[CIV IDEAS] #1 : The Puppet States

dexters

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This will be the first in a series of ideas articles based by popular request from the community on aspects of Civilization V they would like to see changed. With 36% of the selections from 170+ participations (so far) Puppet states ranked among the top three game mechanics players wanted to see improved.

First things first: General fixes
  • Capitals moved into a puppeted city should automatically unpuppet the city
  • AI: Allow AI to unpuppet cities as needed. See my Paper Tiger thread here
  • UI: Show happiness differentials between annexing and keeping status quo AFTER a city has been puppeted. See thread here
  • AI: When cities run out of things to build, default to gold.
Idea 1) New Worlds

The incremental cost of settling a new city often discourages settling of parts of the map such as archipelagos and island continents discovered during the age of discovery are often also anemically settled, and large chunks of pangea maps can be left empty.

The idea is to allow settlers to settle puppet cities to backfill parts of the map and settle new cities in distant lands while not incurring an onerous penalty on social policy progress. The implication is that Puppets become a proxy for the much requested ‘colonies’ option and are no longer exclusively acquired via conquest.

The settler option to settle a ‘colony’ is not available until the discovery of Navigation technology.

Idea 2) Ideologies & Puppet Cities

With the promise to create diplomatic effects around Order, Autocracy and Freedom branches in the social policy tree, puppet cities offer a unique way for the forthcoming ‘rival’ ideologies to provide differing bonuses to the war of the -isms that is coming.

The following are revised concepts - original ideas were removed. The idea will be based on an addition to the economics screen. Here players can assign (Great) Managers to puppeted cities.

Managers act as proxies of the player in select cities. They effectively allow some level of direct control over cities, but with limitations, depending on the economic and social development of the empire. The idea borrows from the proposed Espionage System already in the G&K expansion, although, it's not as menu driven as that system. Once a manager is assigned, you can run your city normally.

Note that the suggestions includes speculative elements related to religion to be introduced in Gods and Kings and adjustments to the Unique Ability of China.

Medieval Era to the Renaissance- 1 manager allowable
  • 1 Mandarin is available at Civil Service
  • Assigning this leader allows players to build non military units (workboats, workers) and queue possible builds in cities up to tier2 (Temples, Universities, Theatre, Harbour) as well as resource specific buildings (Circus, Stoneworks, Stable)
  • China gets 1 extra Mandarin (Unique Ability)
  • EXP Path - Scholarly Official I/II/III (allows any focus, any buildings except military buildings and units. Defensive buildings are buildable)

Author's Note: A mandarin is a civil servant in the imperial chinese court who must pass a series of examinations, rewarding talent over birthright, a major achievement of Imperial Chinese administration. The name is derived from the Portugese word for Bureaucrat.

Theocracy - 2 managers allowable
In the piety branch, unlocking Theocracy SP grants a Theocrat
  • 1 Theocrat assignable;
  • Assigning this leader allows players to build non military units (workboats, workers)
  • All Religious buildings can be built as direction. Non religious buildings subject to puppet AI.
  • Increases conversion rate of cities and conversion range
  • Based on Tech and SP path, most players will likely have 1 Mandarin and 1 Theocrat at this point
  • EXP path - Word of God I/II/III (final upgrade - allows any city-focus, building of non resource based military units)

Communism - 3 managers allowable
Unlocking Communism SP grants Access to 3 Commissars
  • Only 3 leaders are allowable, to access all 3 commissars requires purging of existing managers already assigned.
  • Managers not of the same ideology, except for the Mandarin and Theocrat will not function
  • Commissars allows access to all buildings and units except wonders and space ship components
  • Build cost is 250% normal
  • A commissar also adds 20% to the maintenance of the buildings in the city and 5% to the capital
  • EXP path - Collectivism I/II/III (final upgrade build cost 200%; no maintenance penalty)

Fascism - 3 managers allowable
Unlocking Communism SP grants Access to 3 Brownshirts
  • Only 3 leaders are allowable, to access all 3 Brownshirts requires purging of existing managers already assigned.
  • Managers not of the same ideology, except for the Mandarin and Theocrat will not function
  • Brownshirts allows access to all military buildings and military units except wonders and space ship components. Non military units or buildings subject to puppet AI.
  • Build cost is 150% normal
  • Brownshirts Add 15% unhappiness to host cities.
  • EXP path - Xenophobia I/II/III Final Upgrade (no unhappiness penalty) Allows Production Focus


