Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,298
What I think could be good, and, if you ask me, essential, to the next Civilization, is the simulation of countries.
Like, countries change, appear, disappear.
For example, there's in the real world a range of examples of empires who barely never survived. Nearly every time, wide empires just collapsed. Roman Empire, Holy Roman Empire, Alexander the Great empire, Ottoman Empire, Mongol Empire, Arab Empire, French empire; Persian Empire etc...
One shared thing one can see is that those empires were made by conquest. So, the empire hard to maintain in a game of Civ should be those made by conquest.
Another thing is the China case. China unification have been done by conquest, but it survived. What we can see there is the strong cultural cohesion of the different parts of this empire. So, we need a cultural mixing that would influence empires.
What do we need:
1. A much more aggressive AI. Wars happen more often but more importantly they have more decisive outcomes: a civilization conquering another is common.
2. More civilizations at the start of the game: if we want to see more conquests, we need more civilizations on the map, even on small maps.
3. New type of faction: nomadic and sedentary barbarian civilizations that can occupy a great space and be powerfull, much more than a simple nuisance, being at war most of the time. They can, though, make peace occasionnally.
4. Split system that can have several causes.
5. Rebellion system: The foreign cities taken by force are subject to rebellion, except if the culture is close to our country. On the same note, if the culture of one of our selucar city becomes too apart from our initial culture, then this city can rebel.
6. Culture spreading system: culture can travel and mark cities around and foreign cities. Grassland and plains have a good cultural permeability. Water without sea travel and moutains are a strong wall to culture spreading. Roads, rivers, railroads are culture highways. The strenght of a culture is determined by cultural buildings, but most importantly by the number of citizens who share this culture. For example, a country with 6 cities of an average population of 6 citizens (36 population) will absorb a 5 size city state culturally. The city state will not spontaneously convert to our civilization though. Most of the time, a conquest would be needed, unless of a special event that triggers the union of this city state to our civilization.
Any thought, remark, does this system seems clear, what are his weaknesses or inconsistencies?
Thx
Like, countries change, appear, disappear.
For example, there's in the real world a range of examples of empires who barely never survived. Nearly every time, wide empires just collapsed. Roman Empire, Holy Roman Empire, Alexander the Great empire, Ottoman Empire, Mongol Empire, Arab Empire, French empire; Persian Empire etc...
One shared thing one can see is that those empires were made by conquest. So, the empire hard to maintain in a game of Civ should be those made by conquest.
Another thing is the China case. China unification have been done by conquest, but it survived. What we can see there is the strong cultural cohesion of the different parts of this empire. So, we need a cultural mixing that would influence empires.
- Disappearance: one of the the factors of disappearance would be the military conquest. Nothing changes compared to the other Civilizations, except that the behavior of the countries directed by the computer is much more agressive, and the presence of barbarian hordes (sedentary or nomad) comparable to Civ5 city states that have a unique goal: do the war with the classical countries. A reason of disappearance could also be a mutation. (changing governement and civ name)
- Appearance: After a split, a part of a country can rename, creating a new country. Also, it is not rare to see on the map appear a new civilization, like barbarian cities did in Civ4. those cities can create settlers, and have all the technologies of all the countries already present, + some bonuses for them to develop more rapidly (cheap settlers, greater permeability to techs, etc...)
- Mutating: a country can lost a part of its cities in a rebellion or split, etc... It can also earn some by influence/agreements. For example, the cities next to the same river next of one of your cities will be more prompt to join you. (irrigation project) Not to mention the more easy communications between those two cities.
What do we need:
1. A much more aggressive AI. Wars happen more often but more importantly they have more decisive outcomes: a civilization conquering another is common.
2. More civilizations at the start of the game: if we want to see more conquests, we need more civilizations on the map, even on small maps.
3. New type of faction: nomadic and sedentary barbarian civilizations that can occupy a great space and be powerfull, much more than a simple nuisance, being at war most of the time. They can, though, make peace occasionnally.
4. Split system that can have several causes.
- Volunteer split: the corruption is greatly reduced, or there are a range of big advantages, at the cost of puppeting some cities. In Civ5, splitting voluntarily a civ can allow the player to puppet the cities he created (for culture win) Danger: the different rulers of splitted countries can become more and more independent and break arrangements.
- Spontaneous split: when the enemy takes a capital, the country can face a split. After a rebellion, the country can spontaneously split into two entities.
5. Rebellion system: The foreign cities taken by force are subject to rebellion, except if the culture is close to our country. On the same note, if the culture of one of our selucar city becomes too apart from our initial culture, then this city can rebel.
6. Culture spreading system: culture can travel and mark cities around and foreign cities. Grassland and plains have a good cultural permeability. Water without sea travel and moutains are a strong wall to culture spreading. Roads, rivers, railroads are culture highways. The strenght of a culture is determined by cultural buildings, but most importantly by the number of citizens who share this culture. For example, a country with 6 cities of an average population of 6 citizens (36 population) will absorb a 5 size city state culturally. The city state will not spontaneously convert to our civilization though. Most of the time, a conquest would be needed, unless of a special event that triggers the union of this city state to our civilization.
Any thought, remark, does this system seems clear, what are his weaknesses or inconsistencies?
Thx