raystuttgart
Civ4Col Modder
Hi guys,
I always felt that Civ4Col lacked the concept of an actual "Capital City".
There was no real meaningful center of the Colonies ... no City that felt special.
Internally (in the logic) the first City you found(ed) is kind of special because it is e.g. the main City to spawn Units.
Also it may be the most likely City to trigger e.g. Python Events, Python Quests or DLL Diplo-Quests.
But that is it already. Otherwise the "Capital City" feels in no way special - just like any other City in the game.
I would like to change that and actually give the "Captial" some importance and additionally also introduce strategic player choices.
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Game Concept:
1) The player will be given an option in City Screen (or Domestic Advisor) to declare a City to be the Capital (removing that Status from the previous Capital)
2) However switching the Capital City to a new City will cause 1 turn of unrest in the old Capital City but also festivities in the new Capital City
3) Switching a Capital City is only possible every 20 turns (on Normal) and not possible at all during war (which includes War of Independence)
4) Losing your Capital City will cause 2 turns of unrest in all other cities of the player and also upset the King of the player (-1 Attitude) - which is not too hard in my opinion.
5) When the Capital City is lost the next oldest City will become the new Capital (which is the current internal logic anyways and thus requires no effort) --> again 50 turns to switch
6) The Capital City will have some special modifiers and thus also have actual gameplay effects: +10% Liberty Bells, +10% Culture, +10% Law
7) Visualization of the Capital City will be done by a "Star Symbol" in City Billboard - I think @devolution had even already implemented it in one of his branches
8) AI will get some "special rules" and will be able to move the Capital for free during peace times (i.e. it will always chose the biggest and best defended City)
9) If the player currently has no City, there is of course also no Capital which is also no problem. The first City that will then be founded will automatically become the Capital.
10) Switching the Capital City to a City that is in unrest is not allowed. Switching the Capital City while the current Captiol is in unrest is also not allowed.
11) Switching the Capital of course also implies that it becomes the main City for spawning Units or triggering Python Events or DLL Diplo Events.
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So why implement it?
1) It will make the placement of the Capital a strategic decision. (You want to protect it but also give it to the biggest City.)
2) It will feel immersive and also impactful to lose the Captial. (As your Colonies will actual react accordingly with unrest.)
3) Hunting the Capitals of other Players and throw their empire into chaos for 2 turns might actually be fun. (I would play that way.)
4) It is actually really little effort to implement this. (I estimate the complete concept can be implemented easily in one weekend)
5) Risk of implementation for this concept is actually pretty low. (There is hardly anything that could go wrong once properly tested.)
6) Since switching the Capital is only possible every 20 turns and comes at some cost there should also be no exploits.
7) Once we implement concepts like "Distance to the Capital" being able to "Switch Capital" might infact matter even more.
8) Last but not least I want to see a shiny star in the City Billboard of my Captial as it would increase my immersion.
------
Feedback?
I always felt that Civ4Col lacked the concept of an actual "Capital City".
There was no real meaningful center of the Colonies ... no City that felt special.
Internally (in the logic) the first City you found(ed) is kind of special because it is e.g. the main City to spawn Units.
Also it may be the most likely City to trigger e.g. Python Events, Python Quests or DLL Diplo-Quests.
But that is it already. Otherwise the "Capital City" feels in no way special - just like any other City in the game.
I would like to change that and actually give the "Captial" some importance and additionally also introduce strategic player choices.
-----
Game Concept:
1) The player will be given an option in City Screen (or Domestic Advisor) to declare a City to be the Capital (removing that Status from the previous Capital)
2) However switching the Capital City to a new City will cause 1 turn of unrest in the old Capital City but also festivities in the new Capital City
3) Switching a Capital City is only possible every 20 turns (on Normal) and not possible at all during war (which includes War of Independence)
4) Losing your Capital City will cause 2 turns of unrest in all other cities of the player and also upset the King of the player (-1 Attitude) - which is not too hard in my opinion.
5) When the Capital City is lost the next oldest City will become the new Capital (which is the current internal logic anyways and thus requires no effort) --> again 50 turns to switch
6) The Capital City will have some special modifiers and thus also have actual gameplay effects: +10% Liberty Bells, +10% Culture, +10% Law
7) Visualization of the Capital City will be done by a "Star Symbol" in City Billboard - I think @devolution had even already implemented it in one of his branches
8) AI will get some "special rules" and will be able to move the Capital for free during peace times (i.e. it will always chose the biggest and best defended City)
9) If the player currently has no City, there is of course also no Capital which is also no problem. The first City that will then be founded will automatically become the Capital.
10) Switching the Capital City to a City that is in unrest is not allowed. Switching the Capital City while the current Captiol is in unrest is also not allowed.
11) Switching the Capital of course also implies that it becomes the main City for spawning Units or triggering Python Events or DLL Diplo Events.
------
So why implement it?
1) It will make the placement of the Capital a strategic decision. (You want to protect it but also give it to the biggest City.)
2) It will feel immersive and also impactful to lose the Captial. (As your Colonies will actual react accordingly with unrest.)
3) Hunting the Capitals of other Players and throw their empire into chaos for 2 turns might actually be fun. (I would play that way.)
4) It is actually really little effort to implement this. (I estimate the complete concept can be implemented easily in one weekend)
5) Risk of implementation for this concept is actually pretty low. (There is hardly anything that could go wrong once properly tested.)
6) Since switching the Capital is only possible every 20 turns and comes at some cost there should also be no exploits.
7) Once we implement concepts like "Distance to the Capital" being able to "Switch Capital" might infact matter even more.
8) Last but not least I want to see a shiny star in the City Billboard of my Captial as it would increase my immersion.
------
Feedback?

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