The part I enjoy most in any civ game is the early stages, Ancient Age perhaps up to somewhere in the medieval era. The annoying thing about civ games is that it's normally wise not to actually do anything until late medieval/Industrial or to just go total war from the get-go and make the game end too quick.
What I'd like is a game where 4000BC to 1000AD is the game time limit, but the turns don't get progressively shorter in years, they stay the same time-length per turn, so ten years per turn is exactly 500 turns.
Techs wouldn't be learnt, instead, beakers give you bargaining power to buy techs off of other civs, techs can't be traded otherwise. At the start of the game you are allowed to choose, say, 5 techs (with 2 being the usual default) and every 15 turns you get to pick another one.
I'd do away with both Resistors and potential Flipping with captured cities and just have the similar system 2 used by having 1-3 rebellious guerrilla units appear in the city's outskirts after a conquest.
Horse units should cost 3gp per turn or cost 3 units of your Allowed total, professional soldiers 2gp or 2 Units of Allowed and defencive/Warrior/scout/worker etc Units 1gp or 1 Unit of Allowed. Unique Units (inc. Ancient Cavalry and Crusaders) would be +1 of their regular counterpart but cost the same shields. Civs with no Unique Units in these two eras would have one assigned to them.
This way the game would be much more about the ancient style of warfare and society building with genuinely diverse factions coming into combat with each other while adding greatly to the tactical side of warfare and the strategical thought before warfare.
They tried to give the option of an extended Ancient Age in civ4, but it really didn;t change the game much, everything flowed the same way as things like production were slowed to compensate, so it was the same just in slow motion, which is not what I'm on about.
Which is your favourite era and how best would you manipulate the game to give you more of what you like?
What I'd like is a game where 4000BC to 1000AD is the game time limit, but the turns don't get progressively shorter in years, they stay the same time-length per turn, so ten years per turn is exactly 500 turns.
Techs wouldn't be learnt, instead, beakers give you bargaining power to buy techs off of other civs, techs can't be traded otherwise. At the start of the game you are allowed to choose, say, 5 techs (with 2 being the usual default) and every 15 turns you get to pick another one.
I'd do away with both Resistors and potential Flipping with captured cities and just have the similar system 2 used by having 1-3 rebellious guerrilla units appear in the city's outskirts after a conquest.
Horse units should cost 3gp per turn or cost 3 units of your Allowed total, professional soldiers 2gp or 2 Units of Allowed and defencive/Warrior/scout/worker etc Units 1gp or 1 Unit of Allowed. Unique Units (inc. Ancient Cavalry and Crusaders) would be +1 of their regular counterpart but cost the same shields. Civs with no Unique Units in these two eras would have one assigned to them.
This way the game would be much more about the ancient style of warfare and society building with genuinely diverse factions coming into combat with each other while adding greatly to the tactical side of warfare and the strategical thought before warfare.
They tried to give the option of an extended Ancient Age in civ4, but it really didn;t change the game much, everything flowed the same way as things like production were slowed to compensate, so it was the same just in slow motion, which is not what I'm on about.
Which is your favourite era and how best would you manipulate the game to give you more of what you like?