The future shouldn't be perfectly predictable. The future is anything but predictable! Half the fun of Civ in our early days was not knowing exactly what would happen.
Universal Constants
Random factors at the beginning of the game such as plus OR minus (+/-)
(City Growth Factor) Cities 1 food each
(Gold) Gold 20%
(same with science, culture, faith, etc)
(Global Population) Static Happiness
(City Defense) City Health
City State Influence Rate
Building Unlocks
When a tech is unlocked for the first time, add some randomness to the stats of the building.
Give a public notification? Could depend on spies/your unlock time.
Later techs have higher variance?
The future shouldn't be perfectly predictable. The future is anything but predictable! Half the fun of Civ in our early days was not knowing exactly what would happen.
Universal Constants
Random factors at the beginning of the game such as plus OR minus (+/-) (City Growth Factor) Cities 1 food each (Gold) Gold 20% (same with science, culture, faith, etc) (Global Population) Static Happiness (City Defense) City Health City State Influence Rate
Building Unlocks
When a tech is unlocked for the first time, add some randomness to the stats of the building. Give a public notification? Could depend on spies/your unlock time. Later techs have higher variance?
Random per building: Happiness
Food Production Gold
Science Culture GPP Golden Age Points
Cost Maintenance