Mewtarthio
Emperor
- Joined
- Apr 14, 2004
- Messages
- 1,930
There should be Demographics of each Civ that represent how the population feels towards every other Civ, including their own. There would be five different levels, each level divided into different percentages of the population (NB "CivA" is the civ under which the people live; "CivB" is the civ that they have said attidude towards):
Level 1- These guys are the people who want CivB's head. They should only appear if the two civs have incompatible government types (eg CivA is Fascist and CivB is Communist), if CivB commits some horrendously dastardly act (like sneak attack with nukes or bio-warfare), or if CivB deals serious damage to their fatherland (for foreign nationals; would require severe damage or such evil things as nukes and concentration camps). If this demographic gets big enough, it should cause "Peace Weariness." (The only ways it could possibly get that significant would be if you repeatedly make concessions to an incredibly evil Civ or through Propaganda).
Level 2- These guys just don't like CivB. If CivB commits evil actions, this Demographic would grow. Signing treaties with CivB would make these guys potentially unhappy. Also, incompatible governments and attacks against popular civs would knock a few L3's here.
Level 3- These guys are completely apathetic towards CivB. Most of your citizens would be here.
Level 4- These guys like CivB. Doing nice things like trading goods and signing pacts would make these guys happy. If CivB commits atrocities, these guys could fall to L2. These guys would grow from Luxury trades (with your Civ as the recipient) and culture. And, of course, a little positive Propaganda.
Level 5- The smallest demographic. This only appears if CivB has severe immigration restrictions against CivA (or if CivA has emigration restrictions). Foreign Nationals would be here automatically if they were at L3 or L4 with CivB when CivA captured them. This demographic is also very fragile: if CivB does anything bad, like having a revolution or committing atrocities, this demographic drops to L4.
The idea here is for the player's foreign policy to be affected by more than just military and mood managment considerations. This also makes for much more realistic foreign policy. The AI should be just like a human player, as I've stated often before. No human player would have their foreign policy affected in the least by another Civ's government change under the current model, but the AI does. This would make a human player react differently depending on factors that (s)he'd never consider otherwise. This would also allow for much better Propaganda. Rather than just converting cities, you could sway some L3's over to L4 towards you, or you could make the enemy's population despise their overlords (naturally, all this could be diverted with a counter-propaganda program as good as or better than yours). You could even goad the AI into attacking one of your allies so you can rush to the rescue (or possibly into attacking you yourself, although enemy War Happiness might be a problem). (Propanga would be relatively simple, just devoting money to various projects).
Level 1- These guys are the people who want CivB's head. They should only appear if the two civs have incompatible government types (eg CivA is Fascist and CivB is Communist), if CivB commits some horrendously dastardly act (like sneak attack with nukes or bio-warfare), or if CivB deals serious damage to their fatherland (for foreign nationals; would require severe damage or such evil things as nukes and concentration camps). If this demographic gets big enough, it should cause "Peace Weariness." (The only ways it could possibly get that significant would be if you repeatedly make concessions to an incredibly evil Civ or through Propaganda).
Level 2- These guys just don't like CivB. If CivB commits evil actions, this Demographic would grow. Signing treaties with CivB would make these guys potentially unhappy. Also, incompatible governments and attacks against popular civs would knock a few L3's here.
Level 3- These guys are completely apathetic towards CivB. Most of your citizens would be here.
Level 4- These guys like CivB. Doing nice things like trading goods and signing pacts would make these guys happy. If CivB commits atrocities, these guys could fall to L2. These guys would grow from Luxury trades (with your Civ as the recipient) and culture. And, of course, a little positive Propaganda.
Level 5- The smallest demographic. This only appears if CivB has severe immigration restrictions against CivA (or if CivA has emigration restrictions). Foreign Nationals would be here automatically if they were at L3 or L4 with CivB when CivA captured them. This demographic is also very fragile: if CivB does anything bad, like having a revolution or committing atrocities, this demographic drops to L4.
The idea here is for the player's foreign policy to be affected by more than just military and mood managment considerations. This also makes for much more realistic foreign policy. The AI should be just like a human player, as I've stated often before. No human player would have their foreign policy affected in the least by another Civ's government change under the current model, but the AI does. This would make a human player react differently depending on factors that (s)he'd never consider otherwise. This would also allow for much better Propaganda. Rather than just converting cities, you could sway some L3's over to L4 towards you, or you could make the enemy's population despise their overlords (naturally, all this could be diverted with a counter-propaganda program as good as or better than yours). You could even goad the AI into attacking one of your allies so you can rush to the rescue (or possibly into attacking you yourself, although enemy War Happiness might be a problem). (Propanga would be relatively simple, just devoting money to various projects).