OutInTheRain
kiwifarms.net
- Joined
- May 6, 2022
What I was thinking was have government types and ideology/religion have more of a part to play. So you have your immortal god emperor leader of your nation. But as you develop you pick civ bonuses that correspond to broad concepts like liberty, obedience and so on. As well, the early picks influence the types of government your nation is most happy with. Culture could then not just be tiles on a map, but also affect cities in different ways. Like if America was full freedom and neighbored with Egypt that was full Theocracy, you would have border cities that would be a mix of the two, depending on culture overflow, which in turn would affect policies you input.I think the interesting thing about eras is that they both try to change up gameplay to be more fitting for each era, make civilizations more era-dependent, and most importantly stop the constant up-and-away snowballing that always has always plagued the Civ series (people just don't like to lose, and usually quit rather than trying to make a comeback).
That being said, I honestly wonder if their concepts could have been implemented in a way that's more seamless with gameplay, rather than as a hard start-stop.
Personally I think that with the switch from Great Leaders to Thought Leaders, that the Civ franchise should move away from following a civilization to following a peoples. That means that even if your civilization falls, there could be ways of continuing to play. I.e. your people become a diaspora, and/or regain their independence at a later stage. Of course, that does become 'problematic' in modern orthodoxy...
You could have purges, cities swap in the middle of a war. Cities have reduced output due to strikes, or increased output because they overly agree with you.
I would like Civ to move a little deeper into the sim aspect of it. They have the tech and can do it.