Expansion Anger? Really?

primem0ver

Emperor
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Jun 16, 2006
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I noticed today that my empire has an expansion anger of 15!!!??? ("Our inept government's attempts to overexpand.... this far surpassing any other source of discontent except in largest cities). Sorry but this makes absolutely no sense. Since when has a country ever had citizens angry over expansion unless it infringes on the rights of other countries? (such as trying to force religious and cultural views on others). This is particularly true in ancient times where people were less tolerant of difference and sought to spread their own cultural influence (and ways of life). If anything it should be the opposite... its modern incarnation is called nationalism and happiness that our culture has influence.

If you want to hedge growth (over-expansion), the only way that makes sense is financially or with anger of people that want different civics (aren't happy with the current government because of difference in perceptive) or distance from capital. I realize that in a sense, the latter one is similar but in reality it has nothing to do with expansion itself, and is completely dependent (and relative) on cultural influence. Plus... 15? really? Does anything decrease this?
 
Ah, you've encountered the effects of City Limits. They are on certain Government civics and give penalties for having 'too many' cities. You are not the only one who does not like these, and so they are a game option, although that doesn't help your current game.
 
I have always based my expansion rate on what I can afford financially. This makes complete sense. Larger empires are difficult to manage financially. I am surprised at how easy it is to always have a positive income in the early game. (Though with all the buildings you can create to make money... I guess it follows that getting rid of debt is fairly easy. Later it makes sense to have more money for expansion, depending on civics). This is why my empire is currently so large. But then I saw all my cities become angry and that anger is now causing cities to shrink. When I saw the cause I just shook my head and decided to remove such a counter-intuitive penalty.
 
Personally I quite like this option. However, sometimes the AI forgets it's a thing and builds/conquers about 20 cities while still under chiefdom.

I believe it's meant to show how primitive governments are unable to control large empires, what with bad communications, little cultural cohesion, and not much nationalistic spirit. The number of cities and distance to palace maintenance costs are miniscule and almost never worth worrying about, and so hardly provides a hindrance to expansion. The people are unhappy because they don't want to work for some dude in some city 6 months walk away who sleeps on a solid gold bed, and doesn't even speak the same language as them, while they can barely feed their kids.

However, I think it could be better managed by using the Revolutions mod instead of unhappiness. Sure unhappiness leads to revolutionary sentiment, but going straight to massive instability would be fun. If possible something like: "if you settle more than x number of cities, gain +y national instability in all cities for every city over the limit".

I like fighting rebels.
 
primem0ver made a good point there... I think the AI still don't fully understand the city limits (Switching back to monarchy with 169 cities...). Also, it feels kind of artificial.
Could you remove the city limits but give early civics like despotism and such a HUGE (like+500%) Maintenance for number of cities so that you would have around the same limit as before but now it depends on gold?
 
Putting in artificial City Limits thru the Gov't Civics is the wrong approach and always has been imo.

Early Food restrictions on pop growth already do this (limit early game Cities) to a degree. As does the restriction on when you get and how many you get of Tribes at Tribalism to Sed Life.

City limits is a direct correlation to the advent of the Prehistoric Era. You would have to radically change the Preh era to get back to the perceived "normal" city expansion of vanilla Civ. But, as the Preh era is the basis of C2C, the artificial barrier called City Limits was introduced.

JosEPh
 
Early Food restrictions on pop growth already do this (limit early game Cities) to a degree. As does the restriction on when you get and how many you get of Tribes at Tribalism to Sed Life.
Food restrictions restrict size, not amount. Maintanance does to a degree, but quickly becomes irrelevant (somewhat slower now with the addition of crime to drain gold, but still fast enough). The availability of one tribe at a time does slow expansion slightly, but sedentary comes fairly soon after tribalism and takes care of that.
 
I don't think this thread should become another city limits argument thread, didn't this get hashed out back in August of last year? I am thinking that I may tie city limits to map size, but other than that I wouldn't change them, including them being an option. I thought I read somewhere that someone wanted to make them not optional, that should not happen so long as I have any say on the matter.
 
City limits are already an option.

The current proposal wants it as a BUG option.

