The main problem with that is Lima is built right on the coast, and some few hundred miles west of Cuzco... I think it's about 3 tiles west, in the game.
Oh, didn't notice that. Well then, destroying Cuzco then? Let all be in the name of modernization..
-There should be system where you are born as a colony and have to achieve independence through various means. My recommendation to do this is to add a more stern and profitable form of vassalization where the Mother country controls 50% of your wealth (before research or culture) and all of your luxury and strategic resources and all food resources that the mother nation does not have.
So this vassalization would have several points:
-Your color and flag (or variants) are the same as the Mother Country. (this might be similar to what happens to Ghorids in SOI; as they get a mid game color and flag change too and i think Synthesis already has this with the vassals part only of course)
-You share 50% of you wealth with mother country.
-Mother country can ask you for a certain number of troops in times of war.
-You share all tech with mother country.
-You give all resources to mother country except certain food and strategic ones.
These Post-Colonial Civs start out as these "Vassals" stated above that can gain Independence through two means:
a) As a colony, you start building an army (but your choices of units will be limited thus the mother nation because a) you dont have strategic resources and b) several units would just be disabled for colonies to represent history). After you think you have an adequete army, you declare war on you mother country which leads to an (or multiple) army spawning (of the mother country) in your country and several cities flipping to them. Then you fight for your independence. Historically this was the method used America and Latin America.
b)This is the gradual independence policy used by Canada and Australia; here you have achieve certain things to "earn" autonomy. These are:
-You have to have a large enough population and economy; possibly requiring you to have a larger population and economy than your mother country.
-You have to discover certain techs like for example Democracy, Constitution, Railroad or something along those lines to have independence.
(although declaring independence would not have a deadline but you can shape the UHVs in a way where it would not be possible to acheive without declaring independence in a certain timeperiod)
Other things that can also be included to this option (but im not totally onboard with):
-Have a military larger than ur mother country.
-Be more tech advanced than ...
etc
Requirments for the Ai and Human to acheive independence would be entirely different (a lot more harderr independence for the human); but the AI can even get a scripted independence if you want. Each country can have a different or unique requirement/war type to achieve independence (which i recommend) or a generic 2 options for all. Achieving Independence can very well serve as the first UHV for all these new civs and imo it would not be boring because every country will be in a different and unique position and will have to do different thing to acheive independence. It will be pretty hard the fact that you will be heavily burdened by the 50% income tax by the mother country and giving all resources while acheiving certain goals for independence. Besides the obvious advantages for using this system, there is also the additional advantage that civs that wil get little gameplay time if spawned when they declared independence will get a lot more gameplay time like in the case of Canada or Australia or even Brazil.
Leoreth, if you do decide to let the post-colonial civs spawn during the actual colonization time, then making the colonies give all these resources and gold to the mother country would be very fitting (and annoying, if you're the colony). This would all encourage you to achieve independence. I don't know if implementing all this would require too much new coding, with new dialogs and options for both the master and colony, but I'd say it would make for interesting gameplay. As the colony, having more time to play would be quite useful, and as master, deciding how to manage the colonies would be require new strategies.
J Pride, agreed on the fighting option, but Canada and Australia never had (to date) more population, economic output or military strength than the UK and they managed independence anyhow. The discover x technology option is more adequate, I'd say, for them. Having different requirements for independence for different civs could be the best option, if it's not too difficult to code.
Not to rain on anyone's parade, but to be honest I don't think any of these civs would really add very much to the game. Their spawn dates are just too late for them to really contribute, and most games have already been won, decided, or have become boring long before any of these colonial civs have spawned.
Well, most Latin American countries declared independence not much later than the US. Mexico's declaration, in 1810, is only about 12 turns later than America's, in 1776. Argentina and Colombia have similar dates, and Peru and Brazil followed soon after (about 14 turns after the US), so I wouldn't say it's that late. Canada and Australia, on the other hand would spawn quite later if they waited until their Declaration of Independence date.
In any case, it's true that most games become boring by this time, but I'd say this is because there's nothing new happening anymore, and the decolonization could help with this.
Yeah, but that's also part of the problem, because defense oriented goals are usually quite easy because the AI is often not aggressive enough, and even if it is, it's usually easy to defend on your own soil. And we don't have to phrase it as an "conquer" goal, "control" would suffice. Most of the time, Texas and California are still empty when Mexico would spawn, so you'd actually have to go settle them. While that's not precisely historical since cities there were founded by the Spanish, you could understand this as increasing Mexican population density just like you mentioned. So there are basically two scenarios:
1) These areas are controlled by Spain: I think then it's within the spirit of a grander independence movement to capture these cities as well.
2) These areas are empty: you'd have to settle and hold them against America.
Well, I guess I can agree with that. Moreover, I think it would depend much on when the country spawns. If the new country is to spawn at the date of independence, then I'd say that they should be born with the whole territory they had at the point (the way America currently does). Most of these wars lasted a long time in real life (Mexico's lasted 11 years), but in game turns that would be quite fast and impossible to do. If you let the new countries start way earlier, as vassals of the mother country, then fighting a war of independence to get the whole territory would definitely be way more cool and historical.
Nice idea with the mother country army. That's definitely more feasible than having it the other way around, with the new country having to take over everything (the AI performance would be a nightmare).
Well, you have many ideas and options now to choose how you want to combine them