Freedom - No Limit on managers/No Purges
  • Adds 1 Representative with Theocracy ; 2 with Rationalism
  • Allows players to choose between any city focus
  • Allows building of any buildings, wonders and space ship components at 100% speed
  • In theory there is no limit on number of managers allowable in Freedom, so players could have in total 11 managers if they were to unlock Theocracy, Democracy, Fascism, and Communism (1 Mandarin [2 for China], 1 theocrat, 3 commissars, 3 brownshirts, and 2 representative)
  • Commissars and Brownshirts must be converted into Representatives or they are unsuable
  • Conversion takes 5 turns per member, or 30 turns to convert 3 brownshirts and 3 commissars
  • Bureaucrats and Theocrats need not be converted to Representatives, but they be if desired. However they lose their EXP upgrades.
  • Most likely scenario is Civil Service + Theocracy + Democracy or Civil Service + Rationalism + Democracy ; both options allow 3 managers
  • There is no EXP upgrades for Representatives
  • Reassigning can only be done with Representatives and this is done via elections held every 15 turns.
  • A city reverts to gold focus after a Representative is moved out, but retains resource based buildings like Factories. All specialized building project stops. All Directed projects also stops. (ie: player can't direct building of a factory and then move their Representatives out before building is completed)


Purges
Players who have acquired a Theocrat and Mandarin earlier in the game may decide to vacate those cities and or the positions held by these city managers at a later time.

Under communism and fascism, the only way to do this is via purges. This removes the manager from a city and allows players to assign a new manager in a new city or in the same city.

In cases where there is also 3 commissar/brownshirt positions already filled and players wishes to reassign a manager, they may purge the managers, however, all experience progress is lost as a new 'official' is found to replace their predecessor.

The concept of purges is to model in some way 'power bases' within political systems. People shouldn't be too attached to the concept of individuals here, but rather that certain Imperial cities develop special attachments and powerbases to the empire via their special status. As such, being able to freely move managers is counter to this and the design of puppet cities as a whole.

Experience

Experience is gained by managers in a somewhat random duration 10-30 turns, but is meant to reward longevity of a manager. The Tier III experience upgrades are meant to be attainable eventually as long as a manager isn't purged (resetting their EXP) or turned into a representative -- which do not have an EXP upgrade path.

Note: Number of managers are merely guidelines for standard map sizes. They can and should be scaled up or down depending on map size played.
 
Actually, I would switch the Communism + Fascism

Facism: build Military stuff... at an unhappiness cost

Communism: build anything (except wonders, etc.)... at an extreme production cost

Democracy: change focus... no cost


I like the "colony" idea. This would be good for allowing more late game social policy development.

And "New CS" could instead be "Autonomous City"... the city and its buildings have no impact on your Happiness/Gold/Science/Culture/Great Persons, etc. Instead, the only thing you pay for is the roads in the City's territory, and the only benefit you get is the Resources in the city's territory.
 
OK, I rebalanced the Order/Autocracy concepts as suggested. I also changed the bonuses a bit.

  • Autocracy now allows directing production in puppets to 100% normal value (no penalty) with the tree is fully explored. However I've increased base unhappiness.
  • While I feel allowing Order/Communism to access all units makes more sense, the order tree is also a fairly popular large empire SP tract for many people and I'm a bit concerned about the sheer terror of a large communist empire producing stuff in every city. Even 300% (200% with order fully unlocked) is a huge advantage. So I've added a cost increase to building maintenance costs with a base cost of +10 gold to add to the cost side of maintaining a large army with deep infrastructure in every city.
  • Finally, I've pulled back the passive set buffs of Freedom a little. +10 gold was fine, but culture and food seems a bit too strong, and I didn't want uneven values. Also, the idea was more of a 'free market' style thing where things just happen on their own, so I think I've captured that well in the concepts, without making Freedom too powerful. Granted this SP tree is available 1 era earlier than Order or Autocracy. So that's one freebie for people to consider.

I like your idea of autonomous cities, can you expand on it a little more?

BTW, the reason I chose to use city-states is I'm thinking they probably don't want to program an entirely new city state system just for the idea of spinning off your puppets into its own minor civ, so city states seemed like a good fit for them to retrofit existing code.
 
I feel this whole idea is bad, because it removes any incentive to annex cities and encourages folks to stick with just the capital until they can build puppets.

