Last night I was thinking of a way to reduce the steam rolling that happens in civ games. Most of this comes from, imho, getting lots of cities. Lots of cities means lots of commerce and production.
So I thought about a way to reduce or at least slow down this effect, and since most cities late game is captured, I considered the options available and came to a conclusion that, imho, would both be semi-realistic as well as good gameplay.
My idea was to :
1) Reduce commerce (and maybe even production) depending on nationality of city. So own civ nationality would work 100% while foreign nationality would only give 50%.
As a formula it would look like this : Commerce=commerce - (commerce * foreign nationality% / 2)
Examples : Commerce 50 and 50% foreign nat. = 50 - (50*0.5/2) = 37.5
or when newly captured : commerce 50 and 100% foreign = 50 - (50*1/2) = 25
2) and most importantly, when civ is killed, instead of automatically make it 100% own civ nationality, it either (A) becomes neutral nationality (barb) or (B) it remains as original civ nationality (could be an issue, with "dead" civ not being removed from scoreboard or similar effect)
I really believe these two (minor?) edits could make a huge impact on especially player taking over the world steam rolling effect, and at the same time encourage new tactics such as sending spies to spread culture or using vassals more often (I never use vassals normally, but if I only got half commerce from a city, I might consider creating a vassal state, to control newly captured territory).
Problem is.... I have no idea where to start
Are there anyone who have bulbed codewriting, who would care to assist me in making this come true?
So I thought about a way to reduce or at least slow down this effect, and since most cities late game is captured, I considered the options available and came to a conclusion that, imho, would both be semi-realistic as well as good gameplay.
My idea was to :
1) Reduce commerce (and maybe even production) depending on nationality of city. So own civ nationality would work 100% while foreign nationality would only give 50%.
As a formula it would look like this : Commerce=commerce - (commerce * foreign nationality% / 2)
Examples : Commerce 50 and 50% foreign nat. = 50 - (50*0.5/2) = 37.5
or when newly captured : commerce 50 and 100% foreign = 50 - (50*1/2) = 25
2) and most importantly, when civ is killed, instead of automatically make it 100% own civ nationality, it either (A) becomes neutral nationality (barb) or (B) it remains as original civ nationality (could be an issue, with "dead" civ not being removed from scoreboard or similar effect)
I really believe these two (minor?) edits could make a huge impact on especially player taking over the world steam rolling effect, and at the same time encourage new tactics such as sending spies to spread culture or using vassals more often (I never use vassals normally, but if I only got half commerce from a city, I might consider creating a vassal state, to control newly captured territory).
Problem is.... I have no idea where to start

Are there anyone who have bulbed codewriting, who would care to assist me in making this come true?