Warning: Long Read Ahead, TLDR at the end.
I was thinking about how to make the game more dynamic and create a more ebb and flow, just as our real life seasons do. A time to grow and prosper and there’s a time to hunker down and survive the chaos. The answer to create this dynamism lies in geography and climate change.
Historically, there were several collapses of civilization and periods of great chaos. The bronze age collapse saw the fall of multiple great powers and two great powers that barely clung for dear life. What happened? (Warning- simplified explanation incoming
We’ll the climate changed for the worse. Droughts became a lot more common and global temperature fell, thus hurting food production. The tribal people were the first to suffer from the climate change as they did not have granaries and a government to shift food around. Tribal people north of the Mycenean kingdom out of desperation formed into a horde and attacked the Mycenean kingdom and destroyed the kingdom. The now desperate Myceneans joined the tribal horde and attacked and overwhelmed the Minoans. The desperate Minoans joined them and the now huge horde known as the Sea People would attack the Hittites (overwhelming them) and Egypt barely holds them off (but becomes a dystopian police state in the process). At the same time, other tribal people attacked in all directions out of desperation and perhaps, loot in their mind. The worst attacks, came from the Wastelanders from the South of Assyria and Babylon. They destroyed Babylon and brough Assyria to the brink of collapse.
Later on, the climate warm ups and Egypt and Assyria recover and new empires form. Roman Empire has a warm climate and prospers, but that ends by 400 AD and gets colder. Food production falls and tribal people get hungry, while Rome has its granaries. All the Germans come in and destroy Rome and thus the Dark Ages. Vikings marauded about. Climate warms up and Dark ages end. Climate gets cold again and we have the Little Ice age and religious wars break out. (Think 1600s) Planet warms up again and the US is able to farm the great plains and become a bread basket of the world. Etc. Good thing we weren’t in a cold period during the Cold War…
I hope that my little history lesson showed how climate change can plays a major role in history. When the climate gets colder, the less civilized people suffer more extensively and become desperate and migrate (usually quite violently) into the more civilized lands, which can overwhelm the civilized nations.
How to model this in the game? We’ll I was thinking that it would be for the slower game speeds, the world map would also undergo cycles of cooling and warming, just how our planet did. Cold periods = bad and Warm periods = good. The world would always be either in a warm or cold period. And each period would be divided into 3 phases, such as beginning of warm period, middle of warm period, and end of warm period and ditto for cold period. Warm period increases food and commerce yields, while cold periods decrease food and commerce yields. Does not affect permafrost tiles.
For example: Numbers are just examples and can always be changed for balancing
Beginning of Warm Period Turn 1-30: +1 Food base yield +1 Commerce base yield per tile. (20 percent chance applied individually for each tile), +1 to diplomatic relations
Middle of Warm Period Turn 40-60 (Best bonuses): + 3 Food, +3 Commerce. Glaciers contract. (20 percent chance applied individually for each tile) +3 to diplomatic relations
End of Warm Period (Turn 70-100): +1 food, +1 commerce. (20 percent chance applied individually for each tile) +1 diplomatic relations
Beginning of Cold Period (Turn 100-130): -1 Food base yield, -1 Commerce base yield per tile. (20 percent chance applied individually for each tile), -1 to diplomatic relations, +1 warmongering
Middle of Cold Period Turn 120-140) (Worst penalties): -3 food, -3 Commerce. (20 percent chance applied individually for each tile). Glaciers expand, -4 diplomatic relations, +3 warmongering
End of Cold Period (Turn 150-170): -1 Food, -1 Commerce, (20 percent chance applied individually for each tile), -2 diplomatic relations, +1 warmongering
Cycle repeats back to Beginning of Warm Period
The diplomatic relation bonus or penalty is between all nations. Hungry people makes a leader more jittery and happily fed people makes the leader more rational.
Warm Periods: Increase chance of getting flooding and hurricane events. Increase chance of positive events (the better things are, the more things work out).
Cold Periods: Tiles will never have a negative yield, lowest it can get is zero. Increase change of getting volcano events. Also guaranteed to receive 1 mega volcanic eruption event during the Middle of the Cold Period that causes -3 Food and -3 Commerce for all tiles and -7 diplomatic relations for one or two or three turns (globally)! Having non state religions in your cities will create additional unhappiness-only negated with freedom of religion as a civic (think of the war of religions-they took place during the Little Ice Age!).
