Feature Inspiration - C7-Game/Prototype GitHub Wiki
Use this page to capture well-defined features from other games that we may want to implement or adapt.
Mechanics
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Starting location biases (Civ5+): a leader/civ/trait will spawn on/near certain terrain or features. Similar to seafaring civs starting on the coast, but generalized.
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Multi-dimensional terrain (later Civ, Old World): instead of a single terrain type, terrains have layered properties like elevation/topography, temperature, humidity/vegetation. Thus you might have desert hills, or a flat tropical forest. Civ3 has a very limited example of this in that forests can appear on a grassland, plains, or tundra base. This could be combined with a more realistic world gen model to drive the arrangement of these features.
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Combined arms combat (Call to Power): units can move and fight together as a stack without belonging to an Army, using their combat attributes in concert. For example in CtP units had different melee and ranged strengths which worked best in combination with units of the opposite affinity.
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Units per tile limit: (Call to Power, Civ5+): a configurable cap on units that can occupy a tile, which may be a flat number or incorporate attributes of the units (size) or tile (capacity).
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Amphibious units (Civ5+, Old World): instead of being transported in ships, units can embark themselves as temporary naval units subject to technological limits.
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Production rollover (Civ4+): options to allow surplus production to be rolled over to the next build, with certain constraints.
Media
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Wonder videos (Civ4+): allow the wonder splash images to use video instead.
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Tech blurbs (Civ4+): custom text and/or audio for each tech at its discovery.