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Yeah, I figured as much, but now that we have the Oil company, the goal could also be to control a certain amount of oil corporations in your cities. This can be achieved by either having a lot of oil or only one oil and good infrastructure.
It's not that it's impossible to code, but rather that it's hard to control the challenge of these goals because they depend on AI behaviour, which makes them either to easy or unpredictably hard, which is both not good.
Agreed on the AI unpredictability. I've never finished understanding how the other leaders take their stand on the human player, but you'd know better. Could you think of any other diplo-type UHV?
Or about the oil company, yeah, I guess that could work as well

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Yeah, Gran Colombia would be the fourth one in our list of Latin American civs. They're mainly to fill the area, though, and I don't plan for them to be playable yet. Same thing for Peru, which could work as an Inca respawn.
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What other civs have you thought of adding in this mode, just to fill up space and represent world decolonization? I have many in my head that I'd love to see, but don't wanna list them all for they could really make this a looooong turn waiting game

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The UP is quite good, but I don't think it will benefit Mexico that much?
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Thanks for reply!

I think this UP can make Chichen Itza usable even in the Industrial Era,so defense bonus of city will be higher and it can be very useful when at war with America.
How did you like the Catholic-related UP I suggested? That would help better than having a working ONE wonder. Actually, if there was one "wonder" that could represent Modern Mexico, that would be the Basilica de Guadalupe. It's a shrine and pilgrimage site in Mexico City, at the site of the (real or not) apparition of the Virgin Mary during the XVIth Century. Some years ago I looked up how many people go there annually, and I don't recall the numbers, but it was a larger number per year than the Vatican City had. I can recheck if you want

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I'm not suggesting that you add a new wonder to the game, but that you turn this into Mexico's UP. Receive 1 (or X) gold in Mexico City for every Catholic city you own (or other Latin American countries own) AND receive 1 hammer in each Catholic city you have; all this regardless of state religion. Mexico is the 2nd most populous Catholic country in the world (after Brazil), and this shrine is in fact visited by many Latin Americans, and this would nicely represent all that

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True, I already considered something like a 1500 or 1700 AD start, but it's a lot of work because you have to place much more at the beginning because of all the already active civs.
I'd be glad to help with anything you need (I can't code, though haha). I think that a new scenario for that time period is badly needed now!
Tonight I'll post a map with a proposal with correct city names, because they're currently terrible, and resource placement.
Oh, and I also like the "Cities on the coast" UP of Australia's.