Loaf Warden
(no party affiliation)
In all the talk about a hypothetical third expansion, one feature that frequently comes up as something that people clearly want is some system of colonialism and revolution. Someone mentioned in some thread or another a long time ago that a "Colony" could be like a City-State that you found yourself, which got me thinking about ways that could work and what could be done with it. Here's something I came up with as one possible model for how Colonies/Revolutions/Decolonization could work:
Colonists
There is a new type of civilian unit called a Colonist. Similar to a Settler, but founds Colonies instead of Cities. At first I thought it should be made available with a particular tech, but the more I think about it, the more I think it should be tied to social policies. After all, historically only a small percentage of nations could be said to engage in "colonialism" as I assume we're all thinking of the term, and while no civ will skip over a tech, only some civs will go through certain policy trees. So Colonists should be unlocked somewhere along the Exploration tree, and civs that aren't exploiting that tree won't be founding Colonies.
As cool as it would be to have specific "colony lists" (so England can found Jamestown and France can found Montreal, etc.), there are more in-game civs that wouldn't have any historical names available than those that would. For simplicity, all civs simply draw from the bottom of their own city list in naming new Colonies.
What Colonies Are
A Colony is something of a mix between a puppeted city and an allied City-State. They supply you with gold per turn, as well as the World Congress delegates and exclusive access to resources that an allied City-State would give. You cannot direct its production, but you still reap the benefits of the buildings it creates. Like a Puppet, it will tend to have a gold focus, but like a City-State it will sometimes produce military units. Those military units are maintenance-free, but you cannot control them. The buildings and units it creates will keep pace with your technology level as you advance, because the cities are technically yours.
Unlike with City-States, the Colonizer/Colony relationship is not subject to interference from other civs. Colonies cannot be "converted" to another civ through espionage, gifts of gold, or Merchants of Venice. (Though needless to say, they can still be conquered like any city.)
Rebel Sentiment
Each Colony has a Rebel Sentiment meter reflecting how much they resent being beholden to their colonialist overlords. These meters run from 0 to 100, starting at 0 at the time of founding and slowly but steadily rising. Colonies can issue requests (similar to City-State quests but probably with different specifics), the successful completion of which can reduce the Rebel Sentiment meter. Requests can only be issued to the civ that established the Colony; a civ cannot fulfill the requests of another civ's Colonies, with one exception. (See Revolution, below.)
Fulfilling the requests reduces the Rebel Sentiment, but only temporarily. There's no way to keep it down permanently, and it rises faster in every era (to represent the increasing distaste which people have felt toward colonialism as history has progressed). Getting the Rebel Sentiment to 100 is never inevitable, if you're keeping up with their requests, but the longer you hold your Colonies, the harder it becomes to keep them happy.
Revolution
As soon as a Colony's Rebel Sentiment meter gets to 100, it declares Independence. All benefits to you from having the Colony cease, and a state of war exists between you and the Colony. You have a set time limit (scaled with game length, of course, and probably map size as well) within which you must reconquer the Colony (capture the city with your own units) or lose it. If you do conquer it, the Rebel Sentiment meter will re-set to 0 (to represent that you've reasserted domination over it), but will creep back up again as before.
If the Revolution succeeds, the Colony becomes a new City-State, which can be competed for by other civs in the usual way. They will start with anger at the civ they split off from, but as with any City-State, this will eventually dissipate and allow positive relations to eventually be restored.
A Colony in the midst of Revolution will offer a request to the most powerful civ (apart from the one it's revolting against, of course) for military assistance. This is the only time a Colony will give a request to a civ other than the one that founded it. The civ in question can decline with no consequence, or accept and go to war with the colonizer civ (with no warmonger penalty) and get major influence with the new City-State, should its Revolution be successful.
