View Full Version : Colonies and the birth of nations


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

0d1n3oo3Broad
Dec 20, 2005, 06:47 AM
in the german civ-forum some modders had managed it that your cities will flip to the barbarians and all of your stationed troops will sent to your capital. it is still in test-phase, but i think it works already. i havent tested it yet.

click me (http://www.civforum.de/showthread.php?t=28989)
on the last post the actual version 1.1 is ready to dl.

Red Door
Dec 20, 2005, 09:27 AM
The problem with this is that if you have 18 civs at once, it wont work seeing there can only be 18 civs on one map at one time.

capman
Dec 20, 2005, 12:23 PM
The problem with this is that if you have 18 civs at once, it wont work seeing there can only be 18 civs on one map at one time.

18 playable civs... But they don't necessarily have to be playable if the AI takes over. Check out the vikings or the byzantine empire in the 1000AD scenario.
No leaders there and I was never able to negotiate peace with them ;)

As for quantity. The civ splitting wouldn't and shouldn't happen too often. It depends on the map too i.e. the number of continents and how many can be effectively colonized. Smaller and lesser developed cities do not defect as they are still dependent.

So only a city or group of cities should be able to declare independence if they are self sufficient, well developed and there is a separate cultural identity present.