Global Warming
Rather than the ridiculous idea of one Nuclear Warhead inducing the planet into an unstoppable Global Warming we should really do something realistic and workable for ours.
Could we possibly count up the Polution caused by Buildings for each and every city and create some sort of effects from that?
Ideas for Global Warming Punishments (if possible (not a programmer)):
- Land turning to Desert
- Land turning to Coast
- Food Prod reduced on Farms
Also, UN resolutions for Climate Change? Such as 'Removal of Coal Plants' etc. The resolutions may be unattainable because of the impact of some countries defying them, reflecting the current trend of not everyone helping eachother.
As well as this, the fact that some countries may refuse and spell doom for everyone, it may be that the players declare war on them to reduce their emissions. It sounds ridiculous at the moment, but I can see this being a real option if diplomacy fails. How about reduction in relationships if the country is the biggest polluter and things begin to get serious?
No Name:
This is sorta like the weapons one but different: I don't know where to start... You know how some corporation produce a resource like the ethanol company. Well I had an idea for that like buildings. Have buildings that produce resources, but the resources expire after one use. The resources would be thing like guns or armor and each would have it's own building, but you can build as many as you want in the city. Military units use that resource when the build and it goes away. Now some units can use more than one resource. If I need to say anything else about please tell.
Drug Trade
We might have drugs as an illegal ressource. This would mean that you cannot officially trade that resource but it spreads like religions do. There should be ways to promote drug spreading to other civs (earning a little extra money and destabilizing your opponents) or to fight drug trade. Maybe you could also distinguish between drug cultivation and drug trade. Cultivation would be having the drug resource in your territory and cultivate it, trade would mean the smuggling of drugs into your or your opponents territory.
A city that has access to drugs should earn some happy faces and additional culture but also reduced health, commerce and production.
Trafficking in human beings
This would mean the trade of slaves/forced laborers and prositutes into other countries. I'm not sure how to do this:
- Either similarly to drug trade as (illegal/self-spreading) resources
- Or similarly to Great Specialists. Whenever a forced laborer or prostitute has been smuggled to a city the slave or prostitute appears like a Great Specialist in the city window producing bonuses and maluses. Unlike ordinary specialists it cannot be removed or added by purpose.
Prostitutes should produce additional happy faces but reduce commerce. Forced laborers should produce some hammers and reduce commerce.
Just like drugs you should be able to promote or to fight trafficking in human beings.
Maybe this could be connected with the immigration feature...the more immigrant units are near your borders the higher the chance of prostitutes or forced laborers appearing in your cities. This chance might also rise with the number of wars near your borders or the number of neighboring poorer civs.
Organized crime
I'm not sure whether it would make sense to establish crime organisations (Cosa Nostra, Triades, Yakuza etc.) in a corporations-like way. These could be linked somehow to the first two aspects but also work like corporations with a little difference. They don't give you any money, they don't have a immediate positive effect. They just drain money. You have no possibility to spread it yourself like you do with corporations. They spread themselves. So the only benefit you can get is if you keep them out of your country while your neighbours can't and are destabilised.
So how to fight crime?
I had the idea of a new concept that works like the science/culture/espionage rate.
The Homeland Security rate
The higher it is the lower the chances of:
- crime in your cities
- drugs appearing in your cities
- prostitutes or forced laborers in your cities
- successful terrorist attacks against you
- maybe also espionage against you
Buildings add bonuses to this Homeland Security rate. e.g. courthouses, jails, police stations, cctvs. And so do certain civics like police state.
But be careful! Having your Homeland Security rate positioned too high causes unhappiness. People don't like being watched by Big Brother...
RE: Improved Stats
The WoC has a cool Unit Statistics mod, which is slightly irrelevant, but none-the-less cool, which keeps a track of kills, battles, most advanced unit killed etc. For other stats, the BUG Mod has graphs and tables galore, so I'm not sure I totally understand which stats you're looking for.
THE TERM OF OFFICE
If the player chooses a democratic civic, like representation there has to be a way of simulating the term of office. Every 4 years, or 48 turns there should be an election. If a lot of citizens are unhappy a fictional opponent will be elected as leader of your civilization. Then you'd have to turn over control to the AI for a couple of turns. Next time you'd win the election automatically and are in charge again...
