Wodan
Deity
Sounds like the Diplomacy boardgame.
Wodan
Wodan
Without critiquing the above, let me say how Diplomacy works, simply as a comparison, if nothing else.
there's no inherent reason we have to go back to the attack/defense model.) This is not a sticking point... it could go either way in either system. Doesn't matter.
Wodan
Zero, go to this thread to answer your questions: http://forums.civfanatics.com/showthread.php?t=166933hi i am a student of University of Bari. I have a course of interactive 3d ambients. We have to do a project for this exam and we have decide to modificate civ4. we are going to modify the mode how to interact with an Diplomat. We want that the player write down with his own words to the Diplomat. At the other side the Dimplomat (AI) have to understand and response to the player. We are ending the project fase and we are going to implent it. I have o problem with the SDK. I complie the .dll, but when place it in the assets folder it shows me an error. that can't find the : boost_python-vc71-mt-gd-1_32.dll . i am not an expert using visual studio cause can you help me how to place the CvGameCoreDLL ?
I am not sure I get the military part - is it something like Dale's mod?
Who gets control of what tiles? You talked about this a little, with certain tiles giving "first dibs" to the Civ with the dominant influence in that tile. That means that if a tile is worked by a non-dominant civ, the dominant civ can work that tile and push the minority out. Where does the minority go? This has to be extremely elegant, otherwise the dominant civ can just annoy the crap out of the minority civ by constantly pushing them out of their tiles. This is an interface problem more than a game balance problem, IMO.
Which buildings can you build? You touched on this by saying "government buildings are only buildable by the dominant civilization". But then you mentioned that there can only be one market. This starts to get necessarily confusing. The line needs to be clear and intuitive, without too many complicated counter-rules and exceptions.
What happens at war? I imagine problems here. If a minority civilization starts building units, they can't appear in the center city tile -- that would lead to an instant battle! The notion of "hidden" units doesn't quite make sense to me either. Nor does it make sense to have newly built units appear outside the city radius. I'm not sure what the solution is. It ties into how borders are drawn, but it's more of an interface problem. I think you've tried to address this, but I'm still not quite seeing it.
(I also think this disputed-city situation has heaps of potential. So many real conflicts throughout history started with this. Not just a minority civilization trying to struggle for control of a city... but a Nationalistic war that starts with a sudden draft in a hybrid/disputed city, backed by outside forces. Let alone does this create the potential for insurgency, guerrilla warfare, and even terrorism: a city where buildings are constantly blowing up because two groups are vying for control. I'd really like to see this work.)
How are happiness and health resources allocated? This might not actually be that much of a problem: Greek citizens draw happiness from Greek resources, and Roman citizens draw happiness from Roman resources, even in a hybrid Greek-Roman city. Actually, since each civ has its own buildings too, I don't see the need for a probabilistic "who is the unhappy citizen" system here. It should be pretty clear to determine which citizens are unhappy. And this can still create the interesting political situations you are talking about: will that unhappy citizen be assimilated into a happier civilization, or will that unhappy citizen fuel instability in that city?[/list]
Khan, this is the closest thing I've seen to a "big vision" in a long time. A big vision is more than a single cool feature, let alone a laundry list. What I like is that you've suggested features that all seem to tie together in interesting ways, and all speak to one broad goal: redefining conflict. No suggestion is ever perfect, as I've noted a few issues so far... but unlike a lot of vague or crazy ideas, you stay specific and focused, and try to anticipate problems.
I'm surprised you haven't posted your own thread with those ideas yet -- but when you do, I hope you find the time to clarify/fix the issues I've pointed out.
If that is like that, i don´t entirelly agree about it. I simply would hate that other civs could decide which ones of my citizens in my city work in which tiles and because of this they also receive a bonus. I also don´t like the idea of other civs being able to decide what to build in my city.
Kahn, for what i have been understanding, in your idea, diferent civs have control over diferent citizens on each cities, no?
If that is like that, i don´t entirelly agree about it. I simply would hate that other civs could decide which ones of my citizens in my city work in which tiles and because of this they also receive a bonus. I also don´t like the idea of other civs being able to decide what to build in my city.
But i think that the idea that a civ can have some control over citizens of its nationality in other cities is interesting. I am thinking mostly on making spionage missions and conquest easier if that city has people of your civ or that wants to be part of your civ. Other ideas could be to make trade routes between your cities and cities with citizens sharing your culture more profitable. But on the other side war should be more dificult if your enemys cities have citizens of your nationality.
Another idea:
Such a system could be combined with an attitude of your foreing citizens toward you. For example: In real life I don´t think you could expect that cuban dissidents would provide much help to cuban spys.
This is interesting....Personally, I would not like rivals controlling anything in my cities and would do what I could to drive them out! (this is expected to part of the fun) In the meantime, I'd want to get my fingers into every foreign city I could.
These ethnic minorities should be the most vulnerable to population loss and other adverse events.
Qwert: It would be as dh_epic said, the cities that are multicultural will be rare and typically on borders, or recently captured.
Personally, I would not like rivals controlling anything in my cities and would do what I could to drive them out! (this is expected to part of the fun)
In the meantime, I'd want to get my fingers into every foreign city I could.
These ethnic minorities should be the most vulnerable to population loss and other adverse events.
Your strategy would come into play here. You could be an isolationist and not have open borders or trade to keep influences out.
Or perhaps, you could have open borders and trade and then target a key interior rival city with cultural (missionaries, and some other new ways I suppose) and economic influence.
You could play a game of conquest, and damn the influence. Or accept foreign influence and win the space race. Or get your infuence as widespread as possible.
The ethnic population should have some benefits as well. While you don't get all the hammers or food, you will get most or all the commerce (and science).
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Currently there are some affects of foreign citizens in your cities, "Fighting bros & sis of same faith", "wish to rejoin motherland". What else did you have in mind, and how would it come into play?