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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:28
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I still feel that my idea is a good one . That is to say that capturing the Capital should NOT automatically cause a Civil War, but should be one of many factors-such as rampant unhappiness, war weariness and corruption, vast distances from the centre of Empire, low culture and presence of foreign nationals-which determine if a city (or cities) break away. That way, if your empire is a small, happy place, with little or no corruption (and good culture as compared to your neighbours), then loss of your capital should not lead to Civil war. If, however, you have a sprawling empire, with constant corruption and a protracted war, then loss of your capital could be devestating, especially for your outlying cities!! Some of these cities would come together to form a new Civ (Civ places allowing), wheras those close to high-culture neighbours might join up with that Civ!!
Lastly, any one of these factors should have the potential to cause a civil war-even if you DON'T lose your Capital!!
Anyway, just a thought .
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:28
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Hey dexters, how about this:
Triggers for Civil War:
Capital Capture; Changing Governments; more than 50% of your cities unhappy; more than 50% of your cities suffering MAJOR corruption (more than 5 shields lost, for instance); Culture of less than 1/2 that of your neighbour (if applicable); more than 25% of your cities contain foreign nationals; long-term War Weariness; more than 3 consecutive turns of anarchy (approx)
Factors which effect a city's breakaway (BA) chance would be:
1) Distance from Capital (not a factor when capital is captured).
2) City's corruption level.
3) City's unhappiness level.
4) city's War Weariness.
5) Ratio of City's culture to Civ average.
6) Ratio of Civs culture to neighbouring Civ's culture.
7) # and strength of units stationed in city.
8) # of foreign nationals in city.
9) Current Government Type.
10) Number of adjacent cities which have broken away.
These could all form the basis of algorithm for determining if a city would break away from the parent civ, with the potential for a chain-reaction to occur (see factor 10). This algorithm could occur as the final step in turn processing!!!
So, how does THAT sound?
Yours,
The_Aussie_Lurker.
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