The only improvements to puppets I'd like to see is showing us what specialists they are running, if any and building wealth when they have nothing else to build.
 
OK, I rebalanced the Order/Autocracy concepts as suggested. I also changed the bonuses a bit.

  • Autocracy now allows directing production in puppets to 100% normal value (no penalty) with the tree is fully explored. However I've increased base unhappiness.
  • While I feel allowing Order/Communism to access all units makes more sense, the order tree is also a fairly popular large empire SP tract for many people and I'm a bit concerned about the sheer terror of a large communist empire producing stuff in every city. Even 300% (200% with order fully unlocked) is a huge advantage. So I've added a cost increase to building maintenance costs with a base cost of +10 gold to add to the cost side of maintaining a large army with deep infrastructure in every city.
  • Finally, I've pulled back the passive set buffs of Freedom a little. +10 gold was fine, but culture and food seems a bit too strong, and I didn't want uneven values. Also, the idea was more of a 'free market' style thing where things just happen on their own, so I think I've captured that well in the concepts, without making Freedom too powerful. Granted this SP tree is available 1 era earlier than Order or Autocracy. So that's one freebie for people to consider.

I like your idea of autonomous cities, can you expand on it a little more?

BTW, the reason I chose to use city-states is I'm thinking they probably don't want to program an entirely new city state system just for the idea of spinning off your puppets into its own minor civ, so city states seemed like a good fit for them to retrofit existing code.

Well autonomous cities would effectively be a city where only the "Territory" affects your empire.

The city would build and grow, but the buildings would not cost maintenance and the city (and the pop) would not cost happiness. The city would not affect your social policy costs.
However you would get no happiness from the city (even Meritocracy, etc.) you would get no trade route income. 0 science or gold or GPP would be produced by the city. The culture produced would only go into expanding the cities territory, not into your social policy pool. Wonders in the city would not count as "yours".


...............
Actually, how about this, it automatically applies to all Puppets (so when you take these policies you can have a potential downside.. and gives you a reason to annex)
.. No "set" bonus

Communism... can build units+buildings (but no buying)... build costs +100%, Maintenance costs+25%
Fascism... can build+buy military stuff...extra :( (of course you can easily annex and get the :) boosting Courthouse)
Democracy... can buy buildings, no real downside
 
I feel this whole idea is bad, because it removes any incentive to annex cities and encourages folks to stick with just the capital until they can build puppets.

I'm not entirely happy with my suggestion either. It's too complicated and will require balancing to perfect.

Krikkitone said:
Well autonomous cities would effectively be a city where only the "Territory" affects your empire.

The city would build and grow, but the buildings would not cost maintenance and the city (and the pop) would not cost happiness. The city would not affect your social policy costs.
However you would get no happiness from the city (even Meritocracy, etc.) you would get no trade route income. 0 science or gold or GPP would be produced by the city. The culture produced would only go into expanding the cities territory, not into your social policy pool. Wonders in the city would not count as "yours".

Very neat low cost idea to implement ideas of 'independence' and colonies without having to create a new (minor) Civ. It would essentially be a city that contributes nothing to your empire except for your score and be under your foreign policy control as you would naturally need to defend the city and the city cannot opt out of your wars.

Here are some of my proposed amendments/clarifications:

  • Autonomous cities can house your military units and units stationed in the city do provide SP benefits from Oligarchy (double ranged attack from city / free maintenance) and Military Caste (extra happiness)
  • Roads cost nothing within its cultural borders (how can people tell where it begins or ends? different border shade?)
  • Autonomous cities are costless in terms of culture/maintenance/happiness but resources in their territory are added to your accessible resource pool (2nd point is key as there would be no incentive otherwise to have them)
  • Creation of these political entities should have a purpose. And I propose they arise for the following reasons
    - Diplomatic: After conquering another Civ, your neighbour asks you to make certain cities autonomous. They may ask for a specific city or generally 'a' city near their borders
    - Diplomatic: Spinning off cities into autonomous cities provide a modest diplomatic/attitude modifier from your neighbours lessening with proximity. This includes Civs neighbouring you who did not request this. Naturally civs who are far away will like it but not be bothered by it that much.
    - Economic: Frees up unhappiness from puppet populations and maintenance costs. without losing access to resource/luxuries.

