capman
Dec 20, 2005, 05:34 AM
Ok this is just a braindump but I think it might be doable in the long term. Python, C++ etc
One concept which is missing is the reverse of culture flipping. Colonies turn independent and found their own civilization.
Having civs like the "americans" starting in 4000 BC doesn't seem to be right. I know they have been included due to the very large gaming community from that area ;)
Of course you could say the same with many european nations. But this concept would apply later in the game. Say Renaissance onwards.
Anyway here are some rules which could apply to a specific city in question. Most of them should be applied together.
A new civilization is founded from part of an existing one if
- As mentioned from Renaissance onwards
- Certain civics need to be active. The less oppressive ones.
- Distance to capital
- Connected by roads or not. Or only by ship.
- Culture produced in city
- Specialists in city
- Education level in city
- Manufacturing capability in city
- Wonders
- City founding date
- Neighboring city turning independent too (see below)
So the higher developed a city becomes the bigger the chance of independency
If a city does found a new civilization then
- initial population ratio should be 50 - 50% between new and old civilization.
(saw this in London playing the 1000AD scenario)
- and neighboring cities should get an incentive to declare independency too.
These other cities will join the new civilization. Not found a new one !
- Depending on age and civic give old civilization the choice to accept or declare war. Earlier on it will always be war.
- Perhaps introduce an affinity between these two civilizations. Like sharing the same religion.
Bottom line: spreading your civ should become more difficult. In the modern age there should be no other continent containing a city with your civ.
Except of course you have very oppressive civics like communism or fascism.
Other additional ideas or rules which could be added?
Regards
capman
One concept which is missing is the reverse of culture flipping. Colonies turn independent and found their own civilization.
Having civs like the "americans" starting in 4000 BC doesn't seem to be right. I know they have been included due to the very large gaming community from that area ;)
Of course you could say the same with many european nations. But this concept would apply later in the game. Say Renaissance onwards.
Anyway here are some rules which could apply to a specific city in question. Most of them should be applied together.
A new civilization is founded from part of an existing one if
- As mentioned from Renaissance onwards
- Certain civics need to be active. The less oppressive ones.
- Distance to capital
- Connected by roads or not. Or only by ship.
- Culture produced in city
- Specialists in city
- Education level in city
- Manufacturing capability in city
- Wonders
- City founding date
- Neighboring city turning independent too (see below)
So the higher developed a city becomes the bigger the chance of independency
If a city does found a new civilization then
- initial population ratio should be 50 - 50% between new and old civilization.
(saw this in London playing the 1000AD scenario)
- and neighboring cities should get an incentive to declare independency too.
These other cities will join the new civilization. Not found a new one !
- Depending on age and civic give old civilization the choice to accept or declare war. Earlier on it will always be war.
- Perhaps introduce an affinity between these two civilizations. Like sharing the same religion.
Bottom line: spreading your civ should become more difficult. In the modern age there should be no other continent containing a city with your civ.
Except of course you have very oppressive civics like communism or fascism.
Other additional ideas or rules which could be added?
Regards
capman