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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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An issue that I've noticed coming up repeatedly is the "realism" question of you and your empire lasting from 4000 BC to AD 2020. I was thinking of something that would introduce a different element of play into the game, without drastically altering the way the game is played.
Mortality of the Ruler.
Every so often the King will die. This interval would be randomly determined each time and might be somewhere between, say, 20 and 60 turns (I know, not realistic in early phase of the game, but hear me out). Each time this happened, assume one turn of turmoil during the interregnum, at the end of which the player could select among several options:
1. Same government with linear succession, as in Caesar to Caesar II to Caesar III
2. Same government with new line -- Caesar is succeeed by Naughtius Maximus
3. Entirely different government. Like revolution but perhaps with a shorter period of unrest.
At the end of the game, you could lookback on the line of rulers, of all the diffferent government phases your civilization phase took.
To reflect the tendency for governments to stagnate and revolt if too long under one type, introduce another random element. If too many successions without changing government type, the unrest period will be longer to reflect the people's dissatisfaction. To foster change, the three options listed above are listed in order of "tension".
Factors influencing death of the ruler:
1. Difficulty level. Not necessarily more frequently, but a broader range, like every 5-60 years at Deity, every 50-60 years at Chieftain.
2. Wartime. The longer you're at war, especially in pre-industrial times, the likelier your heroic king might die in battle. In addition to the "troops-away" unrest, democracies will be more likely to revolt if there's an interregnum during a prolonged conflict.
There were some other things relating to this as I thought of it last night, but they slip my mind at present. What say the general population?
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senowen
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of the night
May 2001 time: 00:14
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What helps me get over this unrealistic aspect of the game, but with no feasible solution that I have heard is to not think of myself as the king, but rather, as the power structure of the empire/nation. I'm the merchants/businessmen, the bureaucracy, and the generals of my nation. Lets face it, no ruler has ever been able to rule without the support of at least a majority of one of these (if not all of them) on his good side. The army and the bureaucracy may be able to keep down the merchants in a communist state for a long period, but from recent history this doesn't look feasible either (Soviet Union [dissolution, return of capitalism]), China [special economic zones]), etc.
What I'm getting at is that the aims of these groups is always the same in every country and era. Merchants: want to increase wealth/status/power. Bureaucrats: More infrastructure (so they will gain more wealth/status/power). Military: Better/Bigger military (so they will gain more wealth/status/power). Usually these groups collide. Your job is to decide how the power structure of your civilization comes about and changes through time.
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Frugal_Gourmet
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New York City, NY, USA
Jan 1970 time: 00:14
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Yes, it does seem unrealistic to have one leader directing a civilization for 6 millenia...
But, well, let me put it this way:
In the game, one leader really is directing a civilization for 6 millenia. Unless you plan on changing personalities every 5 or 6 decades, this particular unreliastic aspect of Civilization(tm) is not going to change...
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Lord_Davinator
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Kathmandu
Nov 2000 time: 10:44
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a good idea but there would end up being a minor revolt every 4 years in a democracy to pic the next president so that would make a bit boggled up.
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Captain
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by Divine Right
May 2001 time: 00:14
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In principle, it's a good idea - BUT not for the way CIV is currently set up.
If you changed leaders every 50-60 years, that would be every THREE turns at the start of the game! That is way too frequent, it would make the game unplayable.
In the CIV series so far, you aren't really a mortal human leader - you're more like the Spirit of the Nation. I think the Civ manual says 'Guiding Spirit' but I think of it more as you 'possess' whoever the current leader/ruler is, and thus there is a continuum of your ambitions and strategies. When your people are no more, then your Spirit dies.
An alternate solution which incorporates the whole death of the ruler aspect (which was very significant in history), was using the fixed linear time scale so that you would play as a ruler for those 50-60 years but have sufficient #turns to actually accomplish something - whether it was 1turn=1 yr or 1 turn=1 month. This would make CIV too long to play as a single game, but instead it would be broken up into episodes (lifetime of each ruler), and played as single games that could be 'continued' (similar to Homeworld) by starting a new episode as the successor to your last episode's ruler. This of course, would be much more in depth and possibly just over the top for non-hardcore players.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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Cool. Thanks for all the feedback. Just thought I'd suggest something that might help around a perceived problem. Honestly, the issue of eternal ruler never really bugged me before -- but it occurred to me that might be a good optional challenge. A way around the ruts of gameplay that no matter what civ you're playing it gets into a prolonged, stable democracy, which suddenly switches to a prolonged, stable Fundy for a war, then back to the prolonged, stable democracy. Effective game strategy but sometimes it would be cool to have a monkey wrench in the works. But only sometimes.
Oh, yeah: forgot to say before that I definitely would NOT want a change every four years as a democracy, realism or no realism.
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