Personally i'd like to see the city limits adjusted to map size.
I prefer gigantic maps (thanks to Koshling and his viewports) and since you have to stay in Monarchy respective Republic for a long while before you get some civic without any city limit this would be much appreciated. :)
 
I don't think this thread should become another city limits argument thread, didn't this get hashed out back in August of last year? I am thinking that I may tie city limits to map size, but other than that I wouldn't change them, including them being an option. I thought I read somewhere that someone wanted to make them not optional, that should not happen so long as I have any say on the matter.
:clap: :thumbsup: :clap:
 
I don't think this thread should become another city limits argument thread, didn't this get hashed out back in August of last year? I am thinking that I may tie city limits to map size, but other than that I wouldn't change them, including them being an option. I thought I read somewhere that someone wanted to make them not optional, that should not happen so long as I have any say on the matter.

Yeah having them optional will keep JosEPh_II happy. I have no problem with it being an optional setting.

City limits are already an option.

The current proposal wants it as a BUG option.

Personally i'd like to see the city limits adjusted to map size.
I prefer gigantic maps (thanks to Koshling and his viewports) and since you have to stay in Monarchy respective Republic for a long while before you get some civic without any city limit this would be much appreciated. :)

I am WITH you'll on this, and the map stuff does sound pretty intriguing (have at it:)).
I dont know about adding it to the BUG option area, i think that would throw it way off kilter. And yes i like larger maps also. But after Renaissance Era :eek: look out.:sniper:
 
Hmm - can't add instability (which I age would be ideal) sinc REV is an option. How about if instead of unhappiness it increased the per city maintenance modifier by a fixed percentage per city over the limit somewhat it became a financial constraint again?
 
Hmm - can't add instability (which I age would be ideal) sinc REV is an option. How about if instead of unhappiness it increased the per city maintenance modifier by a fixed percentage per city over the limit somewhat it became a financial constraint again?

Would that then make it more or less, back to the beginning where it started ??
 
I have been considering this a bit too and have an idea. I have not been able to flesh it out properly though so it's just a raw idea so far but I'll give you what I have:

Instead of Anger for increasing past a certain limit in cities the entire nation gets penalties in infrastructure due to being unable to handle the full scope of the nations size, i.e. inhabitants all over start showing disregard for the nation. This leads to reductions in

Military Prod
Commerce
Gold
Science
Culture
Food Output
Espionage Output
Building Production
Trade Route Yields

and increases in

Rev Index
Crime Output

Depending on what Government type being used the penalties could vary too, this is what my idea is. For instance Monarchy might have no reduction in Military Production and Gold but takes a bigger hit on Espionage Output while Democracy might get no reduction in Culture and Science but takes a bigger hit on Food Output while Republic might get no reduction in Building Production and Commerce but takes a bigger hit on Rev Index.

This could also allow the Team, and CivPlayer8 especially perhaps, to flesh out the various Governments and make them more, erhm, unique and good for different scenarios, moving away from the possibility of a single Government being the obvious choice for any mid to late Era game.

Cheers
 
The problem with all of these (including my own suggestion) is that, altough implementing the mechanic should be easy enough, the associated AI isn't. There is fairly decent AI for the current system (it evaluates spare happiness and will stop founding cities once doing so starts to cause it net unhappiness in more than a very small number of it's cities/more than a very small amount), wheeze the isn't any AI for any proposed new mechanism. Obviously it could be written, but my opinion is that diverting effort not this is not the best place to spend our effort currently (just having it as it is as an option is good enough really)
 
Obviously it could be written, but my opinion is that diverting effort not this is not the best place to spend our effort currently (just having it as it is as an option is good enough really)

Now i agree with this 100%.;)
 
The problem with all of these (including my own suggestion) is that, altough implementing the mechanic should be easy enough, the associated AI isn't. There is fairly decent AI for the current system (it evaluates spare happiness and will stop founding cities once doing so starts to cause it net unhappiness in more than a very small number of it's cities/more than a very small amount), wheeze the isn't any AI for any proposed new mechanism. Obviously it could be written, but my opinion is that diverting effort not this is not the best place to spend our effort currently (just having it as it is as an option is good enough really)

You wrote some code a while ago that allows City Limits to be determined by map size. However, it is disabled under the ifdef SCALE_CITY_LIMITS, and I can't figure out how to turn it on. I tried adding that to the makefile build options but it didn't seem to work. What else would I need to do to turn that on?
 