Granting Independence
A civ always has the option to grant Independence to any of its Colonies at any time, but what the result is depends on how much Rebel Sentiment it had at the time. If it was low enough, it will be grateful to the civ and begin as allies--albeit subject to the same loss of influence and espionage/gold/Merchant of Venice sniping as any allied City-State. If Rebel Sentiment was high, however, it will start with anger toward the civ (though less than if they had to actually go to war to get their Independence) and will need a cooling off period before relations can be restored.
This might seem backward; wouldn't a Colony with high levels of Rebel Sentiment be happier to be let go, compared to a Colony with low levels of Rebel Sentiment and therefore, one presumes, higher levels of loyalty and less desire for Independence? Wouldn't granting Independence to a Colony with less Rebel Sentiment make it feel abandoned and angry? I think, however, that doing it as I've described makes more sense for gameplay reasons. Namely, avoiding the inevitable exploit of letting Rebel Sentiment get to dangerously high levels and then simply granting Independence to get a new allied City-State without having to go to war or deal with requests. Just consider "Rebel Sentiment" as also encompassing "how much they hate you".
Why a City-State and not a new civ?
As an American, I admit to some discomfort at the idea that a Colony that fights for or is granted Independence does not get to go on to compete as a full-fledged civ. My own country began in exactly that way, and became significant enough on the world stage to be called things like "global superpower" and be made a full civ in its own right. So why shouldn't a Colony become a full civ instead of a mere City-State?
Well, it seems to me that, for gameplay purposes, this model is easier to implement. Consider the following: civs need animated leaders, unique abilities and units and such, city lists, icons, and so forth. City-States need none of these things. The break-away civ model from Civ IV always seemed unsatisfactory to me because of how inconsistently is has to be applied. It's one thing to declare that America is the civ that breaks away from England, and Brazil from Portugal. But what if those civs are already in-game? And what about the civs that never had colonial empires in reality? Are they supposed to just choose another civ at random? I suppose to many people, that's perfectly adequate, but I would find it odd, to say the least, to see Siam break away from the Zulus, or Sweden break away from Brazil.
Creating special "break-away civs" for just this purpose avoids the "already in-game" problem, but not the "some civs weren't colonialist" problem, and adds another problem besides: Who wants to see civs added to the game and not be able to play them? If Canada, say, or Australia, were put in just to break away from England, how many people would be content to see them get in but not be able to play as them? In the end, I don't think it would be a good idea to do to all the work to double the number of civs, but not increase the number of playable civs.
Of course, no civ that starts with one city in the Industrial Era, say, is going to become competitive anyway. It would be pretty hopeless as a civ, but perfectly viable as a City-State.
Although . . .
I suppose there's no real reason to insist that Colonies only consist of one city. If separately-founded Colonies end up having their borders meet, it could be that they merge into one Colony that happens to have more cities. Their Rebel Sentiment meters would have to be put in sync (perhaps an average of the levels of each individual Colony?), and they'd have to issue requests jointly. And in the event of a Revolution, you'd have to occupy all of their cities at once. But it would give them a fighting chance to compete if they became Independent.
An animated, named leader wouldn't be strictly necessary. They could maintain the same basic diplomatic interface as a City-State, but with the civ negotiating options put in. The leader wouldn't have to have a name, but how would it be decided what the name of the new civ is? Would it inherit the name of its oldest, or largest, city? Take the name of its parent civ and append "New" to it, as "New England" or "New Spain" or "New Songhai" or, uh, "New The Celts"? (Surely that could be cleaned up somehow.)
Giving a UA to the new civ could be as simple as picking one at random from the civs that aren't present in-game. Though I'd rather not see UUs or UBs or UIs done the same way. ("Why is New Persia building Chateaux and attacking me with Samurai?") Perhaps they don't need UUs etc--or perhaps they could make a generic "Freedom Fighter" or whatever to give to all ex-Colony civs.
I'm still not sure about a city-list. I suppose they could make Settlers unavailable to ex-Colony civs. But if they can't expand except through conquest, are they really competitive enough to justify making them civs instead of City-States? Maybe they could just continue to take from the bottom of the parent civ's city list. Is that workable? I suppose it could be. Maybe Colonies could become fully-fledged (or, given the lack of a leader screen and UUs and whatnot, semi-fledged) civs instead of mere City-States after all.