The same system should work for AI leaders. If one AI leader loses the election, the leader name could change (maybe use great people names?) and there could be random but slight effects on the relationship to other leaders. Maybe even one leader trait changes...
For the human player this should simulate the pressure on a leader to neglect important issues for the sake of winning an election. But also the AI should try to make its people happy before an election for the sake of winning.
When at war you should get a bonus with your people making it easier to win. So you might think about starting a war with a tiny civ before an election. (Remember that move "Wag the dog"?)
Immigration
Natural disasters (this could be pretty cool, ie: hurricanes only affect US and Pacific where they occur naturally, or it could just be plain annoying for the player.)
ARMS TRADE
The major producers could sell units to smaller, rich nations. If we have to, we can make it as simple as allowing units parked in the city with the building that allows this to be sold as you'd sell a tech.
I think it's such an important part of how the world works, it certainly merits it's own section on the diplomacy screen.
You'd be required to have a military, air force, or naval academy somewhere to be able to purchase related units (to train the crew).
The only problem with this, is having the AI actually use it properly. It seems like something we should obviously have, because it's what happens in the world, but if the AI won't buy or sell on it's own, or if they use it in stupid ways, we'll have to make due without it.
Asymmetric warfare
The terrorist leader is a great idea, and if we can do it, lets. Maybe he has to recruit from cities, including foreign cities, and the resulting units are more likely to be successful if they are drawn from the civ you are attacking. But it would be much harder/more expensive to recruit compared to doing it in your cities.
Whether we can do it this way or not, we have to include Damburgers' list of offensive units. (Although someone will have to explain to me what a Katyusha is! lol)
We should also use ianinsane's ideas for operations. Different units will have to have different missions to some degree. Obviously a hijacked plane has a pretty low chance of assassinating someone (unless the guy's on the plane I guess).
Also ianinsane is right about the effects. Loosing population never made much sense, unless we get into biological attacks, which I vote on leaving out since they have never happened on a big scale (from a terrorist).
Ethnic cleansing
I don't know how you have finally decided on the religions issue. If you use the "cultural ideologies" feature then this would work like this:
If a certain civic like "Ethnic nationalism" or similar is active, military units that are stationed in a city with a cultural ideology that is not state cultural ideology can conduct the action "ethnic cleansing".
Basically it works like the Inquisition (or was it called counter-reformation?) in Total Realism (...i think): The non-state cultural ideology disappears from that city.
If we include the immigration mod this could spawn an immigrant representing the fugitives.
Of course this affects relations with other civs, especially with those who have the expelled cultural ideology as state cultural ideology. It would become even worse if this immigration unit is killed afterwards. Then that civ would be accused of genocide which is a casus belli for other civs. There might be even the option of a UN resolution to declare war...
International Criminal Court screen
A screen that lists countries that have committed genocide and launched nuclear first strike attacks.
Certainly trading with any of these countries should cost you diplomacy points with all other law abiding civs.
Asymmetric warfare cont.
The chances of GG being caught and/or failing at recruiting units will depend on:
-type of unit he's recruiting.
-mood of the city
-the regular espionage point system
If you are recruiting inside your own cities or friendly cities, there should be no chance of being caught on this stage, but some chance of failing. But home grown units will be much worse than foreign recruited units (maybe as simple as giving a lot of bonuses to units recruited in enemy cities?)
The chances of being caught using one of these trained units to commit an act of asymmetrical Warfare will depend on:
-experience of the unit obviously, if some are not suicided.
-where the unit was recruited from (your cities or the enemy's) Probably reflected through experience bonuses.
-again the regular espionage point system
-city defenses (depends on unit type, ie: hijacked plane may be shot down by jet fighters or s.a.m. sites. this may be getting too in depth, we'll see.)
Local War
For example, this might be war where US and China fight over Taiwan, NATO and Soviets for Cold War Berlin, or from history, alternative version of beginning of WW2.
