sir_schwick
Archbishop of Towels
In all the civs, but especially Civ 3, the only real obstacles to expansion were other civilizations. Barbarians were a simple and infrequent nuisance, and indigenous populations were not to be seen. Not anymore I say! This is a rough outline of a system to make expansion a comprehensive and expensive effort in terms of both culture and military might.
1. All squares that can produce food(including improvements to that terrain), are inhabited by some indigenous population. The maximum 'population' of any square beside settlement squares is one. Whenever this population unit is utilized, ten food must be stored by the square to have a new population unit avaliable. Here is an example of what I mean.
2. Any squares that are not within your cultural influence will automatically be hostile to your forces. Culture will spread to foreign citeis, so that territory will not be as hostile. Squares inside your cultural borders still have a possibilty of being hostile, but usually require provocation to do so.
3. Hostile squares will often attack your forces if within a two to three square range. The potency of these attacks varies based on technology and shield production of the square. However, in the early era you will probably need a heavy military presence in order to move around outside your cultural borders. Here are modifiers that might affect when and where your troops are attacked.
4. Slaving is the function of turning indigenous populations into slave workers. These workers can eventually be added to cities, but with special slave rules.
5. Reserves come after the Republic and are a way of generaing cheap border gaurds from indigenous populations. Military units can gather and train pop units from squares in the ZOC of a fortification. These new units are Conscript level and attached to the fortress, incurring no upkeep. Once they are moved from the fortification they become a regular part of your military, but can be upgraded to Regular status at a Barracks.
6. Fortifications now play an important role, as cities can build one as well. Fortifications allow you have a base of operations for 'slaveing', 'pacification', 'reserves', and expansion. They provide the defense necessary to survive the constant harrassment of the hostile natives. Also, they can be populated by workers, slave or free.
1. All squares that can produce food(including improvements to that terrain), are inhabited by some indigenous population. The maximum 'population' of any square beside settlement squares is one. Whenever this population unit is utilized, ten food must be stored by the square to have a new population unit avaliable. Here is an example of what I mean.
- Slaves are rounded up from a Hills. The Hill generates 1 food per turn. It will thus take 10 turns for another pop unit to be avaliable to be slaved.
- Slaves are also rounded from Grain. The Grain generates 4 food per turn with the present irrigation. It will take 3 turns for another pop unit to be avaliable to be slaved.
2. Any squares that are not within your cultural influence will automatically be hostile to your forces. Culture will spread to foreign citeis, so that territory will not be as hostile. Squares inside your cultural borders still have a possibilty of being hostile, but usually require provocation to do so.
3. Hostile squares will often attack your forces if within a two to three square range. The potency of these attacks varies based on technology and shield production of the square. However, in the early era you will probably need a heavy military presence in order to move around outside your cultural borders. Here are modifiers that might affect when and where your troops are attacked.
- If that square has been the victim of slaving or former pacifciation, they are very hostile to the responsible civ.
- Troops that are not within the Zone of Control of a fortification, in or outside a city, are considered much riper targets.
- Fortifications will usually deter weaker attacks.
- Tiles that have been slaved do not have the pop points to organize resistance until the pop returns.
- Tiles that are 'pacified' by a unit from a fortification will be impotent for many turns but very hostile for many after that.
4. Slaving is the function of turning indigenous populations into slave workers. These workers can eventually be added to cities, but with special slave rules.
- Slave happiness is not modified the usual way. Instead each content citizen makes one slave content. Each happy free citizen makes two slaves content. Each military unit make sone slave content.
- Slave unhappiness is automatic and is overcome by first having enough free citizens and military units to maintain order. Each time a slave is unhappy for a turn, it adds an unhappy modifier of +1 to the slave population. THe only way to remove any of these modifiers is by enfranchising a slave citizen.
- Slaves do not count toward population count when figuring out how big the grain box is. They also do not count towards overpopulation. HOwever, a city still needs an aqueduct to get above the combined pop of slaves and freemen of 6.
- Slave revolts occur whenever a city goes into civil disorder. All the slaves that were unhappy become Conscript units of the average quality of the day. If they capture the city in the fight against hte garrison, the rest of the slaves join them. The city is under the banner of the oldest slave's origin. As this slave army moves, any squares that were very hostile towards you contribute units to this army.
5. Reserves come after the Republic and are a way of generaing cheap border gaurds from indigenous populations. Military units can gather and train pop units from squares in the ZOC of a fortification. These new units are Conscript level and attached to the fortress, incurring no upkeep. Once they are moved from the fortification they become a regular part of your military, but can be upgraded to Regular status at a Barracks.
6. Fortifications now play an important role, as cities can build one as well. Fortifications allow you have a base of operations for 'slaveing', 'pacification', 'reserves', and expansion. They provide the defense necessary to survive the constant harrassment of the hostile natives. Also, they can be populated by workers, slave or free.
- Each fortification requires a different level of garrison based on the technology. More advanced facilities require more units. This garrison insures the base provides its ZOC functions and defense functions. Part of these functions is the ability to make first strike against any enemy units that enter this space from outside it.
- All units past the garrison can perform operations in the fortifications ZOC. These operations are any that interact with the squares native population.
- Fortifications can build specific improvements unique to forts. These mostly allow them generate science, gold, shields from squares or train troops or reduce attacks.
- Based on the level of fort, a certain number of workers can be assigned to the fort. They work squares, but can only gather one product from the square. What they can gather is based on what improvements exist. Trade arrows are converted to either gold or science at 100%.
- Any of the products of the fort can be exported to a city of your choice once a RR connects them.