A new system to represent who is living in your civ

Pepo

Prince
Joined
Nov 27, 2012
Messages
374
I what thinking today than in the trashuman era and even galatic civilizations could have internal problems on who is living on their civs.so i thinked on a system that may work like old religions and maybe make late wars more common:
So the idea is the following-after you research a specific tech (ex:cloning)a icon will appear in your capital showing that part of your pop are clones.then it will spread to other cities.if the level of clones passes a certain mark you will get bonus or disadvantages.also other civs may declare war on you due being different:here are my ideas for each one:

-clones:bonus on food and production ,but worst in combat and no great persons
- if they make 1%-20% of your global pop: 5% less food needed to work
-20%-60% of your global pop:15% less food to growth,5% bonus on production,decrease great person apperance
-60%-90%:20 %less food to growth,10%production,1 unhappines,revolution more likely to happen,decrease great person apperance
-90-100%(all clones,clone goverment)50% less food to growth,20% more of production,faster unit production,no great person apperance,requieres double xp to promote,1 happines

-super human :better military and science,big unhappiness,more great person
1%-20%:new units gets 1exp point,1%more of production
20-60%:new units get 3 exp,5 %more production ,little increase on great person apperance,3 unhappines,more revolutions
60-90%:new units get 5 exp,10%more production ,big increase on great person apperance,10 unhappines,very likely that a national revolution start
90-100%: (all super humans)new units get 10 exp and start with super human(10% strength),20% more production,big increase on great person apperance,5% science production ,decrease relations with non super human states

-pro humans(basically pure humans that hate other form of humans)increase on happines,increase on military production and culture,worst health and increase of crime
1-20% :1 happines in every city,5% culture production
20-60% :2 happiness ,5% faster unit production,10% culture bonus,5 crime in cities with other types of humans apart from normal,1 unhealthniess
60-90%:3 happiness,10% faster unit production,15% culture bonus,10 crime in cities with other types of humans,2 unhealthniess
90-100%:5 happiness,25 faster unit production,greater general apperance,20% culture bonus,15 crime in all cities,3 unhealthniess,decrease relations with other civilizations that have adopted other types of humans

I think that you get the idea,there would be a need of balancing and add more .it would be cool if each system has some advantages and disadvantages to make gameplay more interesting.also it can happen that there are wars between nations if they get to the last level of people.
 
Sounds like clones, superhumans, cybernetic hybrids and such could all be new cultures that could have their own potential internal conflicts with other cultures... something that would indeed be an issue as such differing types of people emerge into society.

The cultural mechanism we were looking at with the 1D property system would be perfect to give us a start at representing that.
 
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