- Joined
- Oct 23, 2011
- Messages
- 2,245
Until the 19th century, borders were non existent. I think this should be represented.
Until the late renaissance era, borders are constantly expanding, occasionally meeting another 'country'. These borders should be fluid and tiles should be able to be swapped naturally between civs without great artists through culture gain causing border growth.
-This brings a new means of attacking a civilisation through growing your culture to cut off their supplies
-This heightens the importance of balanced development of a civilisation rather than min/maxing to achieve the quickest victory.
A new technology could be added, or new info pasted onto the military science (or your choice of tech) in the late renaissance. This activates nationalism. Upon discovering nationalism, your borders can no longer be changed without military conquest or great artists, as in the existing system operated in Civ5.
However, in addition to this, nationalism activates national identity, sparking civil wars as have been seen worldwide since the spread of nationalism. To emulate this, cities without balanced happiness within their outskirts will generate nationalist feeling, leading to revolution. These cities will then experience rebel outbreaks in a similar fashion to rebel outbreaks due to civ-wide unhappiness in the current system. However, should these rebellions not be surpressed within (15?) turns, these cities will secede from your empire and form city states of a random specialism.
-This places more importance on developing cities rather than rapidly strolling across the map taking over vast swathes of undeveloped land. (Did anybody say Russia?)
- This places greater strain on civilisations in the late game, which is usually strolled through by an unstoppable front runner, enabling a more open game for a longer period of time.
This condition remains active until the end of the game.
Until the late renaissance era, borders are constantly expanding, occasionally meeting another 'country'. These borders should be fluid and tiles should be able to be swapped naturally between civs without great artists through culture gain causing border growth.
-This brings a new means of attacking a civilisation through growing your culture to cut off their supplies
-This heightens the importance of balanced development of a civilisation rather than min/maxing to achieve the quickest victory.
A new technology could be added, or new info pasted onto the military science (or your choice of tech) in the late renaissance. This activates nationalism. Upon discovering nationalism, your borders can no longer be changed without military conquest or great artists, as in the existing system operated in Civ5.
However, in addition to this, nationalism activates national identity, sparking civil wars as have been seen worldwide since the spread of nationalism. To emulate this, cities without balanced happiness within their outskirts will generate nationalist feeling, leading to revolution. These cities will then experience rebel outbreaks in a similar fashion to rebel outbreaks due to civ-wide unhappiness in the current system. However, should these rebellions not be surpressed within (15?) turns, these cities will secede from your empire and form city states of a random specialism.
-This places more importance on developing cities rather than rapidly strolling across the map taking over vast swathes of undeveloped land. (Did anybody say Russia?)
- This places greater strain on civilisations in the late game, which is usually strolled through by an unstoppable front runner, enabling a more open game for a longer period of time.
This condition remains active until the end of the game.