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BrewPatriot
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I was just wondering what happened to the civil wars of the Civ2 days, when capturing an enemy capital resulted in their empire being split in two. Does anyone know of a way that can be implemented in Civ3? IMHO I'd like it if there was a more crippling effect to a civ if they lost their capital, be it civil war, rampant corruption (by means of not being able to move the palace automatically, having to rebuild it) or some other means. If anyone can think of a way any of these scenarios can be brought about, I'd greatly appreciate it. Thanks,
Eric
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:23
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Nope. Can't be done. At least not in this game, within its own limits. Looks like another concept that has to wait for Civ IV.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:23
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OK, I know I've said this before but, just for the record:
First, I don't see why we'd have to wait for Civ 4 for this feature. After all, they've added a lot of stuff in patches which would be much harder to code than CW's. That said, capital capture should not be the only means of causing a CW, nor should it be automatic. It should instead be one of several "Triggers", along with Low Culture (compared to average), high corruption (Compared to Average) and high Unhappiness (again, compared to average).
If any of these triggers are met, then the chance of a breakaway (as opposed to a Flip) would be based on the cities distance from the Capital, the levels of culture, happiness and corruption present and the number of troops present. If the city breaks away, then adjacent cities should also have to check! This way, if you keep your empire happy and non-corrupt, then a chance capture of your Capital should not be a sign of imminent destruction. Also, though, it should be a LOT harder to move your capital!!
On a final note, in the absence of CW, try the following. Through the editor, try creating some small wonders which require the palace to build and which, when built, increase happiness and productivity, and reduce corruption and war weariness! Some examples are Parliament, Senate, Empire, Supreme Court, Federal Police, Union Movement and the like. This way, if your capital is captured, or if you capture someone elses, then it's likely to have a devestating effect on their Civilization (and might take a while to recover from, too !)
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:23
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Welcome NP,
I have to say that I'm glad that the diplomat and spy units are gone it was too much bother having to move them around. I feel much the same way with caravans, though I do wish they had introduced a CtP style trade route system-where you could pirate or blockade them!
Definitely miss the old senate, though if it came back, I'd like to see it revamped to take account of War Weariness, cultural factors and Civ traits. I didn't much like the way they did the capture tech idea in Civ2, but do believe that capturing a civs capital city should give you a chance of getting a tech-but only if you've already got the prerequisites for it! Failing that, their capital should give you a one of science bonus (to reflect the capturing of key documents!).
What I REALLY miss, though, comes from SMAC-namely Protectorates, Social Engineering and Military Alliances that allowed you to base units in allies cities!!
Yours,
The_Aussie_Lurker.
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Verto

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Um...what he said.
Last edited by Verto on 22-11-2002 at 08:27
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Meshelic
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Bringer of Peace, Destroyer of Worlds
Sep 2002 time: 21:23
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I must say that I personally loved the civil war issue in CIV2. Why the got rid of it for CIV3 is far beyond me. That question can be asked of alot of things for CIV3, "why did they get rid of that?? that was cool!" etc etc.
An idea for how it can be done: Depending on city happiness, and depending on citizen nationality, and depending on a few other various factors, civil wars should become a part of the game again. Not by splitting you oldest and most advanced cities to two sides, but the more remote and distant and corrupt cities that are further from your empire.
I also think it would be cool if during your game certain sporadic political reactionary groups sprung up in cities, ones that either support your empire or ones that are against your empire. This 'reactionary' groups either attempt to start a riot (which you can put down with military forces), or they can form the base of a partisan or militia group or something. The leaders of these groups you can communicate with, and reach deals and agreements or disagreements with. That would open up a very important part of the game, in my opinion....

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CellarDweller
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The way the AI works in CIV 3, it would probably happen to you more than them. I can remember how frustrating it was to have it happen to me once, after playing past the year 2000.
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gsmoove23
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Isn't losing the capitol incredibly inconvenient because you lose the palace? I've never actually lost my palace but wouldn't corruption skyrocket with no way to rush buy a new palace unless you have a leader? Plus, I go for the capitol if I'm going to have peace with the civ soon and I want to make sure that the cities I hold don't culture flip. The further away the capitol the less chance.
I do think it should be made obvious to a player where an opposing civs FP is. I would go for this too if I could.
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