Human-Beings' Mission Statements
Borrowed things
Civilization
- Political questions are meaningful.
The social rules evolve along changes of political organization.
- Technical/scientific evolution (city batiments, transport means and military units evolve).
- Possibility to fortify military units (also exists in StarCraft w/ Siege Tanks).
- The whole game is played on the same map (e.g. the game is NOT a campaign with several missions/maps).
Dune2/Starcraft
- Realtime is vastly superior to (Civilization's) turn-based, for emotion, balance of fights, and network play (don't need to wait for other players for ages).
- Well-balanced and interesting war fights: energy handling rather than win-or-loose/random of Civilization.
- (Starcraft) surfaces of map and units are meaningful.
The map is not divided into squares (or hexagons); each unit may be "close" or "closer" to each other unit depending on space occupancy of each unit ("size"), and have a metric speed (rather than moving between granular positions).
SimCity
- Simulating one large city on the map (or 2/3 cities), rather than many small cities, is interesting because then you can finely tune the insides of the city (like in SimCity but a bit simpler).
- Geographical organization of cities is meaningful.
You need to organize the city so that social/technical functions (houses, industries, power supplies, roads) interfere efficiently.
Original things
- Weights are meaningful.
Each unit has a weight and each terrain type (in particular bridges) has a maximum weight resistance. As Pixel suggests, this needs to be handled partly automatically when sending groups of units to not become a pain.
- There is no limit when selecting groups of units
If more than a certain number of units are selected, you won't see them in the status bar but they can still receive the group orders.
- "Size" of the whole map is between Civilization's (continents) and Dune2's (~ a valley), e.g. a "region"
Each player will have a central city and possibly a small number of annex cities.
- Some military units must be more/less efficient depending on the type of the target => need to handle some characteristics of units/batiments such as "armor", "alive exposure" so that for example, a gun can do nothing on an armor but is very effective on alive things.
- There is no apparent money: the cities are themselves capable of producing goods and each batiment means a continuous levy on the city's provisioning (such as SimCity's power needs, but extended) and work force (for example, building a batiment means "using" engineers would can't do scientific research during that time, operating a factory means "using" some workers).
Goods are produced depending on the geographical/technical organization of the city. For example, a tank factory needs 10 power, 15 steel, 5 oil; if something is missing the speed of the factory slows down.
- Building any unit "costs" on population (like Civilization's settlers, but extended)
When in older political systems, the cost is only on males and fecondity is impacted.
- Enhancing the difference between quantity of communication in older times and in recent times, by speed of units and also by telephone/radars/satellites.
- (fpons) You can trade goods between races.
- You don't destroy enemy batiments, you capture them (with a cost of adaptation): more realistic, more interesting.