That said there needs to be a system in place to make this work, or we'd be in a situation where cities are spun off willy nilly. It has to be rational and coherent and melds into the game mechanic.

I'll add more to this later, as part of my revised puppet cities control method which will now include the concept of autonomous cities!
 
I like your general fixes (esp. that the AI should be able to unpuppet) and your colonies idea. OTOH, I think that directing parts of production in a puppet based on SP is overly complicated and forfeits the purpose of having puppets in the first place.
 
I really like the idea that you can settle puppet-states, it would indeed allow more expansion, especially into the new world. This is certainly needed. However, perhaps it should come a bit later, how about not allowing such colonies until the renaissance era?


I also like the idea to tie puppetstate control to the 3 policy branches. However, your idea seems complicated. Also, by giving back more control to the player it can easily be overpowered (what is the point of normal cities then?). I'd do it like this:

Order: Puppetcities might build World Wonders (you can still choose to build them in your controlled city at the same time though)
Autocracy: Puppetcities might build units.
Freedom: You may set city-focus.

I think it could also be good to allow puppet-cities to turn into Citystates. But since we know little about the new mechanic it's hard to speculate about this.
 
First off, the general fixes at the top are excellent ideas.

Second, I wish I had seen this thread before hand because I just created a virtually identical suggestion for colonies.

That being said, I think some of the other additions creates an imbalanced weight for puppet cities. For one, the inability to control puppet cities is the biggest penalty for having them. This weakens an incentive to annex them. Maybe because it comes so late, this balances out, but I don't think Freedom is all that late. Second, City-States are powerful. Creating dozens of new city-states by granting independence would dramatically shake up the game in ways unimaginable. Also, why would you annex a city when you can get the benefits of a city-state from them.

I suggested the possibility of granting independence, which allowed you to select which cities would go to the new civ. But I've admittedly not given this much thought. I think a new civ would actually affect the balance less than 10 or 20 new City-States.
 
Thanks for the feedback. I am in the process of reworking my puppet suggestions.

I think the differing benefits by government type is 'fun' and workable, but you are right that it's overpowered in the blanket application to all puppets, regardless of penalties. So I am rethinking it to fit the spirit of Civ5 more.

As for spinning off puppets into city states, that idea is also dead. I liked the idea of an autonomous city that was subsequently suggested.

I'll have an updated view soon. Thanks for checking in guys.
 
I posted an idea for a colony to replace puppets a few days ago, but since posting I've seen a few of these threads.

http://forums.civfanatics.com/showthread.php?t=455920

My biggest suggestion for a puppet/colony is that it should have 1/3 the hitpoints and 1/2 the ranged strength of a regular city. Since they are not valued enough to be part of the empire they should be easy to capture.

I have many other suggestions for improvement, in my thread. Please feel free to leave your thoughts.
 
I have updated Idea 2, of the proposal, as promised. For those who didn't catch the initial conversation, this relates to puppet cities and concepts around hiring managers to manager some of those cities. The idea borrows from the proposed Espionage System already in the G&K expansion, although, it's not as menu driven as that system. Once a manager is assigned, you can run your city normally.

I have updated the OP, but here is the specific section I updated.

Idea 2) Ideologies & Puppet Cities

With the promise to create diplomatic effects around Order, Autocracy and Freedom branches in the social policy tree, puppet cities offer a unique way for the forthcoming ‘rival’ ideologies to provide differing bonuses to the war of the -isms that is coming.

The following are revised concepts - original ideas were removed. The idea will be based on an addition to the economics screen. Here players can assign (Great) Managers to puppeted cities.

Managers act as proxies of the player in select cities. They effectively allow some level of direct control over cities, but with limitations, depending on the economic and social development of the empire. The idea borrows from the proposed Espionage System already in the G&K expansion, although, it's not as menu driven as that system. Once a manager is assigned, you can run your city normally.

Note that the suggestions includes speculative elements related to religion to be introduced in Gods and Kings and adjustments to the Unique Ability of China.

Medieval Era to the Renaissance- 1 manager allowable
  • 1 Mandarin is available at Civil Service
  • Assigning this leader allows players to build non military units (workboats, workers) and queue possible builds in cities up to tier2 (Temples, Universities, Theatre, Harbour) as well as resource specific buildings (Circus, Stoneworks, Stable)
  • China gets 1 extra Mandarin (Unique Ability)
  • EXP Path - Scholarly Official I/II/III (allows any focus, any buildings except military buildings and units. Defensive buildings are buildable)
Author's Note: A mandarin is a civil servant in the imperial chinese court who must pass a series of examinations, rewarding talent over birthright, a major achievement of Imperial Chinese administration. The name is derived from the Portugese word for Bureaucrat.

