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GraveEatr
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Back in the original Civilization and I think even in Civ2, there were civil wars. If you captured a large civilizations capital, the large nation would split into 2 civs: the original civ whose capital you captured, and the "rebels".
This poses for great military strategy. You could align yourself with the "rebels" and repel the original civ, and gain a new ally.
Or, you could initiate propaganda against the enemy civ, and if you're launch successful propaganda against, let's say... 3 of the target civ's cities, they break out into civil war.
With the new PTW civilizations coming with the game, you could easily have the civs that you don't select to play during the game (granted the max in one game is still 16) and have them play the role of the "rebel" civs if ever a civil war breaks out. You could even break it down further to have certain civs in the same culture play "rebel" to the other civs in the same culture.
Example: The Babylonians can rebel against the Persians, the Mogols rebel against the Chinese, the Americans against the English, etc...
What does everybody else think about this?
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JtheJackal
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I don't think Civ 2 had civil wars
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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quote: Originally posted by GraveEatr
Back in the original Civilization and I think even in Civ2, there were civil wars. If you captured a large civilizations capital, the large nation would split into 2 civs: the original civ whose capital you captured, and the "rebels".
This poses for great military strategy. You could align yourself with the "rebels" and repel the original civ, and gain a new ally.
Or, you could initiate propaganda against the enemy civ, and if you're launch successful propaganda against, let's say... 3 of the target civ's cities, they break out into civil war.
With the new PTW civilizations coming with the game, you could easily have the civs that you don't select to play during the game (granted the max in one game is still 16) and have them play the role of the "rebel" civs if ever a civil war breaks out. You could even break it down further to have certain civs in the same culture play "rebel" to the other civs in the same culture.
Example: The Babylonians can rebel against the Persians, the Mogols rebel against the Chinese, the Americans against the English, etc...
What does everybody else think about this? |
hi ,
this is certainly something they should bring in ,
there is room for a total of 31 or 30 civ's , so they could do something like that , .....
, it does not even have to be a complete new civ , just a split , like a civil war , if you have certain obligations fullfilled you could re-unite it , ...
have a nice day
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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HI Guys,
I have been arguing for Civil War for as long as I knew CivIII was going to be released!!
I think that losing your capital should be the main trigger for a Civil War! With the cities with highest happiness and/or highest culture remaining true to the original Civ! Border cities who join the rebels would also, in my opinion, run a higher risk of joining up with another nation (culture flip!). Like a culture flip, a strong garrison should also be enough to stop a city from joining the rebels!
Other possible causes of civil war might be
a) Excessive, long-term corruption in more than 1/3 of your cities!
b) Civil unrest in 3 or more cities, which remains unsresolved for several turns.
c) Extremely low culture.
d) Extreme war weariness or "Revolution"
e) Government Collapse!
All of the above triggers would have a level of "priority", with each higher priority trigger having a greater chance of causing a Civil War. Capital Loss and revolution would be at the top of the ladder, with corruption and low culture being at the bottom. If you are suffering from multiple triggers, then the chance of Civil war would be based on the highest "priority", with the others having an additive effect.
Once the trigger is "pulled" every city in your civ would check for seccession, based on factors such as:
1) Distance from Capital
2) Cultural Value of City
3) No and average strength of garrison
4) No. of resistors
5) No. of foreign nationals
6) No. of unhappy citizens
7) Level of corruption/waste.
All secceding cities would become, collectively, a new civ as closely related as possible, culturally, to the parent civ. This new civ would be hostile to the parent Civ (at first) in diplomatic relations!
Anyway, thats my thought on the issue! Please, please FIRAXIS, bring back CW!!
Yours,
The_Aussie_Lurker.
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Adagio

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I really like the idea of having a nation split into two (or more nations), but then it should NOT be as it was in ctp, were all of a sudden (Without being at war with anyone), my nation split into two nations 
The trigger shouldn't only be loosing your capital. It should be loosing the capital AND a few other cities (The greater city they loose, the greater are the chance for a nation to split, when (or if) the capital is lost...
The nation that has lost the capital needs to built the palace again, to get a capital, instead of just giving it a new capital the same turn...
IF a nation is split, and one of the split parts of the nation takes back the old capital (Within a certain amount of time, the nation will be one again.
When a nation is split, it could name the parts, something like South (input name of country here) and north (input name of country here), and thereby the lines from where the nation should be split is set (Each side should have equal number of cities, though it doesn't matter what the size of the cities are...Maybe cities below size 5 doesn't count as a city, they just belong to the nation part closest)
Hope you understand what I'm trying to say here...sometimes is just doesn't make any sense at all 
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jsw363
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quote: Originally posted by bad0cat
USSR was a perfect example, it became Russia (original civ) and a bunch of other sovereign states. It didn't "flip" and become part of the US or Europe. |
Well Eastern Europe (part of the Soviet Empire) became unified with the Western Europe and many of the Soviet Republics have strong bonds with Islamic Civilization. (i.e. the Chechyns, Tajiks, etc.)
So some of this is taken care of with culture flipping, but civil war is a unique phenomenon and needs to be dealt with independently. I loved to see a large civ fracture and then left my armies to pick up the pieces.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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I actually don't believe that Civil War would be a multi-player "exploit" for the follwoing reasons:
1) As I noted before, capturing an enemy capital should not guarantee a civil war, but simply be one of several possible triggers for one.
2) Even if the civil war is triggered, the potential damage can be minimized by ensuring you have a largely happy, productive and culturally strong civilization (with plenty of garrisons)
3) You should, as in civ2, have the chance to move your capital but, like in Civ2, the cost should be exhorbitant!
4) Knowing that the capture of a capital might cause a civil war, you could always defend against it, not only with a strong garrison, but by ringing your capital with a number of smaller cities and defensive structures (forts, sentry stacks). It would also be harder for an enemy to reach the capital (compared with Civ2) given that you no longer gain the benefits of that civs improvements.
This is not to say that it wouldn't get used by players in the MP but, rather than an Exploit, it would be just one of many strategies the player has in his arsenal, with all the requisite benefits and potential risks!
Yours,
The_Aussie_Lurker.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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quote: Originally posted by ADG
In theory it makes sense, in ctp1/2 it doesn't...When having less than 10 cities, I always keep an eye on the happynes in the different cities, and until the day they decided to be independent there was no sign of unhappynes in any of the cities. And when they are happy, then there's no reason to revolt |
hi ,
in order to prevent the above , they would have to go over this with a special comb , ....
and we would have to keep it simple , logical , and make sure that no-one start's to mod like a nut with it , so that it says "goodby , i chrash" , ....
and there would have to be some options in the editor , like on or off , and some settings concerning the how , how long , where , why , who and such , in all a huge workload , ..... is it worth it , ....can it be done , ....
loads of Q's , .....
it would be nice if someone from Firaxis would give some feedback , ...
good question for the next chat
have a nice day
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