I think the way the vanilla version maintained expansion control was perfect and realistic even though it was a bit constraining for too long (the Roman empire became quite large long before the vanilla game allows such expansion). Expanding too rapidly simply cost too much in the vanilla version. It is all about finance. I could never expand beyond a couple of cities in the early game. That's why I was surprised at how easy it was to expand so early in C2C but I guess I shouldn't be with all the extra buildings with financial bonuses.

Curtailing expansion should not be about imposing artificial limits. It should be about curtailing the financial advantage. I have noticed that the civics are a HUGE part of your financial ability to expand in C2C. This is as it should be. It is all about the balance between the financial relief on city maintenance found in civics versus how many financial buildings you can build.

Currently, this burden is relieved too quickly (too early in the game) and then there is a LONG period of time during when the burden cannot be relieved at all. The medieval financial limit goes on a bit too long.

This probably does not need to be a major focus right away. As some have suggested right now we are focusing on other things but I do have some suggestions for how to approach it when the time is right:

To give some realistic ideas on how this can be accomplished:
  1. Start the game with a larger financial penalty on expansion (maintenance fees), but reduce the financial burden the capital city imposes (the only thing that should really add to capital maintenance costs are wonders).
  2. Map size could have some relevance and may be used as a factor as wished (game option?)
  3. All civics should relieve the financial penalty SLOWLY. Realistically speaking here are my suggestions on era "caps" (to give an idea of how much financial penalty should be relieved). Civics discovered just before or just after the said era should financially constrain a nation to the following limits. Variations between extremes can depend on civic financial penalties:

  • Prehistoric era: 2-3 city cap.
  • Ancient: 4-5 city cap.
  • Classical: 6-9 city cap. (Rome was probably the equivalent to 8-9 cities on a large/huge map).
  • Medieval: 7-12 city cap. Very Civic dependent.
  • Renaissance: Civic dependent (9-16)
  • Industrial: Completely civic dependent with no real limit with three or so civics. See below.

In the late game expansion ability should be controlled entirely by civics. There are three civics that held a major expansion advantage historically: Imperialism (such as England, France, and Spain. This is somewhat different from the original Monarchy form), Democracy (such as the US) and Communism (such as Russia/USSR and China). These three civics should be available just before or just after the switch to the industrial era depending on the civic (Democracy and Imperialism just before; Communism just after).

By this point in history the issue of expansion is not a financial one. At least not with democracy and communism (with Imperialism it was... but the goal of the successful empires was to find and exploit new and valuable resources). As such, these two government types should not have such a limit (maintenance prices should be as low as possible or non-existent). Imperialism should be higher but should get extra money from bonuses, relieving the burden. Similar civics discovered with later technology (such as Federalism) should have similar restrictions (or lack of restricitions) on expansion.

ALSO: Keep in mind that with Imperialism, there should be an over-seas and distance related anger/unrest factor increasing the tendency for a revolution to be independent. This isn't due to internal unrest but rather due to ideological differences about human rights and freedoms being subverted. Other civics can alleviate this unrest. With Communism, a similar penalty should occur but only with overseas cities (for similar reasons) and may not be alleviated since communism is rather subversive of freedom by nature. In other words, certain civics that oppose the idea of communism should not be available (either because they are within the same tree or because they are disabled).

What should limit expansion in the late game (if the appropriate civics are selected) is simply foreign affairs. Unclaimed land should be fair game without any penalty. Subverting native cultures should create some hostility internally (create anger in cities, depending on other civics since they may be indoctrinated and not have an issue with imposing values... for example: cowboy indian propaganda) and should only affect international opinion based on civics (those with a more "fair" outlook should be affected negatively). Declaring war on other countries without provocation (basically for land and/or resources) should have monstrous effects internationally, having a negative affect on ALL opponents, particularly those with the SAME CIVIC!!! (Historical examples: China vs Russia because of competitive reasons. And the US's current "imperialistic" image among certain demographics and countries because our imposing is seen as hypocracy).

NOTE: To let people know how this compares to the current ability to expand in the game: I was able to expand to 10 cities or so by the ancient era. After the ancient era I wasn't able to expand much at all until I got to the late medieval era. I am currently in the middle of the Renaissance era with about 14 cities and am finally able to expand some. I think I will be able to add about 5-10 cities. The bottom line is that my current limit isn't bad... but I was given way too much freedom at the beginning and not enough in the middle of my game.
 
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