Culture Wars, Diplomats and Loyalty

Olleus

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I've been thinking a lot about Civ5 recently, rather unsurprisingly considering that I'm a member of this forum, and about its potential pit falls and what has annoyed people on this forum the most. Two of this issues are, in my mind, the impossibility of flipping tiles over to you using anything other than a great artist (and this doesn't allow you to flip cities) and how captured cities become fully integrated into your civilization by the simple and trivial act of building a courthouse.



The Idea:

Every city has a certain loyalty (from 0 to 100%) for every civ discovered. What is the loyalty of a city?
The base loyalty for the civ which built the city is 100%, and the loyalty to every other civ is x% (closeish to 0). If a civ is unhappy/very unhappy, the loyalty of every city towards that civ drops slowly. If a city has a courthouse, its loyalty towards the civ who owns it goes up slightly every turn. The loyalty of a foreign city towards a civ A is also higher the more social policies the original owner of that city and Civ B share.
If you capture a city, its loyalty towards you is what it was just before you capture it. Thus loyalty represents just that - how willing the population of a city are to work for a given civ.

What does loyalty do?
Loyalty does two things, depending on whether its the loyalty towards the civ owning it, or towards another foreign civ. If a city has x% loyalty towards the civ owning it, then it only has x% of the production, and only x% of the cities cultural output goes into the bucket used to buy new social policies. If a city has y% loyalty towards a foreign civ, then it makes it easier for that civ to flip tiles of that city towards its own empire.

Flip tiles? How does that work?
First of all there is a new civilian unit called a Diplomat available some time in the classical era. This unit can do two things. Firstly you can send it to a foreign city where it can sit there visible to everyone slowly increasing the loyalty of your civ in that city (the rate at which it does so depending on your culture and theirs). The other thing it can do is go to a tile of a foreign civ neighbouring one of yours and it can try to flip it.

Are you going to tell me how flipping works or not?
To flip a tile your diplomat have to fill up a pot of culture. The size of that pot depends on how much that tile would cost to buy with gold if it was a neutral tile. Your closest city pumps all of its culture output into that tile (so it doesn't contribute towards making it gain neutral tiles or Social Policies) and the foreign city which owns that tile takes culture away from the pot based on how much culture it is generating and how loyal it is to you. When the pot is filled, the tile flips?


Hmm, okay, but what's the point?

The point of the loyalty system is to make the transition from "occupied" to "core city" a gradual one that takes work and effort. Not only does it improve gameplay by requiring more player participation but it is also more realistic and imersive. The diplomats are there to allow you to prepare your war effort more thoroughly. If you want to invade another civ, send diplomats over to sit in their cities and bring the population around to the possibility of liking you. Likewise, you may want to chose SPs which are suboptimal for you but your target has in order to make the post invasion recovery easier. Is it worth it or not? Thats a good question and up to the player to decide. The second function of diplomats is more obvious, to put something back that was in Civ4, but in a more controlled way so that the player does not feel arbitrarily punished for it.



tl;dr:

Cities can be more a less loyal towards different civs. Unloyal cities aren't as productive and are more likely to have tiles stolen from them. You can make foreign cities more loyal by various means to make them more productive when you invade them.


Thoughts?
 
Interesting ideas Olleus. Here's my thoughts on the whole issue.

Firstly, I think the culture bomb should be *Removed*. Great Artists should be able to get you an Automatic Social Policy (maybe only in certain categories-like Freedom, Tradition, Liberty & Patronage).

Secondly, I still believe that Civ4 had the right idea in tiles & cities being able to accumulate the culture of different civs. I'm just not 100% sure how this should impact things if you capture a foreign city. I definitely *don't* think the capturer should ever have to kill off half the population in order to get a working city.

Thirdly, I think it should be possible to shift cultural control in your direction by winning battles for control of said tile. This shouldn't involve automatic control, just a shift towards you. Building, & occupying, a fort on these tiles should also increase the likelihood of the tiles around it shifting to your control. Having majority control over a tile-or city-should definitely impact on trade of same with the other civ.

Definitely city happiness (both local & empire-wide) should strongly impact on how rapidly a city & its surrounding tiles become majority controlled by the conqueror.

Hope that helps.

Aussie.
 
Free social policy seems a bit powerful. Maybe automatically restoring the loyalty of any city to 100% could be the great artist's special power?

The problem with the civ4 model is that it resulted in captured cities having no workable tiles and starving to death. I just can't think of anyway of modifying that old system to not have this flaw. It also made gaining tiles a very passive effect over which the player had little control (apart from build more temples). I prefer the diplomat method of gaining tiles one by one because it forces the player to actively engage and use up resources (in this case culture) to try and gain it. In Civ4 when you flipped tiles it just felt more like a freeby.

I do agree with you there that building forts/stationing units on a tile should make the work of flipping it harder - say by making the pot that the diplomat has to fill bigger, giving the defending player more time to build up culture or restore loyalty in his city. Similarly, you could use diplomats to flip hexes while at war, and receive a discount on the size of the pot if you have a friendly unit on it.

What do you mean by local happiness? What would you have it do? It seems pointless to duplicate a system on two different levels. The proposal of loyalty is a bit like local happiness but still completely separate - and requiring you to focus on building different stuff - courthouses and jails (new building) rather than theatres and circuses.
 
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