Looking down Dell19's list, here are my opinions:
- Civil war- Shouldn't be directly triggered by capitol loss (see my previous post). Massive civil wars should only occur if smaller rebellions grow out of control.
- Dark Age - Don't see the need or benefit to the game.
- Plague - Sure its realistic, but does it make the game more fun? If it somehow did, then I'm all for it.
- Barbarian civs - I'd rather they just include more regular civs.
- Vassalisation/Surrendering/Annexing - Sure, more diplomatic options is always good.
- Rebellions/Gaining independence - Yes, definately, but it shouldn't be too random.
- Cultural points used to decide how long a civ's population remains... - sure.
- Colonisation of new lands in later periods more likely to lead to an eventual rebellion especially if it is overseas - it seems like this would foolw naturally from the previous item, since in later periods more culture has accumulated.
- The ability to allow a colony independence, perhaps by giving it commonwealth status to avoid a revolt - Interesting. I wonder if anyone would choose this as an alternative to fighting against the rebels?
- More Forbidden Palaces - don't see why more palaces should increase chances of rebellion. Since they'll hopefully revamp corruption anyway, perhaps extra palaces won't be needed to deal with corruption, so instead, their purpose could simply be to reduce chances of rebellions (by extending the "presence" of the government throughout the land).
- Have any of these ideas be optional- Whatever. If they're done well, these ideas shouldn't need to be optional, and if they're not done well, they shouldn't be done at all. Sure, it probably doesn't hurt anything to make a particular game mechanism optional, but it just seems like a cop out to me. Whenever we disagree about whether something should be in civ 4 or not, someone always says "make it optional" like that fixes everything. The more things are optional, the harder it will be to playtest the game since they'll have to playtest each combination of optional rules.
And on the side issue, I'd pick
- Negative dynamic civilization events should be largely preventable by the human player
I think it should be possible to completely avoid such events, but this would not necessarily be the optimum strategy.
The risks of such events and the things players can do to prevent them should be simple and easily understood even by a novice player. Culture flipping in Civ 3 is a reasonably good example of this: its not hard to understand that you need to build up the culture in your border cities (or station a lot of troops there) or they might flip away. A civ 3 player familiar with the specifics of what causes culture flipping can usually completely avoid it.
The consequences of such events also need to be relatively minor unless you don't get them under control in time. Culture flipping in Civ 3 is a terrible example of this, since you can instantly lose a city
and an entire stack of troops if you underestimate the chances of a flip occuring. It would be much better if the city went into resistance first (giving you some warning that a flip was immanent) and only actually flipped if you didn't quell the resistors soon enough. If you moved in a bunch of troops and the number of resistors started decreasing, you'd know you were handling things well and had enough troops to prevent the flip, while if the number of resistors kept increasing, you'd have a chance to (a) bring reinforcements, or (b) retreat, giving up on the city but at least saving your troops.
As the preceding paragraphs illustrate, I think Civ 3's culture flipping concept is a good thing to study to understand the potential good
and bad aspects of random, negative, "dynamic civ" type events. Hopefully, rebellions in Civ 4 will be an extension of the concept that reduces or eliminates the bad while keeping and expanding the good.