I’ve been considering a Civ based game lately. I’ve been tinkering around with Civ IV Beyond the Sword lately, and as much as I love that game it always gets me to thinking of a Civ style game that I’d really like to see.
Instead of controlling a civilization, building cities and units, you would control a people, or a culture. Starting off as a group of tribal nomads you would hunt and gather, follow herds and do whatever it was that stone age peoples did. Then as time goes by, if you find sustainable sources of food and learn to farm you can setup villages and begin the process of becoming a civilization. But let’s say that someone else advances more quickly than you and develops a large and powerful civilization early on while you’re still a tribal civilization? Or maybe you prefer running a nomadic, tribal society. The big powerful Civ eventually starts to expand, militarily or culturally, or both and your people find themselves with options to fight, assimilate, or become a lesser state within that Empire. And as is usually the case you find yourself defeated, the game then shifts a little in style to trying to maintain your people’s cultural identity within a larger empire. Perhaps you eventually subvert the empire from within, or perhaps as the empire weakens you’re able to break away, forming your own state and establishing territorial boundaries. Maybe you’re assimilated into that Empire, instead of the game ending you are then able to take over the empire and play as that society, now having to deal with multi-layered society with different cultures.
Exploration would be handled by being able to fund expeditions and diplomatic missions, sending them out in general directions, and after awhile you get a report back and some FoW is removed. Maybe you never hear back from them. There was a game called King of Dragon Pass that operated in this manner, you sent out parties and got reports back, you didn’t control them yourself. Now for the sake of game play perhaps you could guide them via some mechanism, but you’d not have full control
Militarily you’d have to deal with the impact of raising an army on your society. At basic levels you’d have to weigh the pros and cons of forming a war party versus keeping men at home to work the fields. Again, Dragon Pass had something like this, and if you sent off a war party to invade your neighbor you risked loosing your men and then enduring a famine when the harvest wasn’t brought in. You could scale this up as societies and technology increase, because there’s always a guns vs. butter issue to deal with when waging war. You shouldn’t be able to simply crank out military units with not impact to production.
I’d also like to see a model of battles between armies based on military technology and level of development, both hardware wise and doctrine wise. For instance your level of military tradition would reflect on a war leader for your army…there would always be a general for an army, but based on your society’s prowess in battle…Military history, tech advances, societal philosophy and what have you would all be factors in determining the quality of leaders and troops. So instead of battles being decided by static values of units you’d have a little more nuance when it came to battles.
So anyway, just thoughts that needed out of my head.