• Can be declared over only 1 city, which must have less than 60% culture of enemy civ or must be in riot
• AI (original civs and all their allies/vassals) will attack/defend only this city (though may attack enemy units nearby)
• After 5 turns will either come to Cease Fire or Total War (given choice to both sides; if pre-war relations were at least 'cautious', high chance that both AIs will choose peace, not depending who owns targeted city)
• No nuclear weapons
• Fairly insignificant negative diplomacy changes for aggressor
Total War
More or less standart war from CIV4, but:
• Around 2-5 civs involved
• Cease Fire can't be declared for the first 10 turns, because if civs wanted peace, they had a chance during Local War
• AI tends not to use ICBM unless they lose more than 50% of original army or 50% of original territory
• If any ICBM is used, switched to Nuclear War (player is warned)
• Serious negative diplomacy changes for aggressor
World War
Larger scale version of total war
• 7+ Civs involved
• All UN Resolutions become null and void, UN Wonder ceases to work
• Activates all offensive\defensive treaties
• War cannot end till one side or the other has vassalized the enemy or destroyed their Civ
• If any ICBM is used, switched to Nuclear War (player is warned)
• Very serious negative diplomacy changes for aggressor
Nuclear War
(Using both the M.A.D. Nukes mod and the Nuclear Arsenal mod)
• Every civ involved in Total War launch their ICBM on enemy cities, targeting cities with ICBMs at first
• Some devastating and/or end-of-the-world (but not game) events occur
Proxy War
The armament supply among civs should become more important. I'm not sure how to make it work but it should be custom that Civs supply wartime enemies of their enemy with units. That way they can weaken their enemy without having to go to war themselves.
I can think of several ways to do this:
• If a Civ gives a unit to another Civ the usual way (moving into the others therritory and donate it) it should have effects on diplomatic relations...like +1 for every few modern units
• If a Civ asks you to join its war against another there should be a third option to answer like "No, but I will [secretly] supply you with weapons." Then a new diplomacy screen pops on and you can choose which of your units to transfer to the other Civ. But you can't just put a warrior on the table to buy your way out of it. The other civ has to accept it like any other trade. If you put too little on the table the "you refused to help us during war time" malus will appear. If your offer is accepted then there is no effect on relations. To gain a positive effect you additionally have to donate units the way I described before.
Deficit Spending
This and other modifications that we want to make to the GDP function should be figured out once and for all. Personally I think we should try to make the trade system better, and increase the use of lending.
Right now, when you're trading you are limited to spending your surplus gold. But if a country has a large treasury, shouldn't they be allowed to increase their deficit by spending money beyond their surplus to buy resources? It is stupid that AI civs that are spending to the max on research/espionage won't go farther into the red to buy oil they need when they are under invasion.
Hopefully we will be able to make this work, and we can get a little fancy with it. We can prevent small AI civs from being totally irresponsible by cutting them off when they start screwing themselves over. Even give civs a rating, lowering it if their economy begins to struggle, and that's when restrictions kick in. Human players could see the ratings on the "International Monetary Fund (IMF)" screen. IMF rating is also hurt by certain economic civics. Being in a trade org should probably give you a bump.
We could also try to make the AI handle this better by only letting it increase the deficit to buy things it really needs. Extra oil only when they are at war, happiness resources only when their happiness rating is low, etc etc. Again varying degrees of restrictions based on their IMF rating.
I also think it would be nice if we could increase the frequency of money lending. Poor nations should more often borrow money from rich ones and use it to hurry production. Interest rates/availability dependent on the attitudes of rich nations towards you of course. The US and EU should be making big loans to some of our micro states and weaker unions. Ideally.
The amount of loans you have and have had would also tie in to the IMF screen.
As always all of these changes are dependent on how the AI will react to them. If the limitations are there to prevent the AI from extreme stupid spending then we will have to forget about this.
If anyone has seen a mod that modifies the GDP in any way, please share.
Also, on a side note, I think we should remove all references to "gold" and replace them with "dollars"; including the icon. (as long as the USD remains the world's reserve currency... who knows, we may have to change it back!). Please don't anybody mention exchange rates etc until well after V1.0 comes out!
Religious War:
Muslims can be had towards Christians or Jew so I thought maybe we could have war declared by religion. Have different religions have enemies (e.g. Islam vs. Jew, Christians). And the people could get angry and declare war of them and you can’t do anything about it. You still have to fight the war though.