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Brent
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Pedrunn: What's the point? that is completely different from Civ3. You are in essence eliminating Culture Groups.
Culture Groups and Landmasses
If all playable civs on one landmass are of one Culture Group, all nonplayer civs on the same landmass also belong to that Culture Group. If all playable civs in a game are of the same Culture Group, there could be nonplayer civs of other Culture Groups on landmasses with no playable civs.
Culture and Roads
Have culture travel faster along roads. Let culture eventually travel as far as a road goes until it meets another civ's culture. Let culture travel faster in tiles immediately adjacent to roads than otherwise.
Culture and World Size
If you are on a very large world with few rivals, let culture travel faster.
Borders
Let borders work a little more like in SMAC.
Arch Enemies
If there are varying levels of Culture Groups, such as micro and maybe two larger levels, let civs of the same Micro culture group be more likely to be arch enemies.
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Brent
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Sure, they could do a side game, a little closer to the main series than Colonization was.
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Kramsib
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Father and protector of PROGRESSIVE GAMES, SANTANDER, Cantabria, España (Spain), Unión Europea (European Union)
Sep 2001 time: 06:32
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Ok, lets explain (I though I was suppossed to be brief, anyway you can ask anyone who has CTP).
When in Civ III a city flips, there is no matter how many units you have in the city, they are killed without a chance of defending themselves.
A fight between rebels and garrisoned units should be interesting. When a city is going to flip there should be a combat between the garrisoned units and the city rebels.
The city rebels would have the same number of units the number of rebel citizens in the city, then a normal combat begins with possible losses for both, if a rebel dies, a citizen is lost, if a garrisoned unit dies, it dies (obviously).
If rebels win, the city flips (or in other case, a new nation is proclaimed), if does not, the city remains in your hands (but your garrisoned units are weaker).
As the idea is quite general it could be combined with other ideas, for example, unit loyalty, some of your garrisoned units could support the revolution and would fight with the rebels against you.
I hope I have been able to communicate what I mean in a clear way.
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:32
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quote: Originally posted by Kramsib
Ok, lets explain (I though I was suppossed to be brief, anyway you can ask anyone who has CTP).
When in Civ III a city flips, there is no matter how many units you have in the city, they are killed without a chance of defending themselves.
A fight between rebels and garrisoned units should be interesting. When a city is going to flip there should be a combat between the garrisoned units and the city rebels.
The city rebels would have the same number of units the number of rebel citizens in the city, then a normal combat begins with possible losses for both, if a rebel dies, a citizen is lost, if a garrisoned unit dies, it dies (obviously).
If rebels win, the city flips (or in other case, a new nation is proclaimed), if does not, the city remains in your hands (but your garrisoned units are weaker).
As the idea is quite general it could be combined with other ideas, for example, unit loyalty, some of your garrisoned units could support the revolution and would fight with the rebels against you.
I hope I have been able to communicate what I mean in a clear way. | I like this idea. More realistic than the current model.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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My thoughts on culture:
The current (CivIII) system is basically good, but can use some sprucing up.
Maybe there should be two things: Culture and Influence
Culture would be more of an internal thing - how your people react to other civs. If your civ has lots of culture, your citizens are more likely to resist foreign occupation, less likely to defect, etc. Culture would be built up over time, probably via buildings like in CivIII. I'd add some buildings and throw in more obselesence to the current ones, but that's another matter and not all that important... I also liked the idea (GePap?) posted regarding a new specialist that produced culture.
Influence would be a "right now" sort of thing. Sort of like power, but taking more into account. Tech level, wealth, population, military strength, stuff like that. It's a snapshot of your civ's influence on any given turn, as opposed to something that builds over time (culture).
Anyway, culture should boost other civ's attitudes towards yours, whereas influence should help you get what you want diplomatically. Influence should probably also have a negative effect on attitude once you hit a certain level of influence (nobody likes the dominant nation). Having lots of culture can help mitigate that.
Unlike CivIII, I don't think having lots of culture should help you control the cities of a civ you are conquering. Currently, if you have dominant culture, you have a much easier time crushing resistance and holding the cities. It shouldn't really have anything to do with YOUR culture, but rather your opponent's culture. If their culture sucks, the conquest should meet with a low level of resistance. If they have high culture, it should be a pain, no matter how much culture you have.
When you capture a city, the cultural buildings should not vanish (they should stand the same chance of being destroyed in battle as all other buildings do) and should continue generating culture for the other civ, albeit at a reduced rate. The amount of culture in that particular city should - along with the size of the city - determine the amount of resistance.
Wiping a civ out should not wipe out their culture. It should halt the accumulation of more culture points, but the culture (and therefore resistance and whatnot) should remain, and simply diminish in relative strength over time as other civs' culture continues to grow. If captured cities of the vanquished civ are left ungarrisoned, partisans should be able to re-take them and literally reincarnate the civ.
Apologies for the rambling, and if this is duplicative of other's ideas... I didn't make it through the entire thread.
-Arrian
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okblacke
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Arrian,
Good stuff! If I were Firaxis, this is the sort of suggestion I'd be looking for. Not too bogged down in detail and clearly expressed.
One thing I particularly like is the culture buildings not going away. They could go back to full power if the city is recaptured. Paris is no less cultured for having been captured numerous times.
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Brent
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Let a certain amount of culture overlap define a core region of your empire. There would be severe consequences if your core region is penetrated by your rivals.
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lajzar
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Japan
Jun 2003 time: 14:32
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Corruption is used as a mecahnic to curb ridiculous empire growth. Historically, 'corruption' (ie efficiency of resource extraction from the capitol's point of view) didn't depend so much on number of cities, but on a variety of factors, the single most critical of which was speed of communication.
So let's have the following factors affect corruption...
City count
Communication distance from capital
Courthouses, police stations, and security droids halve effective city count for corruption calculations. "Extra Palace" (we can't call it forbidden palace, that's too culturally linked) acts as a second palace for communication distance.
Each city calculates the number of turns it would take for the fastest unit to travel to communicate with the capital. This starts at 1, rises to 2 with horsemanship, 3 with automobile. Roads increase movement appropriately. Certain civs or scenarios might have special techs to boost this communication speed. Mongols might have a pony express tech for faster communications, reducing corruption.
Any city with a rail depot improvement can trace a path with a move of 10. Any city with a harbour can use sea to trace a path, with an effective movement equal to their fastest sea unit. Any city with an airport can trace a path with a move of 20.
Once radio is discovered, all cities may trace a path with an effective movement of 30. Modern age corruption from distance will be trivial, as distance is no longer a factor in receiving dictats from the capitol.
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Max Sinister
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Good ideas. May I add the suggestion that there will be always a bit of corruption - because else, modern democracies would have no corruption at all, which unfortunately isn't the case IRL.
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