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polypheus
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United Nations of Earth
Jun 2001 time: 21:12
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quote: Originally posted by LaRusso
A good civil war model would allow removal of so-called 'American' civ from the game - shameless concession to the NA games market. I reckon that they already did this with the introduction of the whole 'culture' concept, whereby conquered cities with different culture tend to break away easily. Still, game being only a game and not a historical simulation, I am not sure how one could simulate War of Independence, etc.
Did anyone play boardgame Civilization? Those civil wars were fun.... |
I usually play random world with random Civs. The Civs names and leaders are just for familiarity and there is no need to actual relate them to Civs in our world historically.
"Americans" of Civ3 could just as well be an ancient civ like our-world Egyptians as a breakaway civ. To me, its just a name and it is more fun that if they just made up civ names and cities, that is all.
As for "War of Independence", this is already simulated because if the capital is taken, the Civ splits and the original civ and rebel civ are always automatically at war. So all that is needed is a better model than the "take the capital" model for splitting up of Civs. And "Gen Jackson" has already come up with many good ideas.
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I personally do not want a civil war with my Civs. If there is a scenarios with civ war I will play it, but not in regular game.
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Ralf
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Sweden
Mar 2000 time: 06:12
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This reply contained ideas how to deter erratic government-switching, but I have moved it under the topic About "tactical government switching" instead.
Last edited by Ralf on 24-06-2001 at 18:52
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Ralf
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Sweden
Mar 2000 time: 06:12
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Heres some extra fuel to the important civil-war/rise-and-fall topic. I found it in the The EC3 List -new ideas. The Rise-and-fall concept recieved most votes, by the way. I dont know who wrote below (Korn469 ?). Anyway, its nice reading:
quote:
Empires should become increasingly difficult to hold together as they get larger. As in real world empires, they should be subject to a risk of civil war, rebellion, secession, etc. If that happened it would not be the end of your Civ, but you might have to rebuild from a small base again if you can't deal with your internal opponents and lose part of your empire.
One benefit of this idea is that it would make the later stages of the game more interesting: in Civ2 once your empire reaches a certain size, you can't lose, and there is not much fun left in the game. If your empire was increasingly likely to crumble as it expands, the challenge of conquering the other Civs would be replaced by that of keeping your empire together.
A second benefit is that, unlike Civ2, you could not predict the eventual outcome early in the game. Getting off to a slow start in BC4000 would not inevitably mean that you will also be behind in AD2000, as is the case in Civ2.
A third benefit of this idea is that it makes the infinite city sleaze approach to the game not as effective, as with all those cities, you would be constantly at risk of rebellion in one or more of them.
Instead of the steady exponential power graphs of Civ2, my idea would result in a graph with ups and downs, as one empire grew great and then collapsed. You would have the possibility of building up an empire in a number of different eras. Maybe there could be some kind of mega-wonders that you could build in each era if you have a rich enough empire, as part of the scoring system.
The thoughts I had about implementing this idea quite simply were to:
- Increase the factors affecting citizen happiness, so that for example the level of availability of food and trade goods, and whether the population is of the same nationality/culture/religion as the leader, etc. would affect the happiness rating.
- Make the effects of unhappiness non-deterministic, so that as the unhappiness
increases, there is an increasing risk of a rebellion in that city. Unlike Civ2, there would be no way of being certain that a city would or would not fall into civil disorder, it would be a probability dependent on the happiness. The probability could increase as you get more distant from the capital.
- If a city goes into civil disorder, it rebels and becomes a minor Civ and starts out on its own. All units from that city from then on belong to that new mini-Civ. With regionalisation, you could also see a region rebel.
- Presence of a rebelling city would increase the likelihood of other cities nearby rebelling, so you get a domino effect: if you don't deal will a rebel city promptly you could see others rebelling too.
- You can station your own troops (not from that City) in a City to combat rebellion. A
city will only rebel if the strength of any local units plus the City militia (low quality units in a number proportional to the population) is greater than that of your troops.
- You can sell arms using a spy to an enemy City to increase the quality of the militia, making rebellion more likely.
I provide this as an example to illustrate the idea. There would be other more sophisticated ways to implement the same idea of course.
Last edited by Ralf on 24-06-2001 at 18:54
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