Thunderbrd
C2C War Dog
It's hard to explain how it would differ. The civics system is the player's selection, in the role of the state. But an ideology tracking system would be what the population believes in differing regions and cities and even within units. If your civics are in agreement with the people's opinions, you'd have much improved stability. It was part of the goal in this project that you would declare your 'national culture identity', your 'civilization's name' basically, through a civic selection, and you'd be limited to only selections where you have cities with strong enough cultural identities that could qualify a given selection. However, if you change that selection (which you may want to do from time to time to get better more advanced cultural identities (more modern)) then your cities would be subject to a check to see if they would fracture off and become their own nation in defiance of the way the rest of the country decided to drift in its identity. If enough cities that border one another started picking up stronger cultural identity than the one you have declared as a country, they might decide to succeed from the nation to start their own. That sort of thing. The tracking of various ideals in other categories would allow us a more dynamic and difficult to master drifting of this sort of identity adoption in various areas too.Well, we already have this, don't we, thanks to the Civics system !
For example, Individualism vs Collectivism (and other options) would be its own category of 'ideas' being tracked. If Individualism is high, it would have triggered thresholds that introduce a silent background factor like a building that strengthens United States culture IF that culture is present, for example, whereas if Collectivism is high it could strengthen Chinese culture (if present). Probably tons of other 'potential' interactions could exist on that idea as well. And that is just one gradiated idea category where there could be a lot of them. And yes, adopted civics would also trigger a lot of potential interactions, some of which might make it so that you really can't run a given civic for all that long before you have to change it because as long as you run it its creating a growing sentiment against it being run that over time would give you big problems.
Civic requirements for some things probably does at some point need to be pulled more into consideration for some of the special things we have in the game.
Could eventually be done. There's a lot of cultures though. Too much dev on any one means more that needs to be done on others to balance them. Obviously step one is where I am still which is to get the CORE units reviewed and balanced first - I am hoping to get back to that some but I have to be very careful now not to get too sucked into that world of a project and have that distract me from my efforts to build my business up to something that runs smoothly with enough reliable income. It's a juggling act to find time for myself.P.S.: It would be perhaps better to have two units : the one we already have "Medieval" "Early Samurai" with (also) bows, and also another "Modern" "Late Samurai" with (also) matchlock guns ?
I think it'd be really fun if we could get it to work - obviously we really need to be able to expand memory access for that too. Also it would be tragic if you couldn't export and save the best random formats and include them purposefully in later games after they've been discovered in play.Sounds great !