Just suggesting it could possibly be done in Civ 4, don't need to wait until Civ 5. And to put on my dh_epic hat for a second: you'll never be able to sell Civ 5 on the basis of a scenario.
Don't look at
me. It was dh_epic himself who suggested it.

I was just musing, as I am wont to do.
If you're going to have a discussion on civil war (and I suggest moving it to a new thread btw), you have to redefine what you mean by the term.
It's relevant in that making civs themselves more dynamic is definitely a way to add something to the civ property, which is what this thread is about. It's been done with previous Civs, but in a haphazard and lackluster way.
Whether or not we all agree it would be
good to add this, I think it's indisputable that it would definitely add creativity.
Coups are even more difficult. There are no real "leaders" in civ, so...? I don't know what to do here.
Sure there are. I'm Mao in a game I'm playing right now. So, a coup would be a way for me (the player) to switch leaderheads midgame, or else a coup would be a way for me (the player) to completely take over another civ midgame.
As for creating civs in game (on the fly), that's somewhat simple to solve. Introduce migrants to the game - people that, if they are not happy where they are living, get up and go found their own cities, maybe to join an existing civ, but much more likely to create their own.
That wouldn't really work with the current Civ model. Planets get filled up way too early. Usually by 0AD all that's left are the odd tundra and ice spots. So all that would be left would be to migrate to an existing civ. Perhaps if they begin to outnumber the indigenous populants they can take over... ?
That's why I said "drifting." You won't be begrudge me my little weasal words, will you?
Ha. As long as you don't begrudge getting called on it.
(I mean, really: Does anyone ever adopt Mercantilism? Can someone please tell me what game strategy or tactic it's an integral part of?)
rufkm? I use it all the time. Obviously if you're running Representation, and obviously when you've been such a pest to the AIs and/or you have a lot of playmates such as Tokugawa, Alexander, Monty, Isabella, such that you don't have open borders for trade routes. It's simple math: if the trade route income is < what you get from a free scientist or engineer, then Mercantilism is a good idea.
(The engineer is not to be underestimated, either, as the hammers are a big boon especially on archipelago maps.)
Because negatives don't give you choices. They goad you into avoiding maladaptive behavior. As such they have their place as game balancers, which is why your suggestion about using them to curb over-expansion is a great idea.
But I take your overall point. So I'll modify what I said:
Civil wars should only be introduced as game balancers. If they're not used as balancers, then they need to have strong, positive, and foreseeable side effects or consequences, so that the player will not regret their occurrence or will be able to leverage them so as to secure a better overall strategic position.
I agree with all that. I've been talking mostly about civil war used as a balancer. That's not to say there aren't other implementations.
I guess it is just counter-intuitive to me. I mean, a civil war pops up and the player says, "oh cool!" ??
There are obvious benefits to be had. Maybe you can leverage all the AIs that currently hate you, to get trade routes, resource trades, diplomatic benefits, but only for the 2nd half? Maybe it simply gives you the choice: your country has split, the new half has new relations with all the AIs, so which half do you want to control?
Then what's the point? What does it actually add to the game? You can balance things in other ways.
Mxzs already replied, probably better than I could:
Note that I'm not having a particular issue with you or your suggestions. I simply think that trying to improve a game by adding more unfun things for balance (whatever the idea) is the wrong way to approach the task of making Civ 5 more fun and interesting to play. Civ is a strategy game, not a simulation. The game should focus more on rewarding players for good decisions rather than penalizing them for bad ones.
It's semantics, I think.
Right now, we have a game, called Civ4. Let's call that the "baseline". Within the baseline, there are different kinds of behaviors / game decisions, let's call them X, Y, Z.
I say X is too strong, and that it needs to be moved down. In other words, Baseline X needs to be adjusted. You say X is just fine and is fun; you don't disagree that it's too strong and you say that Y and Z should be moved
up.
For one thing, Mxzs is correct that moving Y and Z up will be extremely difficult, if not impossible. In addition, let's look at the logical conclusion of that method: eventually
all baselines (X, Y,
and Z) have no negatives whatsoever and all strategies are cakewalks. What's the point of playing if there is no challenge, no adversity, no opponent to measure yourself against? The only possible answer is realism, and I agree with you that this is a game, not a simulator. (I don't know why you keep bringing that up... other threads have played the simulator/realism card but I don't recall seeing it here, certainly not by me; if I gave that impression sorry that wasn't my intent.)
Civilization is a game of growth and reward. That's why we have golden ages and not dark ages. A civil war would be a dark age x10.
Actually Civ4 does already have dark ages. They're called "overexpansion, nuts my slider is down to 10% and I'm still losing money".
(One of these days, after get it all sorted out in my mind, I'm going to make a post arguing that the problems with implementing civil wars and the problems with implementing culture have a common vector: The game as currently structured conflates the distinct notions of a
civilization and an
empire. Until I ever get that post written ...

)
I see that mentioned now and again and it's definitely a good point. I'm not sure what could be done with it but this thread is as good as any to explore the idea.
I'm a perfectionist builder by nature, and I still grab all the land I can when I can, just so I don't get caught with my pants around my ankles late in the game.
So: As long as you can lose by being conquered, and as long military power correlates with the size of your patch of ground, players will keep pushing their boundaries outward and/or packing as many cities inside their borders as they can. That's why negative conditions attaching to over-expansion will probably always be with us.
I disagree to the extent that there is a world of difference between grabbing all the land you can, and going whole-hog-nuts with warmongering. If you don't know what I mean, just go play a MP game or two.
If civil wars are a penalty for overexpansion, you might as well just bump up maintenance costs. If civil wars are an instant loss for overexpansion, you might as well just have "loss conditions" instead of victory conditions.
Couldn't the same criticisms be said of half the features of the game? The ultimate reason for any feature is that it's cool, interesting, and fun. In any event, the difference between maintenance and civil wars is that the former slows growth whether normal growth or overexpansion growth, and the latter covers unhappiness-related revolutions for any reason (lack of attention to one or more of the various needs/desires of the populace and/or negative attention such as whipping) even if the civ is not overexpanded. Also note that there needs to be a distinction between relative size and absolute size. "Overexpansion" needs to be in relation to other civs in the same game and to world size.
The truth is that most players aren't looking for new ways to lose.
If you're searching for a new "back of the box" label, then I think no matter how implemented, civil wars both are and aren't it.
"Are" in the sense that a marketing yoink can make civil wars sound cool, even if all it amounts to is another way to lose.
"Aren't" in the sense that this thread is about creative ways to make Civ5... we're brainstorming implementations here, not working in the marketing department.
Do I still maintain that civil war can work in Civilization? Yes I do. I am so excited about playing a game where civilizations split and merge throughout history. But like I said, it's going to have to be a creative implementation. It can't just be an additional penalty you tack onto unhappiness, or empire size. You have to go deeper than that.
Well I didn't come to this with a fait accompli in hand. I'm just thinking out loud. Everyone else has some valid objections as well as some contributions. I've also modified my own thinking along the way. Like you, I still think there's something there and I'm excited about that someting.
Is the answer to make it "simply" a game balancer? No way. There's a lot more there, I think. On the other hand, this seems like a natural way to balance the game (because the game is currently unbalanced)... a much better way to balance the game than to make small empires better (as I said up above, the logical evolution of that approach is
not good). So, if we can balance things and find out what the "a lot more there" is, that's what we should do.
Well, I've rambled on enough this morning. TTFN
Wodan