Civilization Integration

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Mackinz

Chieftain
Joined
Jan 26, 2017
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4
I don't think that conquering another civilization is very interesting or realistic. The moment you capture a city from another civ, suddenly that city loses all traces of being from another civ. If you conquer a city from China, any Great Wall tile improvements disappear. If you capture a city from Germany, Hansas get replaced by Industrial Zones. If you capture a city with tile improvements from a city-state like La Venta's Colossal Heads, they disappear. Cities instantly convert to the style of the conquering civ. Maybe someone could look into changing how this mechanic works?

Instead of completely obliterating all traces of the previous civilization, I suggest that a mod be created that:

* maintains all tile improvements from previous civs and from city-state suzerain bonuses if a city if taken by a different civ

* maintains all civ-specific districts and does not automatically replace them with a civ equivalent (unless a regular district would be replaced by a civ-specific district)

* (optionally) allows unique units from the previous civ to be built in the cities which were formerly owned by another civ [ex. Capture India's capital, and now you can build Varu there even if you are not India)

I recognize that this may require much more work than it seems, so I would like to thank, in advance, anyone who tries to implement this idea into a mod. Thank you for your time.

Additional idea: Civs can integrate city-states into their empire without a war (and maintain all city-state bonuses) as long as the Suzerain has at least 12 Envoys in the city and a lead of six Envoys on any competing civs.

Additional idea #2: Peaceful takeover. Civs can fully integrate another civ into their empire by encouraging them to relinquish. Only should be available if the reliquishing Civ is far behind another civ on all fronts - less culture per turn, less science per turn, less tourism per turn, less gold per turn, less overall cities, less population, etc. Basically, the relinquishing Civ has no way to catch up a far superior Civ and the civ can willingly give up all of its territory to support another Civ, while eliminating them from the game.

Additional idea #3: Razing or Liberating captured cities after a war is over, or at any time. It just feels strange that it is not possible to liberate any cities you have captured except at the moment/turn of capture. Why can't I raze my own cities? Why can't I create a puppet Civ by liberating them after having conquered them thousands of years ago?
 
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Main idea: Agree...
Spoiler :
...but I just want to point out:
  • Spanish Unique infrastructure: "Mission - This unique improvement provides faith, and gives bonus faith if built on a different continent to your capital. It also gives bonus science if built next to a campus." How exactly should be understood "different continent to your capital" after takeover?
  • Conquering a city has a chance to destroy its buildings. Shall the player be allowed to repair buildings of other civs? Or be made to replace them with his own? Or Hagia Sophia?
    What if there would be a DLC or mod that adds unique district and unique building in that district and the player gets this city without this building ever constructed?
Additional idea #1: In civ 5 it was Austrian unique ability and it... wasn't quite well ballanced, I think. But with Envoys in civ 6 it can really work. But maintaining :c5citystate: city-state bonus is a bit out of the whole idea of annexing the city-state. Maybe special buiding in this city or one-time bonus (like in civ 5 mongolian scenario) would be more adequate.

Additional idea #2: Causus Beli: Colonial War.
If a civ has less of everything (not only science and culture) it means it lost war with another civ (and it sholud be afraid of you and allow your troops to march through their territory which is currently diplomatic issue) OR you should choose higher difficulty level next time.
Spoiler WARNING: UNCONFIRMED FACT :
:spear:Peaceful, diplomatic takeover has never had place in history. Natives always want to be independent and will not agree to any cultular "overwrite" of their own (micro-)culture. Only motive to agree to be annexed is the danger. Not necessarily from the one who is annexing (see Holy Roman Empire, Adriatic Sea Cities).

Additional idea #3: That was the point in my last gameplay. I've captured russian city which was orginally a city state. Politically - I really wanted to liberate it. It was completly useles in my long term teritorial plan. But liberation caused all my troops being dislocated out of its borders. And it was very undesirable since it would completly break my troop' advance. Not to mention some of them placed right in enemy bombardment range. So I ended up reloading my game and keeping this city for later peace-trading.
By the way: Currently AI seem to overvaluate their own cities while underevaluating mine. Even when in alliance they never want to sell their cities, even the smallest ones. On the other side all they want to offer me for three my (spare) cities is 1 (yes - "one" :aargh:) gold.

Overall commentary: Surely great idea but imposible to realization until developers release tools and source.
:ar15:__________________________________________:rotfl:
 
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I really like some of these ideas i think it would be a great idea to use units from civs you conqured at least if you wipe them off the map you should gain access to theyre unique units
Also i like they thoughts on intergration of another cultures look and buildings from capturing cities
best of luck on this
 
They had this exact mod for Civ IV, so I don't think it is impossible. The one in Civ IV was really cool, you could even build the former Civ's UU in the cities you've captured, so I guess what I am saying is that it shouldn't be as impossible as you think.:goodjob:
 
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