Colonists
There is a new type of civilian unit called a Colonist. Similar to a Settler, but founds Colonies instead of Cities. At first I thought it should be made available with a particular tech, but the more I think about it, the more I think it should be tied to social policies. After all, historically only a small percentage of nations could be said to engage in "colonialism" as I assume we're all thinking of the term, and while no civ will skip over a tech, only some civs will go through certain policy trees. So Colonists should be unlocked somewhere along the Exploration tree, and civs that aren't exploiting that tree won't be founding Colonies.
As cool as it would be to have specific "colony lists" (so England can found Jamestown and France can found Montreal, etc.), there are more in-game civs that wouldn't have any historical names available than those that would. For simplicity, all civs simply draw from the bottom of their own city list in naming new Colonies.
What Colonies Are
A Colony is something of a mix between a puppeted city and an allied City-State. They supply you with gold per turn, as well as the World Congress delegates and exclusive access to resources that an allied City-State would give. You cannot direct its production, but you still reap the benefits of the buildings it creates. Like a Puppet, it will tend to have a gold focus, but like a City-State it will sometimes produce military units. Those military units are maintenance-free, but you cannot control them. The buildings and units it creates will keep pace with your technology level as you advance, because the cities are technically yours.
Unlike with City-States, the Colonizer/Colony relationship is not subject to interference from other civs. Colonies cannot be "converted" to another civ through espionage, gifts of gold, or Merchants of Venice. (Though needless to say, they can still be conquered like any city.)
Rebel Sentiment
Each Colony has a Rebel Sentiment meter reflecting how much they resent being beholden to their colonialist overlords. These meters run from 0 to 100, starting at 0 at the time of founding and slowly but steadily rising. Colonies can issue requests (similar to City-State quests but probably with different specifics), the successful completion of which can reduce the Rebel Sentiment meter. Requests can only be issued to the civ that established the Colony; a civ cannot fulfill the requests of another civ's Colonies, with one exception. (See Revolution, below.)
Fulfilling the requests reduces the Rebel Sentiment, but only temporarily. There's no way to keep it down permanently, and it rises faster in every era (to represent the increasing distaste which people have felt toward colonialism as history has progressed). Getting the Rebel Sentiment to 100 is never inevitable, if you're keeping up with their requests, but the longer you hold your Colonies, the harder it becomes to keep them happy.
Revolution
As soon as a Colony's Rebel Sentiment meter gets to 100, it declares Independence. All benefits to you from having the Colony cease, and a state of war exists between you and the Colony. You have a set time limit (scaled with game length, of course, and probably map size as well) within which you must reconquer the Colony (capture the city with your own units) or lose it. If you do conquer it, the Rebel Sentiment meter will re-set to 0 (to represent that you've reasserted domination over it), but will creep back up again as before.
If the Revolution succeeds, the Colony becomes a new City-State, which can be competed for by other civs in the usual way. They will start with anger at the civ they split off from, but as with any City-State, this will eventually dissipate and allow positive relations to eventually be restored.
A Colony in the midst of Revolution will offer a request to the most powerful civ (apart from the one it's revolting against, of course) for military assistance. This is the only time a Colony will give a request to a civ other than the one that founded it. The civ in question can decline with no consequence, or accept and go to war with the colonizer civ (with no warmonger penalty) and get major influence with the new City-State, should its Revolution be successful.
Granting Independence
A civ always has the option to grant Independence to any of its Colonies at any time, but what the result is depends on how much Rebel Sentiment it had at the time. If it was low enough, it will be grateful to the civ and begin as allies--albeit subject to the same loss of influence and espionage/gold/Merchant of Venice sniping as any allied City-State. If Rebel Sentiment was high, however, it will start with anger toward the civ (though less than if they had to actually go to war to get their Independence) and will need a cooling off period before relations can be restored.
