I always liked the idea of building a Commonwealth in Civilisation, and have posted versions of it several times.
There are many Commonwealths in the world. Russian Commonwealth is one example, but the EU, NATO, Francophone, Commonwealth of Nations all add new perspectives. The historic British Commonwealth is probably the closest match to existing Civ3 game concepts and this proposal.
However, none of the above can be compared directly to this proposal because each real-world Commonwealth has had different objectives. The objective of this fictional Commonwealth is To Increase Fun.
Here's the latest and most refined version of my Commonwealth idea. In previous attempts to bring awareness to my idea, there were disagreements on how it could best be implemented. Perhaps this is being too complicated?
Objective
Loosely speaking, the objective of Civilisation is to conquer the world, and there are many ways to accomplish this victory.
This proposed Commonwealth idea is a unique passive-aggressive alternative. It complements both Diplomatic and Domination victories.
Reasoning
One of the problems associated with large empires is corruption. Currently, the best solution to actually building in far-away cities is the dreaded Communism government-type.
Commonwealth is an alternative solution, with it's own pros and cons. The risks are greater, but the so are the potential gains - this is why I say it's fun!
Small Wonder: <%YCiv_Name%> Commonwealth
If you have cities on more than one continent, you may build the <%YCiv_Name%> Commonwealth in any of your cities. Preferably in your capitol. This is comparible to other special buildings such as Pallace and Inteligence Agency
Click it's icon to bring up the Commonwealth Advisor screen which lists all members of your commonwealth - there's no civs listed yet!
Improvement: Commonwealth Building
After building the Small Wonder, you may then build a 'Commonwealth Building' in any city. It is a small improvement. Lets say it is built in a far away, corrupt city...
On completion, that city becomes the capitol of a new AI-controlled Civilisation.
New AI to the Commonwealth start out as sharing:
1. Gracious attitude
2. Rights of Passage
3. Mutual Protection Pact
Increasing your influence in the game
Go to your Commonwealth Advisor screen and the new civilisation is listed there, allong with some options, such as a dreaded 'Tax' slider and 'Boot' button - so that you may boot any member from your Commonwealth. 'Invite' option has been added to your diplomacy options (in trade).
Although you now directly influence fewer cities, these new options mean your control over the game has not diminished.
Taxing your members!
Evil overlords may want something in return for their benevolence, so there is a 'Tax Slider' that you can manipulate. However, the more you tax, the less gracious that civilisation becomes. Revenue may reduce the amount of power lost but sliding it to 100% will make them furious and risks war - breaking your ROP & MPP! Demanding more money than they have will obviously force war. Use it wisely.
Luxuries & Resources
Each member of the Commonwealth can trade luxuries/resources within the Commonwealth without suffering -1 to their stocks! This is no less realistic than spreading one luxury over a massive empire - as in the current game. It is also important to maintaining playability, because it limits power lost from handing over strategic cities.
Granting Cities
Through regular trade, you can give the new AI-controlled civilisation some of your more corrupt cities. These aren't much use to you anyway, and it will boost Gracious attitude. You could hand cities over slowly to offset the effects of taxing heavilly (wealth), or relinquish control with one act of enlightenment to strengthen your staunch ally's production (military).
Effects on Dimplomatic victory
Due to attitude, Commonwealth members will more than likely back each other up at the UN, but this doesn't guarantee Diplomatic victory because the exact relationship between AI-civs within the same Commonwealth is hard to predict: There is nothing to say they will put the founder before another member.
Effects on Culture Flipping
Not even a new capitol can flip so this topic is not terribly influencial. You can decline any other cities that do try to flip back after you gave them to the AI. However, to give the new-AI Civilisation a fighting chance against your common rivals, it's capitol must have high culture - proportional to your original capitol! This is both realistic from the perspective of shared culture, and increases playability.
Effects on Conquest victory
The ROP & MMP mean that unless you make a big blunder, the new-AI ally will back you up in times of war. Although you cannot influence their tactics directly, due to reduced corruption, the new-AI will produce more units than you could have with the same cities. This helps you, but the young Civilisation will also be vulnerable and need your protection.
Internal War!
Any civilisation that attacks a member of your Commonwealth is automatically 'Booted' before the 'MPP' takes affect. This fixes the problems associated with having a network of MPP and prevents your entire Commonwealth collapsing because of one rogue state.
Booting a member
In addition to the above, you need to option of booting a member manually. You may want to use it because of the effects of government types. Your commonwealth might favour Democracy, and yet have a member which choses to be something else, causing internal animosity. Or, the rogue member might be picking a fight with a superpower you really don't want to clash swords with. For added realism, not booting a trouble maker, could reduce Gracious attitude among other members.
Inviting a member
In addition to booting, it would be safest if could re-introduce a member without having to conquer them. For an added dimention, the invite could even be extended to 'foreign' civilisations aswell - this has happened in real Commonwealths.
However, anything less than a gracious attitude must make this agreement impossible.
Members of more than one Commonwealth?
Because a Commonwealth is an international organisation, this is not a completely unrealistic scenario, but it is still rare. In exceptional cases, You could even be invited to join an AI-controlled Commonwealth. The temptation of luxuries/MPP might be hard to resist.
Commonwealth Strategies
There are a number of ways to use a Commonwealth. Warmongers would emphasise the combo: Reduced corruption & MPP - they would also be quick to re-conquer booted members. In contrast, Diplomats would emphasise the influence it has on Government-type and trade. Other player-types may try to lure foreign civilisations into their commonwealth or use Military-Alliance to sever ties with a rival commonwealth, and so on.. Quite fun imo!
