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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Actually, I think Civil War (or secession-as I MUCH prefer to call it) can be implemented in a very easy and fun way.
What is important is it must meet the three P's (as DH_Epic puts it). It must be 'Predictable' (i.e. it cannot be totally random), it must be 'Preventable' (i.e. there should be effective ways to stop seccession-without undue MM) and it must be 'Provokable' (i.e. it must be possible to use Covert Operations to cause secession in other nations).
I think that a system that meets these 3 criteria would be very easy to accomplish-and I hope they will accomplish it (I still see no evidence that they won't, BTW!)
Yours,
Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:33
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Not a problem, Kuciwalker-happy to oblige.
First, we know that in Civ4 unhappy citizens will simply NOT work anymore. However, I thought why not go further (but not back to city disorder a la Civ2 and Civ3). Basically, the ratio of unhappy citizens to total citizens gives the % chance that rioting will erupt in that city. The more unhappy citizens you have in a rioting city, the more damage they do to your city/terrain improvements and/or garrisons. The base chance of rioting would be modified by the city's distance from the capital, the presence of resistors, the presence of foreign nationals (double if of a different culture group), level of city organisation and health, and number/strength of any garrison in the city (though garrisons would have a chance of MAKING people unhappy in the first place!!)
The importance of this method is that it doesn't lend itself to micromanagement as the old system did-all you can do is alter broader social and city level policies to reduce your risk, not merely go city to city-changing content people to entertainers!!
The other thing which unhappy citizens might cause is potential secession. Basically, each unhappy citizen gives an x% chance of secession, with each resistor giving an x*2% chance. This base chance is then modified by the presence of foreign nationals, distance from capital, level of city health and organisation, whether the city is rioting, how many resources the city controls (i.e. a city with lots of its own resources is more likely to seceed), proximity to another seceeding city-and the presence and strength of any garrison.
Like rioting, this system does NOT lend itself to MM, as there are a number of factors which MODIFY the basic chance of seccession. All you can do is prevent things getting that bad in the first place, and adjusting broad policies to boost happiness, health, organisation and culture throughout your nation.
When cities secede to form a new nation, they do so with x% of the parent nations total technologies. This % depends on HOW many cities seccede. So, if only 1 city seccedes, then it only gets 50% of techs (unless that city has a LOT of beakers). Each additional city which seccedes grants an average of 3-4% more techs, up to around 95%. Additionally, until the breakaway civ gets its FIRST INDEPENDANT TECH, it cannot trade any of the techs it got from its parent to another civ (though it can trade FOR technologies).
Anyway, I hope that sounds good to you guys.
Yours,
Aussie_Lurker.
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DerSchwarzfalke
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quote:
IIRC, the Germans stopped putting Jews into death camps oh, around 1944. |
1944 is when the Polish death camps were generally overrun. The camps in Germany still accepted new inmates until the very end, though they typically were evacuees from the eastern camps recently overrun by the Soviets.
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