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Exile
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of the Benighted Realms
Sep 2000 time: 23:24
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This thread has been created in order to elicit ideas on a specific topic. That topic is; Decline of Empires.
In Civ2, internal empire-building is all usually one way. Up. You build improvements and, unless an external enemy takes your city, it never goes away. Oh, You might have money problems occasionally, if you're not watching too close, and sometimes people get testy, but at no point do they ever consider establising a kingdom of their own. At no point will a general in the field decide to rebel and march with his forces on the capital. At no point does the process of regional political fragmentation occur. This process is an integral part of empire formation. Doesn't matter whether one is talking about the Akkadians or the Turks; regional political fragmentation broke apart every single empire that has ever been created. Some didn't last much longer than a generation.
But that doesn't happen in Civ2. The governor of far-off Denver or Dover or Danishmend never once thinks about defying your central authority and declaring himself the new caliph/sultan/presidente, and raising a howling army of soldiers. No. And I, for one, don't like it.
So then . . . how can we make it happen?
The idea I had was to use an event to place random barbarian unit/s at various places all over the map. The barb unit would be called "Internal Revolt" or something of the sort, would have little or possibly no movement, and appear principally in cities. The "random" number input in the event schedule could be set variably, depending on how "restless" the particular natives in the region were. Very high in low trouble areas, very low in unruly regions/cities. These internal revolts, being barbs, would effect any empire that happened to own the place/city.
So far, that is the limit of my imagination.
Does anyone else have ideas?
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winterfritz
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I'm sailing this thing to Mexico
Jan 2002 time: 05:24
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quote: Originally posted by Exile
The idea I had was to use an event to place random barbarian unit/s at various places all over the map. The barb unit would be called "Internal Revolt" or something of the sort, would have little or possibly no movement, and appear principally in cities. The "random" number input in the event schedule could be set variably, depending on how "restless" the particular natives in the region were. Very high in low trouble areas, very low in unruly regions/cities. These internal revolts, being barbs, would effect any empire that happened to own the place/city.
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I've implemented something like this in Roma Eterna to simulate the continual problems with provincial revolts that Rome suffered during this period (268-395 AD in the scen). The only difference is that, instead of a random revolt generator as you envisaged, I put in turn-based events so that revolts would occur as they did historically.
I've also simulated the decline in military strength of Rome through a rules.txt change halfway through the scen (it happens along with the events file change), which decreases the Roman unit stats in proportion to those of Rome's enemies.
In this way, despite the fact that the Roman player is always researching tech and building units, I've tried to nonetheless decrease his strength over the period of the scen... a difficult thing to do, when most players only improve their civ throughout a scen, as you noted. I agree with you that the decline of a particular civilization/empire/dynasty is a far more difficult thing to simulate using the civ2 engine that its rise.
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H Tower
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you can make sure that the player has no money every turn by events, i imagine that city improvements would end up getting sold, and unhappiness would occur
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Civfan
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Toronto, Canada
Sep 1999 time: 05:24
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anyone building a scenerio like this?
Anyone release a scenerio like this?
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Exile
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of the Benighted Realms
Sep 2000 time: 23:24
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Good point, Apologist, and that was precisely what I had in mind when I grouped the scandinavian countries, Holland, and Austria together in Imperialism 1870 as one civ, and the Austro-Hungarians with the Germans in the Age of War scenario. In the context of the Civ2 game, I feel that these nations were part of a sub-economy within the larger European economy, and, as such, could be considered as a whole unit. Additionally, there were political, social, and linguistic considerations that linked these nation states together into the player positions in the scenarios.
The issue of eqating a Civ2 civilization with the idea of the nation state is a topic for a thread all by itself.

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Civfan
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Toronto, Canada
Sep 1999 time: 05:24
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quote: Originally posted by Exile
I've been toying with the idea of creating my own "Roman Centuries" scenario for some months, but it's now on hold.
The one problem I can't seem to resolve is the "Rebellious Legions" thing. At the end of the Republic period, and then again in the 4th century, Roman military forces turned against each other, marched all over the Mediterranean world, and usually finished up by marching on Rome, whereupon a new Emperor was established, and things went back to normal . . . until the next time.
I haven't yet found a way to simulate this. Until I do, I'm not going to start work on it.
Btw, the ideas in this thread WILL be used if the damn thing ever comes to fruition. |
Was just thinking about this and had an idea for people who work the bolts of the civ2 engine.
The move every unit to this location event, can't this be modified to say something such as
all units in a region owning to the civ, change to this new or different civ?
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Stefan Härtel
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Eddie's best friend
Jul 1999 time: 06:24
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You could simulate the succession of a popular ruler by an unpopular ruler by having a civ with fundamentalist govt at the beginning, but giving this civ, assumed it is the human player, a new govt tech, for example democracy or communism, which he will likely switch to (make house rules if necessary). Happiness will all of the sudden be an issue (painful especially if he doesn't have any happiness WoW's or is limited in other ways), and maybe slaves will revolt (nuclear meltdowns).
Another way of simulating this would be by giving the civ a democratic government for the popular ruler. Then make a hapiness WoW obsolete (or better more than that so unrests will be impossible to fight within one turn). After two consecutive turns in unrest, the democratic government will fall. Do not give the player the Democracy tech, but rather that of a primitive government (Monarchy, Republic, or none, so Despotism is the only choice). This will guarantee economic downfall.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:24
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quote: Originally posted by Exile
Good point, Apologist, and that was precisely what I had in mind when I grouped the scandinavian countries, Holland, and Austria together in Imperialism 1870 as one civ, and the Austro-Hungarians with the Germans in the Age of War scenario. In the context of the Civ2 game, I feel that these nations were part of a sub-economy within the larger European economy, and, as such, could be considered as a whole unit. Additionally, there were political, social, and linguistic considerations that linked these nation states together into the player positions in the scenarios.
The issue of eqating a Civ2 civilization with the idea of the nation state is a topic for a thread all by itself.
| one that got debated quite a lot during the pre-civ3 debates over which civs should be in, and whether there should be unique civ attributes. And i think there was a similar debate recently on RON.
It always comes up - cause the games are ABOUT civilization, but essentially we play STATES (civilizations dont have rulers, declare war, etc)
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