[R&F] Conquest, Empire and Nation Building

historix69

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In many posts players complain that conquest in Civ6 is too easy and too rewarding and costs of conquest are too low. They suggest that besides the Warmonger Penalties the conquered cities should give less revenue or increased occupation costs.

Civ games traditionally feature a Domination Victory Condition, although in former versions it was better to conquer the world early since the Rating was based on the turn the player finished world conquest.
Civ games can be played on maps of all sizes ranging from Duell size to Giant and can feature up to around 60 civs. This is important to consider when suggesting rule changes to make Civ games more "civilized" and conquest less rewarding.
Also players have the option to raze cities and settle them anew. If the rules for conquered cities are too bad, players instead will just raze them.

The Civ 6 military features like the Promotion and Unit Upgrade system strengthen players who build, use and take care of their military units. Upkeep of units and Upgrade costs are neglectible when building some Economic Hubs / Harbors and using Trade Routes. The game is player friendly by avoiding micro management, so Units can heal completely without additional extra costs, Units do not need supplies nor logistics, etc.

Simulating occupation and resistance of a conquered city is difficult in a 1upt system where "stack" types like armies and corps come late in tech tree. In Civ 3 it was common to station 10-20 units in a newly conquered city until the initial hostility calmed down. Such a mechanism is not possible in 1upt unless you allow stacking of units in cities (which is a also a good way to reduce some of the 1upt typical unit crowdings on the map.)

Resistance of a conquered city may depend on many factors :
- who controls the city, who lost it and who originally founded it.
- Culture : In Civ 3 the identity of a city was based on the culture a city generated under the rule of a civ, e.g. Player A founds a city and produces 100 culture, then player B takes over and produces 300 culture and finally player C takes the city, which then has an identity of 25% A, 75% B, 0% C.
- It should matter to some part if founding civ and former owners are still in the game or are already eliminated.
- It may also matter if original civ and occupying civ come from the same cultural region or different ones (e.g. America, Europe, Africa, Asia. ...)
- City Size and strength of occupying force
- Distance to the new capital,
- differences in number of social and technological advances,
- old and new government system (going from repressive government to liberal or vice versa),
- happiness and control infrastructure (courthouse)
- supply with food, luxuries, taxes, religion, ...

Civ 4 had a Vassal System, Civ 5 had Puppets to support conquest ...

There were many empires in history who did not stand the test of time. They expanded, flourished and fell, either due to outside enemies (invasion) or by internal conflicts (civil war) or they simply fell apart and split into a number of smaller kingdoms.
see
https://en.wikipedia.org/wiki/Empire

With the invention of Nationalism and Decolonisation, cities of foreign origin may strengthen their original identity and maybe demand independance.
20th century has seen the dissolution of most empires and the building of modern National States.

One of the difficult questions is where to draw the border between Empire and National State (Core), e.g. which formerly conquered foreign cities count as part of the empire and which count as core cities of the remaining national state when the empire is dissolved.

Example for Expansion of a Kingdom / National State in history :
Spoiler :


 
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