Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,315
Coercion points and random events synergy :
As coercion points would represent the ability of a government to be maintained under any circumtances, diseases included, bad harvest, disasters and invasions, I'm seeing a window to make rise & fall still available but comtempting more the classical players who want cities and governments.
Let's say your coercion points generation is 11 out of 8. You are safe whatever happens now. (or not*) Now consider that the value-to-be-safe jumps in one turn from 8 to 15, because I don't know. (declared early ?) Then, you are in a zone from where, a random event would make your civ fall. BUT, if there's no negative random event in the next turns, you are simply safe, even if you have 11 coercion points out of 15 !
You can continue that route, taking the risks and all, or increase your coercion points generation to be defenitively safe. To be totally fair, a random event happening the turn the requirements increase would do nothing. (you have more turns to act)
* Or this could simply be a percentage chance of not collapsing whether you've reached the threshold or not : make it vary like 75% at 8 out of 8 and 100% at 16+ out of 8 for example. You could even make the coercion points totally invisible at this point, just display you chances of (not) collapsing to a random event and act in consequences.
As coercion points would represent the ability of a government to be maintained under any circumtances, diseases included, bad harvest, disasters and invasions, I'm seeing a window to make rise & fall still available but comtempting more the classical players who want cities and governments.
Let's say your coercion points generation is 11 out of 8. You are safe whatever happens now. (or not*) Now consider that the value-to-be-safe jumps in one turn from 8 to 15, because I don't know. (declared early ?) Then, you are in a zone from where, a random event would make your civ fall. BUT, if there's no negative random event in the next turns, you are simply safe, even if you have 11 coercion points out of 15 !
You can continue that route, taking the risks and all, or increase your coercion points generation to be defenitively safe. To be totally fair, a random event happening the turn the requirements increase would do nothing. (you have more turns to act)
* Or this could simply be a percentage chance of not collapsing whether you've reached the threshold or not : make it vary like 75% at 8 out of 8 and 100% at 16+ out of 8 for example. You could even make the coercion points totally invisible at this point, just display you chances of (not) collapsing to a random event and act in consequences.
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