States

runedot

Chieftain
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Apr 19, 2004
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Auckland, NZ
I was thinking how about you can set aside a few cities, and make them into a 'state' sort of thing, and they become a virual 'independent civ' only it's yours... So any units they create, or you gave them, they control, if you wage war, they wage war, they only declare war if you allow them to, and of course if they declare war, you declare war.
Any strategic resources, and luxry resouces etc are shared, but you can choose whether you'll have a shared or seperate treasury, combine scientific efforts, or go for different technologies, etc etc.

So say you have a huge empire, and you only really want to concentrate on this part of the empire, then you select all the other cities and put them into a state, wa-la, problem solved.

What does everyone else think?
 
Hmmm, that idea DOES have potential. I guess its main benefit would be the ability to assign a 'State' Governor to the area you select-and he/she basically takes care of all the city and terrain improvement that occurs (though they will need to SIGNIFICANTLY improve the AI to make that work properly!) This could seriously cut down on micromanagement-especially in the Industrial/Modern Ages!
A potential downside, though, could be that if you enter a revolt or other kind of civil war trigger, then cities belonging to the same 'State' have a much greater chance of breaking away as a single entity!
It would be interesting to hear what the others think of this idea too, come to think of it :)!

Yours,
Aussie_Lurker.
 
So I can take a huge chunk of my hard earned empire & let the AI governers control the builds & city management?

How is this any different then turning the governers on? It would just be another "feature" that noone would use because they can't possibly do as well as you can.
 
Its not, really, except that instead of doing it on a city by city basis, you do it at a more 'regional' level!

Aussie_Lurker.
 
It would help alot, you could put a group of costal cities to build only ships, then a groups of cites far away to produce wealth all in less clics
 
Besides just the Governer function, the State would act as an entirely different civ in effect, having it's own units, doing it's own cultivating etc.
'Good' players won't use it because they do micro-management.
'Bad' players (like me...) would use it because they can't be bothered with the picky little details way off in peace zone, and want to concentrate on the action!
 
You mean like puppet states? Maybe they could have less corruption? Naturally, you could re-incorporate them if you wanted to.
 
I don't really think this makes sense. If you set aside a few cities then effectively you're partly throwing them out of your empire, so then you wouldn't get as much production from them.
 
that wouldn't be so bad, actually. Say you're sending your colonists out to a new island. You have 3 settlers. 2 of them are in rather useless areas, but you want the land. 1 is in the vicinity of a few resources; food, commerce... So you select those 3 cities, make them into a state, then the two weaker situated cities can draw resources from the stronger one, thereby growing the "state" as a whole. Of course it'll slow down the better situated city, but it'll speed up the other two.

Not such a bad idea at all, runedot.
 
My Idea on states (or provinces):Alright, here's my idea (sorry if someone else stated something similar): You can create a province once you have twelve cities+ and you have Republic. Provinces can have up to six cities, eight once you discover democracy. A province is created by choosing a city to be the capital of the province, then choosing five/seven other cities. You can add and remove cities into your province at any time. Once you choose your capital, you have to build "provincial capital". The provinces don't necessarilly need to be filled, either.

ALL Cities in a province get 25% reduced corruption, plus benefits from palaces (forbidden/reg). Area around the province also get a reduction in corruption, though it is not as good as if they were actually in the province (like 10%ish). The city with the PC doesn't have a bonus corruption fighting power, so that players won't be encouraged to build PC's in all there cities.

If an enemy civ captures a provincial capital, the province gets dissolved. This would make PCs a very desirable strategic target, as it would cripple an entire area.

Provinces also facillitate the much beloved CIVIL WAR!!!111! If 2/3 of the province's cities are in disorder for longer than y turns, there is a x% chance the province will go into civil war, based on proximity to Palace or FP. A province that revolted would get the following benefits: All cities draft two reg defenders that are as modern as possible (if the province can build pikes, then they will draft two pikes). All units produced from the province in the province itself will turn into enemy units, while all the units produced outside the province that are in it will be moved outside the province. Finally, a province going into open revolt causes rampant unhappiness, getting more severe based on proximity to the province in revolt. This will cause a domino effect on provinces going into revolt. This domino effect is reduced with Nationalism/equivalent advance. Granted, it needs some fine tuning, but I like that idea.

You could also create puppet states by trading provinces in peace agreements, etc. I don't know quite how that would work, but the groundwork is there with the provinces.

What do you think about that? :thumbsup: or :thumbdown:?
 
I-Kaiser said:
My Idea on states (or provinces):Alright, here's my idea (sorry if someone else stated something similar): You can create a province once you have twelve cities+ and you have Republic. Provinces can have up to six cities, eight once you discover democracy. A province is created by choosing a city to be the capital of the province, then choosing five/seven other cities. You can add and remove cities into your province at any time. Once you choose your capital, you have to build "provincial capital". The provinces don't necessarilly need to be filled, either.
Since you have based the number of cities in the province on the type of government, what happens if you change government after creating a province? Does the system completely fall apart if you go to communism or fascism or revert to monarchy or feudalism? If you move backward from democracy to republic, do cities get "kicked out" or each province?

I-Kaiser said:
If an enemy civ captures a provincial capital, the province gets dissolved. This would make PCs a very desirable strategic target, as it would cripple an entire area.
This could actually make the provincial capital of more strategic importance than the capital of the entire civ since the palace jumps if the capital is captured/destroyed. What happens if the palace jumps to a provincial capital? Should the provincial capital also jump? This idea needs some work.
 
First of all, thanks for responding.

Second, I should have clarified that I meant the techs Republic and democracy, not the goverments.

Third, a PC and a Palace could be in the same city, that probably wouldn't be a problem.

The idea of a province dissolving can be scrapped, that was just to throw it in there as a strategic advantage or whatever.
 
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