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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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How could those Philistines call Civil War unfun. YES, it has to be done right in order to BE fun, but this could easily be achieved. Civil war should NOT be about whether you lose your capital, it should be about how content your people are, how big your nation is, how many foreign or heathen citizens you have in your cities, how much culture your cities have, how may troops you have garrisoned, and how well you defend against another nations underhanded attempts to subvert your cities. As DH_Epic from Civfanatics puts it-Civil war would be incredibly fun if it follows the 3 P's-it should be Predictable (to a point), Preventable (to a point) and Provokable in others!
I should point out that the recent UGO article does point to the possibility of your people Rebelling against you-though whether that means anything, it is tough to say!
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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The thing is that Culture Flipping is WAAAAYYYYY more Unfun than a well implemented civil war model. After all, there was never any warning of culture flips, there was little you could do to stop a culture flip from occuring and there was little you could do-short of going to war with another major power-to get the city back. Yet none of this stopped Civ3 from being a VERY popular game.
In civ4, if the conditions are ripe for a civil war, then your domestic advisor could advise you of the danger, telling you how 'Cities to the East are becoming restive', or something along those lines. Given the improved interface of Civ4, it would be very easy to check those cities that you have been warned about, and formulate a plan to prevent them breaking away. Of course, if you have allowed multiple problems to crop up for a while, then it may be too late to do anything to prevent it when a 'trigger event' actually occurs.
However, even if cities DO break away, with a decent diplomacy system, it should be possible to induce them to 'come back to the fold'-without resort to violence. Even if that fails, then at least you don't have to go to war with an established nation in order to get these breakaway cities back. Plus, imagine the fun of investing money in domestic sabotage, and directing it towards pushing a threatening civ into civil war-then giving diplomatic and monetary support to the rebel cities !
All of which makes civil war a HELL of a lot better than culture flipping.
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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Did you not read my post NYE? I illustrate how a civil war model can be created which is easy to handle for both the expert and novice player alike. Of course, a civil war model would work best in combination with a system of Protectorates/Vassalages-such that though you can LOSE half a dozen cities, you can also GAIN the same through clever diplomacy.
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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First up, your method of preventing Culture Flip sounds as bad-if not worse-as the culture flip itself. It would take AGES for a city like that to get back to a useful state again. Even worse, have you EVER had a city flip to you? If you refuse it, then it will simply pop back up again a few turns later-really annoying you. If you accept, then you are suddenly at war with the previous owner ! With my system, secceeding cities become a newly independant state-thus leaving you with the option of either going to war, or trying to bring them back diplomatically-much better than the Culture Flip system, even if you CAN get around it.
As for new players having to excessively manage their cities. Can you say City Disorder? Avoiding this required frequent, intensive management of all your cities, yet this never drove new players away (and DON'T get me started on pollution ). With the new civ4 interface, however, and with a decent domestic advisor, you should not need to intensively manage your cities in order to prevent a civil war.
I'm sorry, but the more arguments 'against' civil wars that you present, the more sure I become that civil wars are a NECCESSARY replacement for the broken culture flip system.
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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So, what you are saying is that you are OK with culture flips because you can exploit it, and because it doesn't interfere with your Warmonger strategy. This is exactly the problem that I have with culture flips-they are frustrating, but ultimately both weak and pointless, as they simply cannot compete with the Warmonger strategy so popular in Civ2. To me, this does not make a feature GOOD!!! A Civil War system, OTOH, can be a useful counter to both Warmongering AND the 'Snowball Effect', as it is less exploitable via conventional Warmongering tactics. My advice is if civil war is in, and you don't like it, then stick with Civ3 instead.
Yours,
Aussie_Lurker.
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milenotis
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I will enter the fray with the point of view of a casual player of civ 1,2 and 3. I liked the civil war and was surprised to see it gone in three. I also like the flipping but didn't always see how to prevent/predict its occurrance. Whilst there will undoubtably be a way around either of these for the more experienced players, for the average player the civil war was a great way to rein in an overly aggressive large country. I think with tinkering the flipping could achieve a similar balance.
Cheers,
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Wise Ass
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Your Mom's House... Why?
Aug 2001 time: 00:19
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"If that's still not enough, you can enslave any racial group of your choice, incite holy wars, and commit crimes against humanity without regret. And if a rebellion starts to overthrow your regime, there's always the reset switch."
That is the quote from the UGO E3 preview. So it should be interesting to see if they did add civil wars.
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Max Sinister
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I'd like civil war too - if there was a way how to prevent it. (Though maybe it had to be "Don't bite more than you can possibly chew".)
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