Princeps
More bombs than God
- Joined
- Aug 22, 2004
- Messages
- 5,265
I think civilization series needs to rework its system of expansion, especially early on. I will briefly summarize it in these terms;
- Early expansion from 4000 bc to roughly 1300 AD should be driven by population pressure and events largely outside the control of the player.
- political expansion and the spread of cities over lands need to be separated.
- instead of founding new cities, which was rarely done by rulers directly, you would be "integrating" cities already established by undirected settlers.
- later techs would allow a more traditional type of expansion, in the form of colonies
.....
uncontrolled expansion at low techs
Early game, when your government and administration related technologies are scarce, the player would have little control over the establishment of new cities. Instead, natural population pressure and other events would lead to your city producing a unit of settlers, which would head out to establish a new city in the most favorable area closest to its origin. You would have no direct control over this. Primitive governments, like most at this stage of the game, would not automatically extend their power with these settlers.
Rather, when the settler establishes the new city, it will not be loyal to you. It would start out as an "unintegrated" city, an independent entity not governed by any civilization. Initial expansion of this kind would be rapid (as the game goes through the centuries rather fast), creating around you a myriad of independent cities which would behave sort of like city states do right now. They would have their own foreign policy, economy and interests.
However, it would be possible to bring these unintegrated city under your governance through several methods.
1. tribal politics. Each unintegrated city has its own culture, inherited from its origin. The more distant it is from its origin civilization, the lower its connection is to it. A city would be its own "tribe" and its level of association with your civ would be expressed with these values: "familial tribe", "federate tribe", "unfamiliar tribe" and lastly "alien tribe". To integrate them peacefully, you could engage in tribal diplomacy, which would consist of tributes, political marriages and carrying out "missions", i.e. requests, send to you by the unintegrated city.
2. conquest. A simple war of conquest could also bring them into your fold. However, doing so might lead to a coalition of unintegrated cities turning against you. The unintegrated cities would NOT be able to destroy you even if they win. Rather, they could only impose peace upon you. Conquest would also require some occupation measures unlike peaceful integration. So the conquered city would not be immediately useful.
3. You could also integrate cities originating from other civilizations, but given their alien culture, this would be more difficult. But, it would give you the chance to sabotage your rival's expansion by taking over their new cities before they can.
4. War against a rival civilization. If a rival civ attacks unintegrated cities that are your familial or federate tribes, you could use diplomacy to unite your unintegrated cities against a common enemy. A common enemy will do much to unite them under your rule.
5. War would also occur between unintegrated cities of the same culture. Resolving these conflicts for the benefit of one city or for the benefit of both cities would bring them closer to your governance.
How settlers would be created.
Settlers would be created from any city with high enough population. This would be simple population pressure (i.e. insufficient farming land, etc, for new families) leading to people migrating to nearby lands.
Events like political disputes in your capital could lead to a portion of your population exiling out and establishing another city. New cities established by exiles would be very aggressive toward you. Warfare against these cities would be very common in ancient times, reflecting, for example, ancient Greek politics. Exile cities would do everything to sabotage your attempts to unite other unintegrated cities.
A hostile barbarian tribe migrating to your area could panic your population, leading some of them to migrate to safer locations like highlands and mountains.
Settlers created in an unintegrated city would likewise move out and establish new unintegrated cities with the same culture. These "second generation" unintegrated cities would have even less loyalty toward you. I.e. where "first generation" unintegrated cities, established by settlers from your capital, would be classified as "familial tribes", second generation settlers would be "federate tribes", third generation would be "unfamiliar tribes" etc. They would require more diplomatic work to integrate.
Colonies and late game expansion
As your technology advances, you could now construct controllable settlers called colonists. These units would establish a non-city entity called "colony".
Colony would be an artificial city that is not immediately economically viable. Depending on the harshness of the conditions, the colony would require time to mature and would have the possibility of failing entirely. A colony would, during its minority, cost a great deal of money to support. Thus you should build colonies at very profitable locations, like areas with spices and other lucrative goods.
The development of the colony would be somewhat perverse compared to the development of a city. The colony would start out as fully politically aligned to you, even depended on your economic support. However, as they mature, they are likely to grow less sympathetic to their colonial master, depending on their situation. A colony established far away in over seas territory would have more pressure to break away while colonies very close their master would have less such pressure. Eventually, this development would lead to colonies breaking off.
in conclusion, the main positive effect of this system is that expansion would be less borg like and driven more by unguided spread. It would separate the players political expansion, i.e. painting the map in your color, and the natural spread of human population. After all, historically, political expansion came after the spread of human populations over the earth.
