City/Economic Ideas
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Housing Districts: These would increase your population, maybe by 10, and look like clusters of houses. You'd build them in Cities. City size would be determined by the number of Housing Districts.
Products: These would be manufacturable goods, created by Citizens (tasked to a Workshop or Factory, perhaps?) that provide benefits to a unit or building, but can only be equipped on one. They would cost Basic and Rare Resources.
You could also sell Products on the World Market for good money.
New Resources - Textiles and Energy: Textiles would represent any cloth or similar textiles, and be used on units (for their clothing). Energy would be used to keep Buildings "running": continuing to function. To generate Energy, you could either "transform" Oil into Energy or make "green" energy plants like Wind Farms or Nuclear Power Plants.
Stock Market: The Stock Market would be a building you can construct (with a limit of one) in any city, and would have a special ability: you could "buy" Corporations that sell different goods, like Basic/Rare Resources or Products.
For example: Player 1 (Americans) builds a Stock Market and buys a Corporation, which he names Player 1 Co, and can then buy stocks in different products (in this example, Oil) and buys Stock. If market demand increases, the price of stock heads up and he gets free money for every piece of Oil stock he has. If it goes down, money isn't detracted from his reserve but he does have worthless stock.
New Resource - Happiness: Happiness would be a measure of the overall mood of your population, and could be gathered by Entertainers. Nations with high Happiness levels will be less susceptible to bribery and bribe easier, and the citizens will become more productive when gathering resources.
Advanced Religion System: Nations can, upon building a Temple, choose a "Religion" to follow, like a Government. Different Religions give different bonuses.
Other nations can choose to join the same Religion, and then enter a special type of alliance called a Religious Alliance. The founding nation can, if they build a certain Wonder (the "Central Temple") control nations this way by setting taxes on them called Tithes, which go to the Temple. This also makes citizens more religious (see "Reverence") but more susceptible to bribery by the nation who founded said religion.
New Resource - Reverence: Priests would gather Reverence, a measure of the religiousness of your population. Nations with high Reverence levels get increase benefits from their National Religion, and can spend Reverence on their Religion's unique unit.
Religions List (some ideas):
- Catholicism (Medieval Age)
- Islam (Classical Age)
- Judaism (Classical Age)
- Zargonism (Ancient Age)
- Classical Greek (Classical Age) (represents both Greek and Roman beliefs)
- Egyptianism (Ancient Age)
- Shintoism (Ancient Age)
- Confucianism (Medieval Age)
- Hinduism (Medieval Age)
- Mesoamericanism (Medieval Age)
- Native Religions (Ancient Age)
- Paganism (Ancient Age)
- Norse (Classical Age)
- Buddhism (Medieval Age)
- Protestantism (Enlightenment Age)
- Atheism (Ancient Age)
- Earthism (Information Age) (represents hippie-like beliefs of the 60s and 70s)
- Scientology (Information Age)
That's a very big list, but it's some examples.
Advanced Diplomacy: Trade Alliances and Protectorates
Trade Alliance - If two nations enter a Trade Alliance, Caravans trading between their nations generate twice as much Wealth, and both nation share Rare Resources.
Protectorate - If a large nation is an ally of a small nation, the small nation can become a "Protectorate". In exchange for protection, the small nation must pay a tax rate set by the large nation (automatically detracted from its Wealth stores) and the small nation cannot create a military or give it orders: the large nation must.
NEW AGES
I - Prehistoric Age (before the Agricultural Revolution)
II - Ancient Age (Agricultural Revolution to founding of Greece)
III - Classical Age (Greece, early Romans, Celts, etc.)
IV - Imperial Age (Roman Empire)
V - Medieval Age
VI - Renaissance Age
VII - Colonial Age (replaces some of Gunpowder, all of Enlightenment)
VIII - Industrial Age
IX - Commonwealth Age (everything between the 1880s and WWI)
X - Modern Age (WWI)
XI - Atomic Age (WWII, the 50s-70s)
XII - Information Age (80s to present day)
XIII - Future Age (to 2100)
XIII - Global Age (see description)
In the Prehistoric Age you wouldn't have Cities: instead, civilians and military would be trained from female civilians, and you would only gather Food (from hunting animals, like in a normal RTS). You could research the Ancient Age from any unit.
The Ancient Age and Classical Age would be roughly the same as what they are. The Imperial Age would cover the Roman Republic and Empire, to its collapse in the 470s AD.
The Medieval Age would cover everything from the 470s AD to the 1300s AD (the 1300s seems an appropriate date for the beginning of the Renaissance).
The Renaissance Age is short, and represents the beginning of the Renaissance. Gunpowder is introduced, like in the Gunpowder Age. The Colonial Age represents everything from 1500 AD to 1850 AD.
The new Industrial Age represents innovations like trains, factories, and the war advancements like gattling guns and ironclads. America begins to shine here, and lasts from 1850-1880.
The Mercantilism Age is where, historically, when the "sun never set on the British Empire", and replaces the old Industrial Age: now you get the automobiles, airplanes, and so on, but still don't have bombers. Zeppelins are added in.
The Modern Age represents only WWI: no nukes, and some simplistic aircraft and tanks, but still "modern". The Atomic Age introduces nukes, but in the form of atomic bombs (and researchable nuclear missiles). This age represents WWII-1980.
The Information Age goes from 1980-2010. It is pretty much the same. The Future Age goes from 2010-2100, and has the "Future Technologies" and some powerful, but within-the-realm-of-science, units.
If you've managed to survive without winning past the Future Age, the Global Age is as different from the 11 normal ages as the Prehistoric Age is. Now, your resources are Carbon, Chemicals, and Knowledge, and works like this: anything "living" is Chemicals, anything "non-living" is Carbon, and Knowledge is used a lot more towards production. Non-Radiation Releasing Missiles (NRRM) do even more damage than ICBMs without counting against Armageddon.
[This message has been edited by Random Username (edited 11-25-2009 @ 10:30 PM).]