DudewiththeFood
King
I was about to post in the City-States will be missed thread when I my idea exploded in my head. Basically relations between City-States, Civs and Barabrians would stay the same with a few differences.
Civs/CS
There are more civs but no city-states. Because of this, leader screens would need to change. However, when the game loads up CS, it chooses from the civs and the capital becomes a CS. Each civ will have a CS character preset (France-Cultural, Spain-Mercentile, Japan-Militaristic).
Barbarians
To compensate for the automatic bonus against them, barbarian units all get a promotion upon being spawned based on their encampment. If the camp is in forest, all units spawned their get a 50% bonus fighting in forests. If in hills, they get a bonus in hills and so on. Barbarian ships spawned from hill tiles get a sight bonus, from desert/grassland/plains movement bonus or from tundra/snow, a 50% bonus on attacks. They will actively raid improvements/steal workers but usually avoid fighting units/cities unless near an encampment, or they can inflict a lot of damage (so more likely in their natural environments).
Aggresive CS
There will also be a new type of city-state - Aggressive. Civs like Zulu/Huns will have a predisposition to these. They don't form like normal CS/Civs at the start of the game but only when conditions are met.
-Time period: When half of the Civs reach the Classical era, the Huns form. When half reach Medieval, Mongols and so on.
-Space: There is an encampment between 5 and 15 tiles from at least a Civ/2 CS with a full strength unit guarding it.
-Other barbarians: There must be at least 5 barbarian units within a 6 tile radius.
After that, the encampment becomes a city and all barbarians within 10 tiles and all adjacent units convert to the CS. In addition to this, it gains 5 UUs (Keshik/Horse Archer/Impi/Jaguar) and declares war on everyone. The city has the population equal to the average of all CS populations and it has techs up to the era and 3 extra depending on prerequisites of the UU. After 25 turns, if it has taken cities with populations totalling 15 before invasion, it becomes a full Civ and has a chance to win the game. Alternatively, if it takes 2 capitals it automatically becomes a full civ. If neither of these conditions, it converts into a militaristic state and its first ally recieves 5 of whatever the UU for the CS was.
For balance, they actively pursue the closest cities and don't suffer strategic resource penalties as a CS.
Civs/CS
There are more civs but no city-states. Because of this, leader screens would need to change. However, when the game loads up CS, it chooses from the civs and the capital becomes a CS. Each civ will have a CS character preset (France-Cultural, Spain-Mercentile, Japan-Militaristic).
Barbarians
To compensate for the automatic bonus against them, barbarian units all get a promotion upon being spawned based on their encampment. If the camp is in forest, all units spawned their get a 50% bonus fighting in forests. If in hills, they get a bonus in hills and so on. Barbarian ships spawned from hill tiles get a sight bonus, from desert/grassland/plains movement bonus or from tundra/snow, a 50% bonus on attacks. They will actively raid improvements/steal workers but usually avoid fighting units/cities unless near an encampment, or they can inflict a lot of damage (so more likely in their natural environments).
Aggresive CS
There will also be a new type of city-state - Aggressive. Civs like Zulu/Huns will have a predisposition to these. They don't form like normal CS/Civs at the start of the game but only when conditions are met.
-Time period: When half of the Civs reach the Classical era, the Huns form. When half reach Medieval, Mongols and so on.
-Space: There is an encampment between 5 and 15 tiles from at least a Civ/2 CS with a full strength unit guarding it.
-Other barbarians: There must be at least 5 barbarian units within a 6 tile radius.
After that, the encampment becomes a city and all barbarians within 10 tiles and all adjacent units convert to the CS. In addition to this, it gains 5 UUs (Keshik/Horse Archer/Impi/Jaguar) and declares war on everyone. The city has the population equal to the average of all CS populations and it has techs up to the era and 3 extra depending on prerequisites of the UU. After 25 turns, if it has taken cities with populations totalling 15 before invasion, it becomes a full Civ and has a chance to win the game. Alternatively, if it takes 2 capitals it automatically becomes a full civ. If neither of these conditions, it converts into a militaristic state and its first ally recieves 5 of whatever the UU for the CS was.
For balance, they actively pursue the closest cities and don't suffer strategic resource penalties as a CS.