Popish Frenzy
Chieftain
- Joined
- Aug 13, 2009
- Messages
- 20
Was thinking about the never ending wide vs tall debate and it occurred to me that one way to differentiate between the two would be to have a tech and civic propagation mechanic. Once a tech or civic is researched it would spread like a pantheon/religion across your empire from the city of origin (capital or maybe city w. highest science) to neighboring cities following roads. As it diffuses it would bring the ability to build its units, buildings and improvements exactly like religions unlock units and buildings. Policies would only apply their effects to cities where the civics has reached. And adopting government types whose civics haven't spread to your whole empire would cause happiness and loyalty penalties in the cities that lack those ideas. Ideas could also spread to neighboring Civs with traders, giving them a small eureka style boost to research. Great people could be used to target specific cities like secular missionaries.
Naturally tall, well connected Civs would gain an advantage as ideas would spread quickest across their empires.This would reflect history as small states would often be able to compete with larger ones by having more efficient bureaucracies and unified populations. Edit: Civs where ideas are not fully spread would also receive research penalties, increasing with the amount of backwater cities they have. This would also indirectly penalize Civs focusing too heavily on science or culture.
The mechanic would also neatly seg into ideologies in the late game. Most tech and civics would not compete with each other, a city having an 'idea' would just be binary. But late game governments (democracy, communism etc) would act more like religions, competing for followers inside your cities and within rival empires . Adopting unpopular late game government types would trigger more serious penalties like civil wars or secessionist movements.
Don't know if this is currently moddable. I think it would mostly use existing systems but it would need significant UI changes to be playable.
Naturally tall, well connected Civs would gain an advantage as ideas would spread quickest across their empires.This would reflect history as small states would often be able to compete with larger ones by having more efficient bureaucracies and unified populations. Edit: Civs where ideas are not fully spread would also receive research penalties, increasing with the amount of backwater cities they have. This would also indirectly penalize Civs focusing too heavily on science or culture.
The mechanic would also neatly seg into ideologies in the late game. Most tech and civics would not compete with each other, a city having an 'idea' would just be binary. But late game governments (democracy, communism etc) would act more like religions, competing for followers inside your cities and within rival empires . Adopting unpopular late game government types would trigger more serious penalties like civil wars or secessionist movements.
Don't know if this is currently moddable. I think it would mostly use existing systems but it would need significant UI changes to be playable.
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