something to grab onto as well (at least ideally). Regardless of one's opinion on these, I do not think any civ game is going to meaningfully differ from these (barring something like Beyond Earth not technically being on the same tech scale). The level of detail that you are looking for is simply incompatible with these fundamental elements of the civ game design. Civ cannot model something like Alexander's conquest of most of the known world, because that would be 1-2 turns at that point in the game. If one could model the Mongol conquests and subsequent collapse in such a short period, you'd have to:
- Having a couple of turns per year to be able to represent a vaguely accurate timescale
- Having an absolutely huge map to allow them to conquer that much territory, not win the game, and collapse
- Accurately model the internal conflict caused by the method of governance, the tribal structures playing a major role in the empire, the way different areas were conquered, and so on
- Have a good enough representation of the details of conflict that the Mongols are almost unopposable on areas in/adjacent to the steppes, but able to be stopped when terrain changes to become more difficult to conquer (but not completely countered by it, just more able to be defended)
That sounds like you could make a really interesting game out of it! A game focused on this time period, where you either play the Mongols trying to hold an empire together as you get bigger and bigger, or as their enemies where you're trying to hold on for long enough that the mongols collapse under their own tensions. But it's
absolutely not a civ game - if you wanted that level of detail for all possible governmental structures, across all of recorded history, and then on top of that get into the level of detail with the economic aspects you've been advocating for, the game would never come out. If it somehow did, it'd be far too complex for almost any people to actually want to play. Not only is it impossible to make the game you're requesting, it's fundamentally changing the game away from civ, so
why are you advocating for civ to do that? There are new, interesting takes on the 4x genre coming out at the moment - Humankind did some of what you were interested in by removing leaders and trying to focus more on the masses of history instead of the self-acclaimed Great Men. The Old World did the only reasonable way to move the 4x genre in the direection you're talking here - they cut out a period of time and space that is well-defined, and focused on being able to model that relatively realistically. The genre is moving away from the dominance of Civ as basically the only 4x, so your insistence that civ needs to completely reinvent itself in a way that will make for either an impossible game or an incredibly overly complicated game is baffling to me.