Theocracy - 2 managers allowable
In the piety branch, unlocking Theocracy SP grants a Theocrat
  • 1 Theocrat assignable;
  • Assigning this leader allows players to build non military units (workboats, workers)
  • All Religious buildings can be built as direction. Non religious buildings subject to puppet AI.
  • Increases conversion rate of cities and conversion range
  • Based on Tech and SP path, most players will likely have 1 Mandarin and 1 Theocrat at this point
  • EXP path - Word of God I/II/III (final upgrade - allows any city-focus, building of non resource based military units)

Communism - 3 managers allowable
Unlocking Communism SP grants Access to 3 Commissars
  • Only 3 leaders are allowable, to access all 3 commissars requires purging of existing managers already assigned.
  • Managers not of the same ideology, except for the Mandarin and Theocrat will not function
  • Commissars allows access to all buildings and units except wonders and space ship components
  • Build cost is 250% normal
  • A commissar also adds 20% to the maintenance of the buildings in the city and 5% to the capital
  • EXP path - Collectivism I/II/III (final upgrade build cost 200%; no maintenance penalty)

Fascism - 3 managers allowable
Unlocking Communism SP grants Access to 3 Brownshirts
  • Only 3 leaders are allowable, to access all 3 Brownshirts requires purging of existing managers already assigned.
  • Managers not of the same ideology, except for the Mandarin and Theocrat will not function
  • Brownshirts allows access to all military buildings and military units except wonders and space ship components. Non military units or buildings subject to puppet AI.
  • Build cost is 150% normal
  • Brownshirts Add 15% unhappiness to host cities.
  • EXP path - Xenophobia I/II/III Final Upgrade (no unhappiness penalty) Allows Production Focus


Freedom - No Limit on managers/No Purges
  • Adds 1 Representative with Theocracy ; 2 with Rationalism
  • Allows players to choose between any city focus
  • Allows building of any buildings, wonders and space ship components at 100% speed
  • In theory there is no limit on number of managers allowable in Freedom, so players could have in total 11 managers if they were to unlock Theocracy, Democracy, Fascism, and Communism (1 Mandarin [2 for China], 1 theocrat, 3 commissars, 3 brownshirts, and 2 representative)
  • Commissars and Brownshirts must be converted into Representatives or they are unsuable
  • Conversion takes 5 turns per member, or 30 turns to convert 3 brownshirts and 3 commissars
  • Bureaucrats and Theocrats need not be converted to Representatives, but they be if desired. However they lose their EXP upgrades.
  • Most likely scenario is Civil Service + Theocracy + Democracy or Civil Service + Rationalism + Democracy ; both options allow 3 managers
  • There is no EXP upgrades for Representatives
  • Reassigning can only be done with Representatives and this is done via elections held every 15 turns.
  • A city reverts to gold focus after a Representative is moved out, but retains resource based buildings like Factories. All specialized building project stops. All Directed projects also stops. (ie: player can't direct building of a factory and then move their Representatives out before building is completed)


Purges
Players who have acquired a Theocrat and Mandarin earlier in the game may decide to vacate those cities and or the positions held by these city managers at a later time.

Under communism and fascism, the only way to do this is via purges. This removes the manager from a city and allows players to assign a new manager in a new city or in the same city.

In cases where there is also 3 commissar/brownshirt positions already filled and players wishes to reassign a manager, they may purge the managers, however, all experience progress is lost as a new 'official' is found to replace their predecessor.

The concept of purges is to model in some way 'power bases' within political systems. People shouldn't be too attached to the concept of individuals here, but rather that certain Imperial cities develop special attachments and powerbases to the empire via their special status. As such, being able to freely move managers is counter to this and the design of puppet cities as a whole.

Experience

Experience is gained by managers in a somewhat random duration 10-30 turns, but is meant to reward longevity of a manager. The Tier III experience upgrades are meant to be attainable eventually as long as a manager isn't purged (resetting their EXP) or turned into a representative -- which do not have an EXP upgrade path.

Note: Number of managers are merely guidelines for standard map sizes. They can and should be scaled up or down depending on map size played.
 
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