BlessedBull
Chieftain
- Joined
- Oct 17, 2024
- Messages
- 15
Some of the revealed features of Civ7, such as merging city states with barbarians, changing civilizations at age advance, and decoupling leaders with civilizations, got me thinking about civilization splitting and coalition. By that I mean, there are lots of cases in history where one civilization gave birth to multiple civilizations. Some examples:
With the exception of the annexation case, these have been quite difficult to model in the Civilization franchise. However, now that leaders and civilizations are decoupled, why not take this one step further, and make leaders into freely roaming job hunters that can become head of a civilization or an independent power, or even a governor within a civilization??
So, when a player starts a game, he/she will pick a civilization as well as a leader. The generated map will contain other civilizations and independent powers (which are just single-city civilizations), and each of them will have their own leader. These leaders are drawn from a large leader pool -- I'm talking about 100+ leaders. When you found a new city, you have to recruit a leader as its governor. When you conquer a city, you can either keep its old leader as its governor, or you can dismiss him/her (or rather, he/she may leave you out of resentment) and recruit a new governor. This way, coalition and splitting of civilizations will be easily modeled:
- The Roman Empire was split into the Western Roman Empire and the Eastern Roman Empire (a.k.a. the Byzantine Empire), and the Western Roman Empire was succeeded by the Frankish Empire, which in turn was split into three: precursors of modern day France, Germany and Italy.
- The British Empire gave birth to the United States, Canada, Australia, etc.
- The Spanish Empire gave birth to Mexico, Columbia, Peru, Argentina, etc.
With the exception of the annexation case, these have been quite difficult to model in the Civilization franchise. However, now that leaders and civilizations are decoupled, why not take this one step further, and make leaders into freely roaming job hunters that can become head of a civilization or an independent power, or even a governor within a civilization??
So, when a player starts a game, he/she will pick a civilization as well as a leader. The generated map will contain other civilizations and independent powers (which are just single-city civilizations), and each of them will have their own leader. These leaders are drawn from a large leader pool -- I'm talking about 100+ leaders. When you found a new city, you have to recruit a leader as its governor. When you conquer a city, you can either keep its old leader as its governor, or you can dismiss him/her (or rather, he/she may leave you out of resentment) and recruit a new governor. This way, coalition and splitting of civilizations will be easily modeled:
- For coalition, two civilizations will just come together as a single civilization. The new name of the civilization will either be the name of the bigger one if the two have a large power-gap, or a concatenation of the names of both (or the player can create a new name for the coalition). In a single player game, whenever a human player coalesce with an AI player, he/she will automatically take control of the entire coalition. In a multiplayer game, on the other hand, one of the human players may continue playing as a governor, in charge of the cities that were under his civilization before the coalition.
- For splitting, a number of cities will just separate from an old civilization, and the governor of one of these cities (presumably the most powerful one) will become the leader of the new civilization. There are a number of ways that the name of the new civilizations can be generated. If the two are more or less equal size, then they will be called North *** and South ***, or East *** and West ***, or Upper *** and Lower ***, etc. If one single city is separated, then the name of city can simply be used as the name of the new civilization. If a small number of cities are separated, then the name can come from its leader, or created by the player, or determined by the majority ethnicity of the new civilization (ethnicity would be interesting to model as well!). This naming logic can also come into play when multiple players pick the same civilization: So we can have multiple players play as China, and they can each pick a different name for their civilization, but they have to choose different leaders.