Second draft:
Before starting a game:
Culture Groups:
Stability:
Before starting a game:
- Each player select a Civilization from a fixed list
- Each Civilization in the list is defined by name, icon/flag, starting location, spawning date, ethnicity
- Your Civilization also define a culture group of the same name/ethnicity, but has no unique attributes (units, buildings, abilities...)
- Multiple independent culture groups will be defined by name, starting region, unique attributes, ethnicity and a starting affinity level with the other culture groups
Culture Groups:
- All culture groups will spread/merge on the map using various migration mechanisms
- Depending of a Civilization current policies, a city would have access to the unique attributes of the most represented culture group at its location
- A city will "assimilate" other culture groups in its Civilization's specific culture group at a rate dependent of Era/Policies and affinity level
- Each culture group has a global relation value with the Civilization owning a tile they're present on (including cities)
- the Civilization own culture group also have a relation value
- the relation value represent the opinion of the Civilization current government, it's change each turn by a value which is calculated from population needs, pondered by policies
- For the foreign groups a relation penalty is added to the base value depending of the affinity level with the Civilization own culture group
- For other Civilizations culture group, the relation penalty is pondered by the current diplomatic relations.
- There will be a special Separatists culture group not linked to any Civilization/Location and with a bigger relation penalty, Separatists spawn in cities which are far from a Civilization capital (pondered by trade routes efficiency and eras/policies)
Stability:
- Stability (in a city or map's tiles of a Civilization) is calculated based on the relation value and the % of representation of all culture groups at this location
- When stability fall under some threshold in a city, the following will happen in order:
- Revolt (production loss, some damage to city or/and nearby units/improvements for a few turns)
- Rebellion (spawn rebel units around the city)
- Revolution (spawn rebel units and the city change ownership to a temporary Civilization, with a turn timer)
- When a city is in Revolution, the nearby cities stability is lowered
- If other cities join the Revolution before the end of the turn timer, a war can start
- Civil War if it's the own Civilization culture group that has caused the Revolution
- Both side are merged at the end of a Civil War.
- Independence War if another culture group has caused the Revolution
- At the end of an Independence War, three possibilities:
- Merge back the cities with the original Civilization
- Merge the cities with another Civilization when it's that Civilization's culture group that has caused the Revolution
- Create a new Civilization when it's the Separatists culture group that has caused the Revolution
- At the end of an Independence War, three possibilities:
- Civil War if it's the own Civilization culture group that has caused the Revolution
- If the Revolution ends before starting a war, then the city will chose to join a Civilization, based on proximity and relation values (that Civilization could be the old owner)
Spoiler Original post :
In this thread I'd like to discuss how to implement dynamic civilizations in the mod.
Here is a first draft for a possible design:
Before starting a game:
Dynamic History:
Culture Groups:
Stability:
Here is a first draft for a possible design:
Before starting a game:
- for each player select an ethnicity (for the units/city art style and spawning location), a name, a civ icon and a spawning date
- or select a pre-designed civilization (maybe allowing edition of the name, icon, spawn date/location)
- "random" would pick a predesigned civilization
- select the starting and maximum number of player, spawning a new civ would not be possible when the maximum is reached, but splitting should still be possible, up to an absolute limit (which would be around 50 civs, the maximum civs in game is 63, but we need a buffer representing all ethnicities to manage temporary civilizations holding cities during a Revolution)
Dynamic History:
- design a kind "Civilization Tree", that would allow for example to start the game as a "Celtic Tribe" and finish as France or England (or any modern nation emerging from European colonization), or start the game as a "Germanic Tribes" and finish as France, England, Germany...
- the evolutions could happen on selecting a new government, or after a civil/independance war.
- when a civil/independance war start, allow the player to select which side to play (and make sure his favorite units follow that side)
Culture Groups:
- those groups represent each civilization on the map's tiles, using a culture diffusion (or population migration) mechanism from tiles to tiles
- each group has a global "relation value" with the Civilization owning a tile they're present on (including cities)
- the Civilization own culture group also have a "relation value"
- the "relation value" represent the opinion of the Civilization current government, it's change each turn by a value which is calculated from population needs, pondered by policies, and for the foreign groups a "foreign penalty" is added to the base value and is pondered by the current diplomatic relations.
- there will be a special "Separatists" culture group not linked to any civilization and with a bigger "foreign penalty", Separatists spawn in cities which are far from a Civilization capital (pondered by trade routes efficiency and eras/policies)
Stability:
- stability (in a city or map's tiles) is calculated based on the "relation value" and the % of representation of all culture groups at this location
- when stability fall under some treshold in a city, the following will happen in order: Revolt (production loss, some damage to city or/and nearby units/improvments for a few turns), Rebellion (spawn rebel units around the city) or Revolution (spawn rebel units and the city change ownership to a temporary civilization, with a turn timer)
- when a city is in Revolution, the nearby cities stability is lowered
- if other cities join the Revolution before it ends, a civil/independance war can start (independance wars are revolutions on other landmasses than the capital)
- if the revolution ends before starting a civil/independance war, then the city will chose to join a civilization, based on proximity and relation values (that civilization could be the old owner)
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