I really hope that this idea eventually gets implemented someday (also hopefully by me). This would be for a computer version as a forum really wouldn’t do the calculations justice. It’s sort of my idealized vision of what a civilization-building game would go like, and I’ve played quite a few civilization games (and even their modded counterparts) – Civilization 3, 4, 5, Rise of Nations, Age of Empires 2, 3, Europa Universalis 3, Victoria I and II, ostensibly Starcraft, Starcraft II (to a very limited extent), Warcraft III, and a bunch of mods for Civilization 4. I particularly enjoyed Civilization 4 and Rise of Nations. Of course, I like the Blizzard crafts as well, but they’re less related to a semihistorical context.
EDIT: I forgot to mention Sins of a Solar Empire (not relevant here) and Galciv 2 (very relevant to some of the ideas).
I would suggest at least getting a feel for Research Complete (1) which can be found in the AoPS forums. It was designed to have a heavy emphasis for research with a branching out as enabled by tech.
Not much I would change here. It would probably have to be a tree-like structure with some techs unlocking other techs. Since I probably want an RTS feel, I would have to ensure that the time standards are reasonable. Early techs would take a few minutes to maybe half an hour, and later techs may take a few days. That would be if the game is persistent multiplayer, which is probably the most reasonable genre to host such a game. (that said, I’ve played quite a few persistent multiplayer games (tribalwars, ikariam, civworld) and they all seem to play the same way. I want to break out of this mold).
I like to keep a mystery of exploration. The first time RC was created, nobody knew what was the best thing to maximize, and this mystique keeps the game interesting. If things are consistent and never-changing, people quickly determine the best possible way to do things, the fastest way to do things, and do them. They make guides: “oh, do this and that and then that for the fastest possible victory” and the game becomes boring and solved. Randomness is one way to do so, but it has to be implemented in an interesting fashion. AI would be one (although the investment to make a worthwhile AI is probably too much to ask for). However, I believe that it may be worthwhile pursuing RANDOMIZED TECH TREES!
They would still make sense, and the gameplay would still have to be viable – core gameplay function should still be intact, although some secondary modules could probably be done away with as an interesting twist. A game without most military function would certainly change some warmongers’ strategies. Also, you would not be able to see most of the tech tree until you unlock them – this is an important characteristic of RC which largely prevented such tunneling.
However, people largely adopted strategies from other people because it was too tedious to copy-paste everyone individual data every day. So people would know what everyone was doing very quickly on. This can be mitigated with a computer version, a persistent multiplayer online game. Collaboration to explore the tech tree is definitely a possibility and I would encourage such alliances. But to prevent large alliances from fully traversing the tree the tree would have to be somewhat big.
This would play out similarly to Doodle God. It’s a simple minigame to pass the time, and this time there are actual effects. You can unlock more starting items with more techs, of course. Timesinks like these can reward active players. Of course, Doodle God is also susceptible to walkthrough-ization, but hopefully randomized tech trees mitigates this (so random items). This provides a crafting aspect to the game, and perhaps this can be an itemsink: you might damage a resource beyond use if you try to combine things incorrectly, and it might take time before you get good at combining even correct recipes (think of it as learning)
(Sort of new!) LAND
In RC1, this manifested itself as the construction module, but now I’ve split this up into two modules: the use of open land for raw resources (such as metals, rocks, trees) and expansive plots (like farms), and the urban center filled with lots of buildings. I neglected the land aspect in RC1; I hope to include it in RC2. Notably, you will need lots of resources to fund your little city, which comes from the use of land. You can apportion a certain number of people to farm, others to mine, and so on, and in the land module you do not make buildings but rather improve infrastructure. (maybe improve your mining capability or something). Land will have some sort of terrain modifier that makes certain lands more conducive to mining and others for farming or quarrying. With that said, food is important for growing your population which is important for the workforce.
And this is the building part of things. Buildings will involve the conversion of lower resources into bigger and better resources. They require people to operate (of course (ok, maybe until you get robots to operate the buildings for you)). You have a lot more control here: you can set the number of people in each building which affects the efficiency of each building.
I like the construction space gating mechanism as much as the next person, but it makes less conceptual sense if we are operating on the premise of such expansive lands. While there will still be a land cost, it will be rather minor. The real cost comes from the construction costs, and the costs to house people into these buildings. Efficiency will operate on sort of a logistic curve: it takes a critical mass of people for a building to become effective, but stuffing too many people into a building and you run into diminishing returns (and perhaps people might die due to bad conditions, etc.). So one would need to create duplicates of the same building, i.e. expanding the building outwards. Food will be a more relevant concern.
I had a dream last night. It would make the game rather simple, really. And that is to create the concept of NEIGHBORS. What I didn’t really like was the monotony of the maps found in Tribal Wars and Ikariam. Each island looked the same, every village was so perfectly aligned to a grid. I get rid of the map, at least partially. Everybody, upon starting the game, is assigned a few (perhaps 6-10) neighbors. These neighbors are not all neighbors with each other though! Instead of a cluster system, there is an abstract map where you have neighbors, which is probably assigned partially based on your join time (so that your neighbors should be of approximately the same relative strength). You can only perform your military exploits on your neighbors (although you can resort to more peaceful measures such as trading and such). However, the catch is this: when you inevitably try to expand your land area via military exploits by carving out land from other people, you might acquire additional neighbors, who could possibly be quite large! The number of neighbors you have should roughly be proportional to the perimeter of your empire, which can either be well-managed or perhaps less well-managed.
Military actions are still much of the same: raid for resources, conquer for some lands, attack for actual military conflict, etcetera.
This was a thorn in the foot in RC1. But with an online interface (and with an actual need for espionage with hidden values and such) espionage might actually work well here. With more powerful spies you can get more information from your neighbors.
Another painful aspect of RC1. You can offer resource trading between neighbors and probably a range around them (so perhaps a 4-5 neighbor range). It won’t be a stock market implementation (until perhaps later with stock markets). It could also function in that you have a certain resource that someone else doesn’t have, and a trade could occur.
Now, inventions are tied to technologies, so you won’t get irrelevant inventions or anachronistic inventions. You can only invent things that you have already researched. I think Victoria II does a good job exemplifying this aspect.
May add later.