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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:33
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Both, I think. Barbs don't do diplomacy. But, on the other hand, it would be better if you got the clunking sound and the red circle with a line through it when you tried to establish the embassy.
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rsewar2
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Rebel civs are a great way of completely changing the direction of a game, especially as it can occur at almost any point, even when a game has become stale and predictable.
How about this: It takes a lot to make a city revolt and form a rebel civ, but when it does, any other cities in the civ that are rioting also join the rebels. (all units created by the rebel cities also join the rebels)
This makes things simple and sudden, gives the new civ a fighting chance (v important) rather than it being a single city waiting for others to join it, and also adds another dimension to the rest of the game, as the more you neglect your civs happiness (and not pay attention to riots), the greater chance of a big revolution.
I don't like the idea of naming the rebel civ after the old (rebel americans, new americans etc) and having lots of name changes. This makes things confusing for other players, and assumes that one civ will conquer the other quickly which may not be the case. After all, Americans revolted against the british, and they're called americans, not the 'free british'.
Could a moderator move this thread to the source code project forum?
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problem_child
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State of the Animal
Mar 2000 time: 05:33
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A favourite tactic of mine used in terrotories I don't want to directly control (empire size reasons etc) is to start a revolution in a city there, bully it into trade pacts and alliance etc, so that it is totally a surrogate of my empire, then use my armies to attack other cities in the same are and hand them over to the revolutionaries, thus creating a new nation. I did this in my current game, created (ironically) the American nation to the north of my already vast and sprawling Celtic Empire. The Americans started out as a Slavic slave-uprising, were befriended by me, and have since kept all the northern nations occupied by the wars of American expansionist ambitions.
The other nations of the vast continent I'm playing on will never again be united against the CE, like they were in the early turns when they all formed an Alliance against the Celts, The CE creation that is America is now more hated then the CE now, and because all the cities in the game are franchised by me and help sustain my vast military-industrial complex, blood-bathing is not an option. The facist regimes of Norway, France and Japan are welcome because they contribute more to the armed-forces of my super-power (keeping the world safe for democracy, freedom and trade) and their ongoing war with America keeps them from advancing significanlty or from bothering me too much.
I gave the Americans five cities at first (what used to be Brazil), since then they've taken four more for themselves, then they lost two, but they're still the fourth most powerful military in the game, and because I gave them military tech, (infantrymen) but not economic or industrial tech, they still rely on the friendship of the CE to keep their large army from banckrupting their nation. Once I found it necessary to make an Alliance with em so I could directly build up their transport infrastructure. Although earlier on on our relationship they got a little arrogant and extricated themselves from the allience etc, they came back though, once the money I'd given em ran out.
Puppet-ragimes eh... they're just like kids really.
Last edited by problem_child on 26-01-2004 at 18:33
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