If that wasn’t bad enough, when a city loses a population due to starvation, it creates marauding units (or the revolting peasant/slave unit line) and unrest. These units are desperate rural people who want food and will attack your cities to get any remaining food. Also, when the city is starving, it increases the chance of riots occurring. Separatism also increases if option is enabled.
Now, bar bar cities, get hit particularly hard. When their cities begin starving, they generate a starting marauding unit. Losing a population, will create even more marauding units. Very desperate people. They will coalesce with other marauders and form hordes. Think of this as a Great Migration. These hordes will make their way for nearby civilizations and aim for their cities. Hordes will generally make their way to different cities/civilizations, that way one city doesn’t become the target of all the hordes. If a horde takes over a civilized city, the city is either razed or occupied (50 percent chance for either option). A razed city will create more marauder units than an occupied city. Thus, each city that falls (razed or occupied), the horde will grow larger and larger. Horde moves on to the next city. Lastly, if an AI civ becomes a target of a horde, it will try to desperately make peace with other civs, even if it’s a bad peace treaty. Hopefully, its neighbors are understanding…
Now, it’s not all doom or gloom during the Cold Period. Sometimes, events will pop up to help you (and the AI out). For example, if a horde is approaching your capital, an event can pop up or where you can pay half of your treasury to bribe the horde to attack someone else. Another example, if you have a city that is spiraling down to oblivion, you can have an event where you can enact a famine relief program for a hefty price.
When the warm period begins, marauding units will disappear as they are now happily fed
Also, occupied cites from the marauders have a high chance of turning into a new civilization (50 percent chance it will be the same nation as before, but with a different leader, 50 percent chance it’s a different nation completely). [Maybe, if you lose all your cities and lose, could you chose to play one of the new nations that come?]
Now, this is how I imagine the game would generally play with this dynamism feature: The Cold Period will be the hardest during the Prehistory era (especially since the “civilizations” are really at the same level as the barbarians). Expect the whole geopolitical map to be utterly changed. Also, expect the Cold Period to hit hard the Ancient Era too, especially since there’s many bar bar cites out there. Expect the weakest civs to crumble and become the horde itself. Pretty good chance that most of the other civs will fall after much war or be reduced to a single city or two. Only the strongest civs will survive with more than 2 two cities left. With each successive Cold Period, expect more and more civs to survive and manage through it better due to better farming techniques, less bar bar cities to create hordes, and more advance empires. However, expect more wars between the civs (less hordes = less civs making desperate peace treaties with each other) with the diplomatic penalty and warmongering malus there too. Also, expect the majority of the hordes to form during the Middle of the Cold Period.
So, during the warm periods, that’s the time to build and expand. Have well planned out wars and commit genocide against the bar bars. Trade is good and the people are well fed and they think you are a genius. When the Cold Period arrives, do all you can to survive! The bar bars are ready to commit genocide against you!
This dynamism feature could be a toggle feature, just like how the separatism feature is. This feature should be able to slow down or even prevent the snowballing that occurs in many games. If players had to manage their nations like the seasons of Earth (a time to grow and prepare, and a time to hunker down and not die!), they won’t be able to just keep expanding and expanding forever. This feature is really about a dynamic Earth with a dynamic history. So, if you want to be a giant snowball by the middle of the game, then this feature would not be for you. However, if you want to experience the thrill of an ever changing planet, then this feature would be for you.
P.S This will also make some civics better for either warming or cooling period. For a cooling period, police state style civics would be useful. An example, ethic targeting, where the state makes a minority group the scapegoat, which raises happiness and decreases marauders in cities where your culture is the majority, but the reverse in where your culture is a minority
P.S.S Thank you for taking the time to read my novel and I do appreciate all that you did for this mod.
TLDR: Create a dynamic world by having a feature of climate change where the world warms and cools. Warming periods are times of prosperity and normalcy, while cooling periods are times of chaos, riots, migrations, war, and basic survival. Warm periods have tiles gain food and commerce while cold periods are the opposite. Nations will rise and fall, repeatedly. Hard to snowball with feature.