Finally! I have awaited a revolt-feature for Sid Meier’s Civilization ever since I played the second edition of the game. First of all I would like to thank all the people associated in this project and wish them the best of luck on finishing. I will do what I can to help see this project finished (you are very welcome to write a private message to me on this account) and thus I have – below – written how the feature could work.
I have always been intrigued by the works of The Arnold J. Toynbee and Oswald Spengler and based on some of their theories you could draw a rough which shows general tendencies of civilizations when they fall. The main factor here is a civilizations identity, which could be disrupted by disharmony [geographical, cultural, religious], financial depression and a negative self-image [poor culture, humiliation at war]. These things could be projected into Sid Meier’s Civilization’s paradigm/model/code:
The simplest way to logically illustrate a civilization splitting would be to have a value, which increases and decreases based on different factors. To make my concept more tangible I have not only stated the reasons of an increase or decrease of the value, but also how much. This could obviously be changed.
Origin of Rebel:
Causes:
Macro-Perspective:
Revolution:
If a civilization Changes Civic Options all cities will have their Rebel Value increased by 50 pr Civic Option changed.
Unhappiness:
If a civilization is unhappy all cities will have their rebel value increased by 3 each turn.
Cultural Decay:
If a civilization has a low cultural value all cities will have their Rebel Value increased by 8 each turn. [low cultured determined by having less than the average culture compared to all other known civilizations]
Loss Due To War:
If a civilization loses a city at war all cities will have their Rebel Value increased by 175.
Loss of Capitol:
If a civilization loses its capitol then all cities will have their Rebel Value increased by 500.
Financial Depression:
If a civilization earns less than a single gold per turn then all cities’ will have their Rebel Value increased by 125 each turn.
Micro-Perspective:
Geographical Difference:
If a city is not neighbor [road connected] to the capitol then the city’s Rebel Value will be increased by 5 each turn.
Unhappiness:
If a city is very unhappy then the city’s Rebel Value will be increased by 7 each turn.
Religious Difference:
If a city has a different religion than the civilization then the city’s Rebel value will be increased by 4 each turn.
Prevention:
Macro-perspective:
War:
If a civilization declares war - and is not already in war - all cities will have their Rebel Value decreased by 75. At war the Rebel value will be decreased by 9 in all the civilizations cities each turn – this lasts at most for 10 turns.
Spoils of War:
If a civilization conquers another city then all cities will have their Rebel Value decreased by 75.
Further Spoils of War:
If a civilization conquers another civilization then all the cities of the civilization will have their Rebel Value decreased by 500.
High culture:
If a civilization has a high culture all cities will have their Rebel Value decreased by 10 each turn.
Happiness:
If a civilization is happy all cities will have their Rebel Value decreased by 2 each turn.
Micro-perspective:
Geographical Homogeneity:
If a city is neighbor [road connected] to capitol then the city’s Rebel Value will be increased by 2 each turn.
Happiness:
If a city is happy then the city’s Rebel Value will be decreased by 4 each turn.
Religious Homogeneity:
If a city has the same religion as the civilization then the city’s Rebel Value will be decreased by 2 each turn.
Effects of Rebel:
Synergy Effect:
Once one city reaches 1000 in Rebel Value all other cities will have their Rebel Value Increased based on how many tiles they are distanced from the city that reached 1000. It could be calculated like this:
17500/([Distance in Tiles]* [Distance in Tiles]).
All cities that reach 1000 in Rebel Value will revolt to a new civilization. All other cities that do not will have their Rebel Value divided by 2. All cities of the new civilization will have their Rebel Value divided by 3. The Largest city of the new civilization becomes the capitol.
The New Civilization:
If new civilization’s capitol was happy prior to the Synergy Effect:
All civic options are either identical to the ones of the original civilization.
Civilization reputation and relation are identical to the original civilization. The new civilization is neutral towards the original civilization.
If new civilization’s capitol was unhappy prior to the Synergy Effect:
All civic options differ from the original civilization [randomized].
The civilization will be neutral towards all other civilizations except the original
Civilization, which it will be at war with.
Further Features/Attributes:
Warning:
If a city reaches 900 in Rebel Value then player will be informed with a popup.
AI:
If the computer has a 750 in Rebel Value in one of its cities it will:
If it has a strong military it will declare war on the civilization it dislikes the most.
If not:
Increase happiness.
Emphasize on cultural buildings..
If the computer reaches 900 and is not already in war it will declare war with the civilization it dislikes the most.
New cities:
Whenever a city is build it starts the total average Rebel Value of all the civilization’s cities.
The first civilization to discover nationalism gets the Rebel Value of all its cities reduced to 0 [this may not be very realistic, but I think it fits Sid Meier's Civilization universe well
].
Questions to my concept are very welcome.