There are many Commonwealths in the world. Russian Commonwealth is one example, but the EU, NATO, Francophone, Commonwealth of Nations all add new perspectives. The historic British Commonwealth is probably the closest match to existing Civ3 game concepts and this proposal.
However, none of the above can be compared directly to this proposal because each real-world Commonwealth has had different objectives. The objective of this fictional Commonwealth is To Increase Fun.
Here's the latest and most refined version of my Commonwealth idea. In previous attempts to bring awareness to my idea, there were disagreements on how it could best be implemented. Perhaps this is being too complicated?
Objective
Loosely speaking, the objective of Civilisation is to conquer the world, and there are many ways to accomplish this victory.
This proposed Commonwealth idea is a unique passive-aggressive alternative. It complements both Diplomatic and Domination victories.
Reasoning
One of the problems associated with large empires is corruption. Currently, the best solution to actually building in far-away cities is the dreaded Communism government-type.
Commonwealth is an alternative solution, with it's own pros and cons. The risks are greater, but the so are the potential gains - this is why I say it's fun!
Small Wonder: <%YCiv_Name%> Commonwealth
If you have cities on more than one continent, you may build the <%YCiv_Name%> Commonwealth in any of your cities. Preferably in your capitol. This is comparible to other special buildings such as Pallace and Inteligence Agency
Click it's icon to bring up the Commonwealth Advisor screen which lists all members of your commonwealth - there's no civs listed yet!
Improvement: Commonwealth Building
After building the Small Wonder, you may then build a 'Commonwealth Building' in any city. It is a small improvement. Lets say it is built in a far away, corrupt city...
On completion, that city becomes the capitol of a new AI-controlled Civilisation.
New AI to the Commonwealth start out as sharing:
1. Gracious attitude
2. Rights of Passage
3. Mutual Protection Pact
Go to your Commonwealth Advisor screen and the new civilisation is listed there, allong with some options, such as a dreaded 'Tax' slider and 'Boot' button - so that you may boot any member from your Commonwealth. 'Invite' option has been added to your diplomacy options (in trade).
Although you now directly influence fewer cities, these new options mean your control over the game has not diminished.
Taxing your members!
Evil overlords may want something in return for their benevolence, so there is a 'Tax Slider' that you can manipulate. However, the more you tax, the less gracious that civilisation becomes. Revenue may reduce the amount of power lost but sliding it to 100% will make them furious and risks war - breaking your ROP & MPP! Demanding more money than they have will obviously force war. Use it wisely.
Luxuries & Resources
Each member of the Commonwealth can trade luxuries/resources within the Commonwealth without suffering -1 to their stocks! This is no less realistic than spreading one luxury over a massive empire - as in the current game. It is also important to maintaining playability, because it limits power lost from handing over strategic cities.
Granting Cities
Through regular trade, you can give the new AI-controlled civilisation some of your more corrupt cities. These aren't much use to you anyway, and it will boost Gracious attitude. You could hand cities over slowly to offset the effects of taxing heavilly (wealth), or relinquish control with one act of enlightenment to strengthen your staunch ally's production (military).
Effects on Dimplomatic victory
Due to attitude, Commonwealth members will more than likely back each other up at the UN, but this doesn't guarantee Diplomatic victory because the exact relationship between AI-civs within the same Commonwealth is hard to predict: There is nothing to say they will put the founder before another member.
Effects on Culture Flipping
Not even a new capitol can flip so this topic is not terribly influencial. You can decline any other cities that do try to flip back after you gave them to the AI. However, to give the new-AI Civilisation a fighting chance against your common rivals, it's capitol must have high culture - proportional to your original capitol! This is both realistic from the perspective of shared culture, and increases playability.
Effects on Conquest victory
The ROP & MMP mean that unless you make a big blunder, the new-AI ally will back you up in times of war. Although you cannot influence their tactics directly, due to reduced corruption, the new-AI will produce more units than you could have with the same cities. This helps you, but the young Civilisation will also be vulnerable and need your protection.
Internal War!
Any civilisation that attacks a member of your Commonwealth is automatically 'Booted' before the 'MPP' takes affect. This fixes the problems associated with having a network of MPP and prevents your entire Commonwealth collapsing because of one rogue state.
Booting a member
In addition to the above, you need to option of booting a member manually. You may want to use it because of the effects of government types. Your commonwealth might favour Democracy, and yet have a member which choses to be something else, causing internal animosity. Or, the rogue member might be picking a fight with a superpower you really don't want to clash swords with. For added realism, not booting a trouble maker, could reduce Gracious attitude among other members.
Inviting a member
In addition to booting, it would be safest if could re-introduce a member without having to conquer them. For an added dimention, the invite could even be extended to 'foreign' civilisations aswell - this has happened in real Commonwealths.
However, anything less than a gracious attitude must make this agreement impossible.
Members of more than one Commonwealth?
Because a Commonwealth is an international organisation, this is not a completely unrealistic scenario, but it is still rare. In exceptional cases, You could even be invited to join an AI-controlled Commonwealth. The temptation of luxuries/MPP might be hard to resist.
Commonwealth Strategies
There are a number of ways to use a Commonwealth. Warmongers would emphasise the combo: Reduced corruption & MPP - they would also be quick to re-conquer booted members. In contrast, Diplomats would emphasise the influence it has on Government-type and trade. Other player-types may try to lure foreign civilisations into their commonwealth or use Military-Alliance to sever ties with a rival commonwealth, and so on.. Quite fun imo!
