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Juggernaut
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Hint: the flag
Jun 2001 time: 06:14
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if you capture another civīs city in civ 2, it goes civil disorder the first round, and after that it works normal again and might even become MORE happier than when it was before you invaded it!
completely unrealistic.
i mean, one thing if the cityīs original civ was a despotic disaster but anyway...
when you invade a city you should have a few options:
1) keep it under siege.
let the cityīs pop become slaves and make a lot of money. should require lotsa military units.
2) try to assimilate the city to your own civ.
this should take a lot of time, and ABSOLUTELY NOT a single round! since a majority of the civīs pop is another culture you should gave the option to start an "assimilate program" or something, investing money in entertainers and blending them with your own culture. after ie. 500 years, the people have forgotten their background, and the city is truely yours...
til then, the cityīs original civ has the opportunity to affect it through spies and propaganda, making it remember itīs roots...
a factor should be the geographical distance. if invading a city on the other side of earth, it should be much more complicated to assimilate than if it was your neighbour civ.
the more the civīs culture, government, religion is unlike yourīs - the harder to convert them...
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Juggernaut
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Hint: the flag
Jun 2001 time: 06:14
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quote: But armies would ALARM the people- they would SENSE OPPRESSION and want to REVOLT... would they not? |
you think they wouldnīt if the city was empty of military? ofcourse people would feel even more opressed and unhappy, but thatīs the only alternative.
the scale is good, but "highly nationalistic" could be swapped to "highly cultural". take sweden for example, we have almost no culture and is one of the worldīs most immigrant-friendly countries.
how about this:
y = (Ct/Cv) x (Cp/Mu5) x (F/Cp3) x Cs
500
the minimum/maximum limit should be 5 and 1500 years
y = assimilation time in years
Cv= invading civīs cultural average
Ct= invaded cityīs cultural points
Cp = invaded cityīs pop points
Mu = number of military units present
F = food surplus points
Cs = cultural similarity, digit between 2 to -2 depending on how similar religion, opinions, ethnic race, former style of gov etc, is.
note that the y represent time in years, not turns. this is
a) realistic
b) makes it harder to conquest as the time flies and we approaches modern, civilized times. just like it should be
Last edited by Juggernaut on 02-07-2001 at 08:32
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AroSch
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NE-Germany
Aug 2000 time: 06:14
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quote: Originally posted by uncle_funk
if you capture another civīs city in civ 2, it goes civil disorder the first round, and after that it works normal again and might even become MORE happier than when it was before you invaded it! completely unrealistic.
i mean, one thing if the cityīs original civ was a despotic disaster but anyway...
when you invade a city you should have a few options:
1) keep it under siege.
let the cityīs pop become slaves and make a lot of money. should require lotsa military units.
2) try to assimilate the city to your own civ.
this should take a lot of time, and ABSOLUTELY NOT a single round! since a majority of the civīs pop is another culture you should gave the option to start an "assimilate program" or something, investing money in entertainers and blending them with your own culture. after ie. 500 years, the people have forgotten their background, and the city is truely yours...
til then, the cityīs original civ has the opportunity to affect it through spies and propaganda, making it remember itīs roots...
a factor should be the geographical distance. if invading a city on the other side of earth, it should be much more complicated to assimilate than if it was your neighbour civ.
the more the civīs culture, government, religion is unlike yourīs - the harder to convert them... |
I agree with most of this. This topic has a lot to do with others once posted here: civil disorder and so on. I think in Civ3 there will be this "culture". And this could fixing some of the problems known in Civ2. Couldnīt it?
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art_vandelai
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Heres a few thoughts that could make the way conquering foreign cities and populations operates more interesting.
1. Each population point will have a nationality assigned to it. That nationality stays for the entire game.
2. As cities grow larger and more prosperous and better cultured, they will attract immigrants from other nations. Those immigrants would retain the nationality from which they came. The number of immigrants each country receives would be affected by such things as diplomatic status, peace (a civ that was constantly involved in wars would be more likely to have emigrants going to the other nations) and ease of transportation between the civ's.
To make it easier to handle, it may not be necessary to reduce the population by 1 in a foreign city for every 1 in a domestic city - a percentage of each civ's pop growth would be steered towards immigration, and once the pop growth that goes to your civ is enough to make an immigrant, that immigrant pops up in one of your cities, increasing pop and allowing more tiles to be worked and resources.
3. When making a settler, two of YOUR civ's pop points are removed.
4. When the ratio of foreign to domestic inhabitants of your city is higher, more unhappiness would be caused (unless you are in advanced governments that are tolerant of other cultures) and possibility of revolt to the original civ. Military will need to stay in a conquered city for a long time to keep it in your civ.
5. A civ could use genocide as a manner of reducing the foreign populations within their cities - incurring a severe immediate penalty in diplomacy and causing peaceful democratic nations to go to war with the genocidal civ, not to mention the original civ whos population abroad is getting killed off. All players would get a message (Player, The Chinese are commiting genocide against their American population - What action do you wish to take - WAR, end all trade, do nothing). Doing nothing would of course put your civ in a similar diplomatic position vis a vis the rest of the world.
6. Even if an empire is completely destroyed, the population they created is maintained, and if revolt occurs, the civ could be re-born.
7. You can move your domestic population from city to city by using settlers (again remembering the penalties for doing so as 2 pop points = 1 settler)
This has some huge advantages in the ideas to combat BAB and ICS as well. What do you all think?
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