I've been toying with the idea for many moons, but only recently started to implement it. I'd like to throw some ideas out in the open, for discussion, stealing, brainstorming and so on. Plan to use it on 2.5.
Very briefly, the ruleset I'm working on consists of unit modification; not only stats, but some new concepts, and also on some ways to make the whole game a bit more realistic and with more options. This includes:
-creating a new class of units - Militia, very cheap (almost free) and ineffective, but possible to raise quickly; units are Warriors, Skirmishers (parallel to Musketeers) and Partisans
- making all units except some elite ones (alpines, armour, battleship) at least 50% cheaper, but making upkeep more expensive
(Reasoning: more action, more realism; during human history, it was easier to create an army than to keep it paid and supplied; low-intensity skirmishes and wars were much more common than it happens in the games where what usually happens is an all-out assault)
- unit upkeep doesn't depend on government, but on unit type. Example: all Militia: free; Musketeers: 1 coin, Riflemen: 2 coins, Artillery: 2 coins + 1 shield; Armour: 3 coins + 2 shields etc.
- Long-range class: Archers, Catapult, Cannon, Artillery, Howitzer, all use Bombard option, but with many more rounds to attack (except maybe archers which are a "poor man's artillery") so it's possible to reduce defender to 10%. In return, some of them can only travel by roads and none of them can enter rough terrain
- Veteran levels: each increases unit strength by 20% (overall ten levels); furthermore, unit gets an additional veteran level for each religious, scientific and monetary building present in a city where it is built (better morale, better knowledge/sense/training, better equipped)
- thinking about a major rehaul of strength/firepower/HP ratios, but that's of lesser importance because, in the end, it all amounts to "two units fight, one unit survives"; still looking for a way to implement a more paper-rock-Spock-scissors-lizzard approach, but it's very difficult with only two modes of combat (bombard and normal)
- ports and/or harbours increase trade on water tiles
- trade gain from hill tiles with roads
- settlers cost 3 population; new cities start with population 2. (I'm thinking about QuickStart option: a new unit, "Enhanced Settler / Founder / something", can't be built, you only get it at start, builds a city at population 3 or 4)
- have Statue of Liberty enable Democracies to go to war; in return, have more strict happiness penalty; units outside borders make three unhappy citizens; alternative: make available a small wonder that gives you access to all governments without anarchy
(Variant: Statue of L. is a regular city improvement, cost 100-200 shields, but maintainance costs 20 or more coins so either every time you go to war you have to pay to build it (and dismantle it) or you keep it alive for a hefty price)
- plague chance additionally reduced by scientific and some other buildings (mass transit, recycler...)
- some units require some buildings to be produced (Barracks -> any non-Militia, Factory -> Armour, Air; Harbour -> ancient/middleAges ships, Port Facility -> advanced ships, maybe: Library -> Diplomat, University -> Spy)
- very specific corruption levels depending on governments; just finishing the table, will publish it here when I'm done
- long-range units, armour and other fast units have decreased power when bombarding cities; modern infantry (especially Alpines and Marines) has increased power; similarly, only infantry has defence bonus in cities (maybe add this feature to non-open terrain if possible, will have to check)
All comments are welcome.