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Az
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MACEDONIA - It's the name of the sovereign country to the north of Greece
Apr 2000 time: 07:26
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-large,very detailed map maps.
-Many ZOC, Auto-bombard rules.
-Begin in 10k BC.
-Start from prehistoric times, begin as a very small tribe, and merge, absorbe, integrate into other tribes, as well as conquer them. Based on a true Ethno-Culturo-Lingual web of the real world.
-Real numbers of people.
-Realistic trade, manufacturing, economics.
-Simultaneous movement.
-A very great flexible system of social engineering.
-Smaller alteration of time scale.
-Use real number of people and equipment in armies, but keep them moving as units, call them divisions, legions, whatever the right name for the warriors/era.
-A very capable AI, no resource cheating of either the player of the AIs during the game. just make the AI stronger/weaker, according to the level of play.
-A unit workshop, where one could use the technology he has to build units, ( rifleman,main battle tank, APC, cataphract. etc. ) and then assemble those units into military units ( An armored division, for example, requires: 300 tanks, 50 APCs, 1360 armored vehicle crew members. 500 Heavy infantry soldiers, 100 Supply trucks, 110 Truck drivers etc. )
I think that's about it, though you can challenge me, remind me of missing aspects of the game.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:26
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Clash Of Civilizations. 
To echo Azazel's points:
Maps should be possible to have in any size, from small to huge, and most importantly look like Earth more or less (continents, sea, not percolating sea and earth as in civ2).
-Begin in 10k BC. Around there, yes.
-Merging of tribes is interesting, evolving cultures too, but I don't think real cultures would be easy to do because you would have trouble making sure the Spanish are spawned from the Iberians, since that event depends of very specific historical events.
-Real numbers of people. Yes.
-Realistic trade, manufacturing, economics. Yes, but how do you model that.
-Simultaneous movement.
-Don't put too much emphasis on modern times, make various eras more balanced in terms of length: Spend some time in the Middle Ages for instance instead of it being a gap to close from ancient times to gunpowder.
-Make units have number of people so they drain on the demography when raised or killed. Probably no equipment because it is already complicated enough without.
-A very capable AI, no resource cheating of either the player of the AIs during the game. just make the AI stronger/weaker, according to the level of play. YES.
-A unit workshop.
To which I add:
Sensible tech model which allows discoveries of some techs only under some conditions (no wheel if there are no horses around for example), and better neighbour-to-neighbour tech-spread.
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Odin
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Biology Nerd at Minnesota State University Moorhead
Sep 2000 time: 23:26
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Analog globe map, no tiles. Each unit has a movement radius per turn. The globe will give terrain near the poles a more realistic look, so Russia wouldn't be so huge on a world map.
The game should start with the invention of agriculture (10,000BCE) and go into the near to mid future (2150CE?) The game should also be a lot longer, say a 1200 turns, and there should be more depth in the ancient age, they go by just too fast.
Special Forces, like in CtP and CtP2, we need terrorism in modern times. You should be able to keep track off terrorist groups in your nation and be able to hinder or help them (like the IRA or Al Qaeda). 
Many Civ's, each with unique, AoE-like attributes and a unique unit.
More emphasis on the nation as a whole. you shouldent be able to tell where settlers to go, in real life they went where they wanted to go. you dont see individual cities, the terrain just looks more densely settled and produces more resorces where there are more people.
An SE model, like in SMAC.
A competent AI that doesn't cheat. 
excellent multi-player gaming.
Minor Civs instead if barbarians.
New nations forming revolts.
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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:26
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quote: Originally posted by Sandman
Evolving cultural model. As time goes by, your civ can gain unique traits depending on the surroundings and your decisions. |
Here is how I think this could be done. If a player gains a certain number of a special ressource, it gets an empire wide bonus related to that ressources. For example, if I get X "wheat" tiles, every food producing tile gets +1 food (farming experience allows better food production). If I get X "iron" tiles, every swordsman unit gets +1 attack (better ironmaking techniques allow better swords). etc...
The player could also get civ traits like commercial, religious or militaristic based on the number of city improvements of each type that the player builds. If I build mostly commercial city improvement at the beginning of the game, I would gain the commercial trait, but if later in the game I build so many religious city improvements that I have more religious city improvements than commercial ones, than my civ would switch from commercial to religious.
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GePap
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of the Big Apple
Nov 2001 time: 23:26
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Choice of blind research
inclusion of a "Social enginneering" screen, ala EU or AC for more varied civs.
Minor civs
Population points: some way to make the actual population matter
Multiple build queues
Public works ala CtP
"Command contruction system": single units would be made as normal, but to use them, they would have to be assigned to commands, which could be given a "general", like a city governor if you did not want to deal with them all. This would make combat at this level more strategic and less about moving endless units around. Like the "taskforce" system in MOO3, commands would be given specific tasks, like "defend area X", take X city, attack X command.
Maintain random events: game difficulty level should not be based on giving AI or player advantages, but should be based on making the game more "realistic", such as trying to plan for and deal with epidemics, droughts, floods, volcanoes and earthquakes, so forth and so on.
More diverse ecosystem types.
Have a resource system based on not only what you have, but how much you have.
Improved diplomatic screen: AC and MOO2 had some very good ideas that were sorely lacking in Civ, such as "ask you to make peace with.. or "lest coordinate attacks". This should certainly be in Civ.
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SCG
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of less than all that I see
Jun 2000 time: 00:26
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quote: Originally posted by jdd2007
The main change would be to add a powerful random element to the game. Not just natural disasters, but famines, stock market crashes, revolutions, etc. |
always wondered why they removed all that from Civ I. used to be that several structures prevented some sort of natural disaster
quote: from Civ I's King.txt
Plague in $RPLC1!^
Scores perish!^
Citizens demand AQUEDUCT.^
Floods strike $RPLC1!^
Houses washed away.^
Citizens demand CITY WALLS.^
Volcano erupts near $RPLC1!^
Citizens flee in terror.^
Citizens demand TEMPLE.^
Fire sweeps through $RPLC1!^
$US destroyed.^
Citizens demand AQUEDUCT.^
Pirates plunder $RPLC1!^
Production halted, Food Stolen.^
Citizens demand BARRACKS.^ |
Also, there was the chance of random revolutions. The one i remember most was one of my first games on Emperor, where on the opposite side of the world (wasn't even close to maping that area), China's most important city (Shanghai, size 12, 2 wonders, many military units) decided to defect to my side. Took a potential problem AI and completely decimated it 
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ColdWizard
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civ2 with a huge variety of modding options
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