Governments, Revolutions and Spy missions

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Jul 21, 2003
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Adelaide, South Australia
Hi Guys,

Probably too late for C3:C, but perhaps for Next years expansion ;). What I want to see is the concept of the "Revolution" taken out of the players hands a bit!! I still think you should be able to cause a revolution on your own, but I think that there should be a relatively small chance, each turn, of a revolution spawning automatically. This is how I feel it should work.

1) Base chance will depend on the number of unhappy citizens+level of war weariness+avg corruption level-avg. no. of garrison troops/city.

2) This chance will be modified according to how your people 'view' the current government, and whether another 'better' government is currently available.

3) When a new government first becomes available, the chance of a spontaneous revolution should double.

4) Every turn after your civs 'preferred gov' becomes available, the chance of spontaneous revolution should grow.

5) If you change to an 'earlier' government type, especially after being in your civs 'preferred gov', the chance of revolution should increase!!

If a spontaneous revolution should occur, you should be given the option to try and quash it. This is not guaranteed to succeed and, even if it does, ti should have a chance of provoking a civil war or, at best, a massive increase in dicontent levels!!!

In line with these ideas, I'd like to see some new spy missions in the game-namely 'incite revolution' and 'provoke Civil War'. Both missions should be VERY difficult and expensive, and carry high penalties if caught in the act!! The latter missions benefits are self-explanatory but the former mission has MANY benefits too!! You could use it to install a government with a higher corruption and/or war weariness factor-to cripple the economy or war making potential of an enemy civ!!
Anyway, just a few thoughts.

Yours,
Aussie_Lurker.
 
in a slightly differently styled game I think this would be so incredibly cool :cool:
 
I like the idea of civil wars and revolutions. It could keep the game interesting after you have grown very large. One thing, however, is that 'preferred government' is not the government that a civ prefers to be, but is the government that a civ is more likely friendly to when it comes to trade. Are you suggesting a change in this rule?

Here's a quirky thought: If you are prebuilding palaces in a few cities (as people usually do to prepare for wonders or to move the capital) the populous could see this as a decadent ruler misappropriating the nation's wealth and would have a slightly higher chance of rebellion in those cases. It makes prebuilding wonders a bit more risky. Hee hee.
 
Hi Pirate, I know that 'preferred civ' affects relations with other civs (if AI), but I still thought that it would work equally well for what kind of government your Civs population would want to be!!
A couple of other things, though: rather than a simple preferred and shunned gov for each civ, I think there should be a ranking of all available govs, for each civ, from most preferred to most shunned-which would also influence what gov your people would prefer you to have :)!! In addition, I think regular shifting between government types (say, more than 1 change/5 turns-not including anarchy) should increase unhappiness/war weariness, and increase the chance of a 'spontaneous' revolt!!!
Lastly, governments spawned from spontaneous revolts should have a 'minimum' life span-before which you CAN't change to another government type!

Yours,
Aussie_Lurker.
 
thats also very interesting.
 
how about civil disorders in many cities after several turns just causing your government to be thrown into anarchy, as in civilization 2. and civil disorders sometimes causing new independent civilizations to emerge
 
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