This might seem backward; wouldn't a Colony with high levels of Rebel Sentiment be happier to be let go, compared to a Colony with low levels of Rebel Sentiment and therefore, one presumes, higher levels of loyalty and less desire for Independence? Wouldn't granting Independence to a Colony with less Rebel Sentiment make it feel abandoned and angry? I think, however, that doing it as I've described makes more sense for gameplay reasons. Namely, avoiding the inevitable exploit of letting Rebel Sentiment get to dangerously high levels and then simply granting Independence to get a new allied City-State without having to go to war or deal with requests. Just consider "Rebel Sentiment" as also encompassing "how much they hate you".
Why a City-State and not a new civ?
As an American, I admit to some discomfort at the idea that a Colony that fights for or is granted Independence does not get to go on to compete as a full-fledged civ. My own country began in exactly that way, and became significant enough on the world stage to be called things like "global superpower" and be made a full civ in its own right. So why shouldn't a Colony become a full civ instead of a mere City-State?
Well, it seems to me that, for gameplay purposes, this model is easier to implement. Consider the following: civs need animated leaders, unique abilities and units and such, city lists, icons, and so forth. City-States need none of these things. The break-away civ model from Civ IV always seemed unsatisfactory to me because of how inconsistently is has to be applied. It's one thing to declare that America is the civ that breaks away from England, and Brazil from Portugal. But what if those civs are already in-game? And what about the civs that never had colonial empires in reality? Are they supposed to just choose another civ at random? I suppose to many people, that's perfectly adequate, but I would find it odd, to say the least, to see Siam break away from the Zulus, or Sweden break away from Brazil.
Creating special "break-away civs" for just this purpose avoids the "already in-game" problem, but not the "some civs weren't colonialist" problem, and adds another problem besides: Who wants to see civs added to the game and not be able to play them? If Canada, say, or Australia, were put in just to break away from England, how many people would be content to see them get in but not be able to play as them? In the end, I don't think it would be a good idea to do to all the work to double the number of civs, but not increase the number of playable civs.
Of course, no civ that starts with one city in the Industrial Era, say, is going to become competitive anyway. It would be pretty hopeless as a civ, but perfectly viable as a City-State.
Although . . .
I suppose there's no real reason to insist that Colonies only consist of one city. If separately-founded Colonies end up having their borders meet, it could be that they merge into one Colony that happens to have more cities. Their Rebel Sentiment meters would have to be put in sync (perhaps an average of the levels of each individual Colony?), and they'd have to issue requests jointly. And in the event of a Revolution, you'd have to occupy all of their cities at once. But it would give them a fighting chance to compete if they became Independent.
An animated, named leader wouldn't be strictly necessary. They could maintain the same basic diplomatic interface as a City-State, but with the civ negotiating options put in. The leader wouldn't have to have a name, but how would it be decided what the name of the new civ is? Would it inherit the name of its oldest, or largest, city? Take the name of its parent civ and append "New" to it, as "New England" or "New Spain" or "New Songhai" or, uh, "New The Celts"? (Surely that could be cleaned up somehow.)
Giving a UA to the new civ could be as simple as picking one at random from the civs that aren't present in-game. Though I'd rather not see UUs or UBs or UIs done the same way. ("Why is New Persia building Chateaux and attacking me with Samurai?") Perhaps they don't need UUs etc--or perhaps they could make a generic "Freedom Fighter" or whatever to give to all ex-Colony civs.
I'm still not sure about a city-list. I suppose they could make Settlers unavailable to ex-Colony civs. But if they can't expand except through conquest, are they really competitive enough to justify making them civs instead of City-States? Maybe they could just continue to take from the bottom of the parent civ's city list. Is that workable? I suppose it could be. Maybe Colonies could become fully-fledged (or, given the lack of a leader screen and UUs and whatnot, semi-fledged) civs instead of mere City-States after all.