New Social Policies, Colonialism

Melendor

Warlord
Joined
Aug 7, 2008
Messages
185
Location
Rio de Janeiro, Brazil
Colonialism
Era: Renascence. It cannot be active at the same time as Patronage.
Best for empires that will use their military power and expansions for diplomatic victory.

Opening: Can found 1 new CS.
Colonial Navy: Your embarked units can defend themselves. If they already can, double their strength. +1 move for embarked settler.
Expansionism: Can found 2 new CSs. +5 of culture for your ally CSs (for then, not for you).
Protectorate: After conquer one CS you can keep it as a CS. After conquer one capital, you can create one CS on it. In both cases your initial influence with it will be high (200 maybe), and the other player’s initial influence will be zero.
Military Oppression: Your military units present in your ally CS territory will make your influence drops slower. If you have the same military power of the CS, your influence will not drop; if you have half of the CS military power, it will drop in the half of the speed.
United Kingdom: If you are at war, Cultured and Maritime CSs will give you units just like Militaristic ones. Militaristic will give units with Morale promotion.
Finishing: Can found 2 new CSs. You and your allies gain +15% in combat when fighting inside of their borders.


Founding City States: One settler is needed; High initial influence (maybe 200); you can choose the type of the new CS .

New power for Elizabeth: can found one new CS after Navigation.
 
I like this idea. The one thing that seems off is the ability of a civ to found a city-state...that doesn't make much sense to me.

However, the possibility of a different outcome from a military conquest of a city-state is a great idea. Also like the ability to turn captured capitals into new city-states.

If you attack a city-state you should have the option of puppeting, annexing, OR just installing a friendly governor--this will mean that the CS is your "vassal" but if units of a Civ you're at war with get too close the vassal CS will "revolt" and declare war. I think this should be implemented into the real game rather than as a social policy effect. You should still get the diplo hit for conquering a CS, of course.

Instead of the ability to found your own CS, there should be bonuses for overseas cities in your empire and other bonuses related to conquering city-states.

Perhaps an entirely new unit called a "colonist" could resolve my (perceived) issue with founding a city-state with your own settler?
 
i think this is a wonderful idea. however, i also think the map sizes would have to be altered to be bigger so that new CS would be able to compete. Would you be able to name the Cities? (so Spain can create Mexico, or Portugal, Brazil)
 
A lot of cities that were colonies of one civilization are regular cities for another!
 
i think this is a wonderful idea. however, i also think the map sizes would have to be altered to be bigger so that new CS would be able to compete. Would you be able to name the Cities? (so Spain can create Mexico, or Portugal, Brazil)

Dou you need space for your State City? Kill some civilizations and put your colonies there.
 
Very cool idea. Nice way to incorporate 'colonies' without creating a new city type. Your new policies create a far better symbiotic militaristic relationship between civs and CSs than the Patronage branch.

Issues:
1: What would stop you from waiting right before a UN vote to build your CSs?
2: Choosing what type of CS you build is too powerful, why not make it random?
3: Would there be a diplomatic hit building CSs next to another civ?
 
Very cool idea. Nice way to incorporate 'colonies' without creating a new city type. Your new policies create a far better symbiotic militaristic relationship between civs and CSs than the Patronage branch.

Issues:
1: What would stop you from waiting right before a UN vote to build your CSs?
2: Choosing what type of CS you build is too powerful, why not make it random?
3: Would there be a diplomatic hit building CSs next to another civ?

1: Maybe the city must be created at least 30 turns before in order to get the right of vow.

2: I think the choice would give a more strategic approach for the social policy. And it would be good for other kind of victories.

3: It would work just like a common city.
 
An 'imperialism' social policy could be a good idea (I think that might be a better name than 'colonialism'). The central point of the idea seems to be to encourage colonialism in the game. I think maybe a better way of doing that would be through introducing some new mechanics, perhaps? A social policy would encourage something similar to colonialism, but you'd still be incapable of forming new colonies as distinct entities without a new mechanic in the game.
 
Conceptually, I think a Colonialist type policy branch to be a good, possibly even necessary idea given how much impact it has had historically, but first the map scripts have to be altered. As it stands, playing with default settings in regard to number of Civs and CS's - there's rarely any free land to settle once you start sending our your caravels. Or any unsettled land there is will soon become coveted by the civ thats inevitably parked right next to it.
 
I think what Camikaze said about a new 'colony' mechanic is a good idea. It could lump together new cities, influenced city-states and puppet and maybe have a set of sub-policies to choose from that would only affect that particular 'colony'.
 
Conceptually, I think a Colonialist type policy branch to be a good, possibly even necessary idea given how much impact it has had historically, but first the map scripts have to be altered. As it stands, playing with default settings in regard to number of Civs and CS's - there's rarely any free land to settle once you start sending our your caravels. Or any unsettled land there is will soon become coveted by the civ thats inevitably parked right next to it.
I thought Continents always had a New World unsettled until Astronomy (unless you're Polynesia, I guess)? Or Terra or something?
 
I thought Continents always had a New World unsettled until Astronomy (unless you're Polynesia, I guess)? Or Terra or something?

Terra does, but thats only one map type. It would make sense for all or most maps to accomodate such a policy tree. It'd be more difficult with Pangaea type maps however.
 
Maybe a colony could just be a city that you can settle that behaves as a puppet city or something like a puppet city. But with a cheaper road to full city or a different road to full city. Maybe you can set the default of the city and every time you change the default setting or tell the city what to build it creates unhappiness or contributes less resources to the empire or something.
 
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