Okay, this is just my opinion, but after playing this new version of the game, I have these observations and comments from a players standpoint.
First, I love the changes in this version, there is a lot to like about the game. Faction differentiation is looking good, the random worlds are fun, tactical combat is getting better, spells and magic items are more interesting and visually exciting, the AI is somewhat challenging.
The game is leagues better than the current state of it's predecessor, but, I think it still doesn't set itself apart enough yet and why I suggest that everyone stops and does a review here and really goes over the state of the game to determine if every approach that is currently being implemented is the correct one. Perhaps this is already being done, and if so, kudos.
However, the reason for my concern at this point is that despite the changes, the game still 'feels' the same to me. I don't feel that enough of my decisions change the way my empire or kingdom is developed and in the end, it's still the same game over and over.
Looking at the game, it seems that most of my decisions revolve around research, yet because the tree is so narrow, there is no real decisions to be made. Do I go for civics now or should I jump over to magic? And this plays into the city building aspect, once again, cities seem the same from one game to another.
So it appears to me, that research is really the focus on how you develop your civilization. So I think if you want a great game, this is the place I would start, the rest of the game seems to be coming along quite nicely.
So here are some suggestions on what I would consider doing with research to make each game feel as random as the game world does on start up.
- Make the tech tree somewhat dependant on moral decisions. For example, the tree changes depending on if you follow a slavery or freedom path. Does your civilization embrace, control or prosecute magic use? Do you follow a scientific or magic use path? Are you tolerant of other races or hunt them down and kill them?
- Change the tech tree based on research decisions made before it. For example, if you research a particular branch of the tree, the other branch changes in respect to that decision. Perhaps the research cost increases, or is removed and lost forever.
- Make it more rewarding to follow a tech branch and more difficult to go back and research a new branch. This is partially like the one above it, but when you choose a subject that might require you to go back and research other topics, you are given the option to bypass those topics at a reduced research cost but that makes those other topics unavailable in the game.
- Create the tech tree 'as you go', you start with several options you pick one and as the research is completed, you are asked a question about that research that determines the topics that are available for the next branch.
- Add branches based upon quests or combat or special events. Have downsides to research, if you go this route, perhaps your civilization will look more attractive or less attractive to other AI players. Make your research path have an impact on the other players in the game.
If you decided to go with one of the above suggestions or even some alternate method, I really think that this game will feel completely unique. It might be harder to impliment from a AI perspective and in that case, perhaps the AI might have to use static trees or trees with only limited variation, but from a player standpoint I think this really makes the game more interesting. Perhaps events that happen in the world shape your research or perhaps it's just moral choices but making a game that parrots the games before just makes your game one of the crowd.
Again, this is a JMO idea, take it for what it's worth, but to me, the game seems the same just with a bit more eye candy.