- Early expansion from 4000 bc to roughly 1300 AD should be driven by population pressure and events largely outside the control of the player.
- political expansion and the spread of cities over lands need to be separated.
- instead of founding new cities, which was rarely done by rulers directly, you would be "integrating" cities already established by undirected settlers.
- later techs would allow a more traditional type of expansion, in the form of colonies
.....
uncontrolled expansion at low techs
Early game, when your government and administration related technologies are scarce, the player would have little control over the establishment of new cities. Instead, natural population pressure and other events would lead to your city producing a unit of settlers, which would head out to establish a new city in the most favorable area closest to its origin. You would have no direct control over this. Primitive governments, like most at this stage of the game, would not automatically extend their power with these settlers.
Rather, when the settler establishes the new city, it will not be loyal to you. It would start out as an "unintegrated" city, an independent entity not governed by any civilization. Initial expansion of this kind would be rapid (as the game goes through the centuries rather fast), creating around you a myriad of independent cities which would behave sort of like city states do right now. They would have their own foreign policy, economy and interests.
However, it would be possible to bring these unintegrated city under your governance through several methods.
1. tribal politics. Each unintegrated city has its own culture, inherited from its origin. The more distant it is from its origin civilization, the lower its connection is to it. A city would be its own "tribe" and its level of association with your civ would be expressed with these values: "familial tribe", "federate tribe", "unfamiliar tribe" and lastly "alien tribe". To integrate them peacefully, you could engage in tribal diplomacy, which would consist of tributes, political marriages and carrying out "missions", i.e. requests, send to you by the unintegrated city.
2. conquest. A simple war of conquest could also bring them into your fold. However, doing so might lead to a coalition of unintegrated cities turning against you. The unintegrated cities would NOT be able to destroy you even if they win. Rather, they could only impose peace upon you. Conquest would also require some occupation measures unlike peaceful integration. So the conquered city would not be immediately useful.
3. You could also integrate cities originating from other civilizations, but given their alien culture, this would be more difficult. But, it would give you the chance to sabotage your rival's expansion by taking over their new cities before they can.
4. War against a rival civilization. If a rival civ attacks unintegrated cities that are your familial or federate tribes, you could use diplomacy to unite your unintegrated cities against a common enemy. A common enemy will do much to unite them under your rule.
5. War would also occur between unintegrated cities of the same culture. Resolving these conflicts for the benefit of one city or for the benefit of both cities would bring them closer to your governance.
How settlers would be created.
Settlers would be created from any city with high enough population. This would be simple population pressure (i.e. insufficient farming land, etc, for new families) leading to people migrating to nearby lands.
Events like political disputes in your capital could lead to a portion of your population exiling out and establishing another city. New cities established by exiles would be very aggressive toward you. Warfare against these cities would be very common in ancient times, reflecting, for example, ancient Greek politics. Exile cities would do everything to sabotage your attempts to unite other unintegrated cities.
A hostile barbarian tribe migrating to your area could panic your population, leading some of them to migrate to safer locations like highlands and mountains.
Settlers created in an unintegrated city would likewise move out and establish new unintegrated cities with the same culture. These "second generation" unintegrated cities would have even less loyalty toward you. I.e. where "first generation" unintegrated cities, established by settlers from your capital, would be classified as "familial tribes", second generation settlers would be "federate tribes", third generation would be "unfamiliar tribes" etc. They would require more diplomatic work to integrate.
Colonies and late game expansion
As your technology advances, you could now construct controllable settlers called colonists. These units would establish a non-city entity called "colony".
Colony would be an artificial city that is not immediately economically viable. Depending on the harshness of the conditions, the colony would require time to mature and would have the possibility of failing entirely. A colony would, during its minority, cost a great deal of money to support. Thus you should build colonies at very profitable locations, like areas with spices and other lucrative goods.
The development of the colony would be somewhat perverse compared to the development of a city. The colony would start out as fully politically aligned to you, even depended on your economic support. However, as they mature, they are likely to grow less sympathetic to their colonial master, depending on their situation. A colony established far away in over seas territory would have more pressure to break away while colonies very close their master would have less such pressure. Eventually, this development would lead to colonies breaking off.
in conclusion, the main positive effect of this system is that expansion would be less borg like and driven more by unguided spread. It would separate the players political expansion, i.e. painting the map in your color, and the natural spread of human population. After all, historically, political expansion came after the spread of human populations over the earth.