[R&F] Idea for adding revolutions, rebellions and civil wars using loyalty

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Oct 25, 2014
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I think I came up with a great way to add revolutions, rebellions and civil wars to civ6. In a nutshell, the idea is to add a negative loyalty modifier to cities when you change government or change policy cards. So it has the advantage that it should be relatively easy to implement since it would not require creating a brand new mechanic but would simply use the existing loyalty mechanic.

There are 3 ways that the idea could be implemented:

1) Simple way.
When switching governments, all cities (except capital) would lose some loyalty. The more drastic the government change, the more negative loyalty. Likewise, when you change policy cards, all cities (except capital) would lose some loyalty based on how many cards you change. The more cards you change at once, the more negative loyalty. Not sure, if it should be a flat loss of some loyalty for 1 turn or if it should be negative loyalty per turn for say 1-3 turns. During this phase, the game would give you a pop up stating that your civ is experiencing a revolution so that the player would know that their cities will have less loyalty. At the end of the phase, the game would tell you that the revolution is over and your people have accepted your new government/policy cards.

This implementation would be the simplest since it would just be a flat effect to loyalty every time you change governments/cards. The downside is that it would not really reflect how your people feel about the changes.

2) More complicated way.
Give each government and all policy cards a unique "loyalty effect". For example, the policy "limes" which grants bonus production towards defensive buildings could also have the following effect:
- all cities with walls will get -5 loyalty per turn for 5 turns when this card is discarded. (this would represent the fact that cities with walls like the policy so they get upset for a little bit when you get rid of the policy).

This implementation would obviously be much more time consuming since it would require adding an appropriate "loyalty effect" to all the governments and policy cards in the game. However, I think it would be more immersive as it would represent how your people feel about different policies. Like in the example above, cities with walls would be upset about losing the "limes" card but other cities would not care. But getting rid of an economic card might upset cities with commercial districts. This would force the player to think much more carefully about changing cards rather than just automatically adopting the next best card.

3) Slightly less complicated way.
Only give each government a specific "loyalty effect" when you get rid of that government. For policy cards, make the effect a bit more generalized as follows:
- cities with commercial hubs and harbors would lose loyalty when changing an econ card. (rationale: these are financial centers that don't like that you are changing economic policies on them)
- cities with encampments would lose loyalty when changing a military card. (rationale: these are military centers that don't like that you are changing military policies on them)
- cities with international trade routes would lose loyalty when changing a diplo card. (these cities are interacting with other civs through their trade routes so they don't like that you are messing with your diplomatic policies)
- not sure about wild cards.

This would be a good compromise I think because it would still give you specific effects for governments and some effect for cities but would be less time consuming since you would not need to come up with unique loyalty effects for every single card.

Also, if 1 or more cities flip, they would become rebel cities. You would get a pop up that your civ has entered a civil war. Your loyal cities would get +production towards military units (have to raise an army to fight the secessionists!) and the rebel cities would generate "rebel" loyalty pressure. The rebel cities would also generate rebel units of course and attack your loyal cities.

There could be a world congress resolution too that ties in with this: when a rebellion starts, there could be a world congress resolution to support the core civ or the rebel civ.

Overall, I think tying loyalty to governments and policy cards does a few really neat things:
1) It adds concepts of rebellions and even civil wars. Imagine making some big changes to your policy cards and having two cities flip to independent cities. That would give the player a great sense that their civ is in rebellion because the people don't like your policies.
2) It makes the decision to change governments and policy cards much more interesting. No longer would players just automatically change to the next best government/card ASAP. Instead, the player would need to take into account how the changes might affect their civ and whether there is a risk of rebellion or civil war.
3) It ties government/policy cards with the loyalty mechanic adding more depth to these two systems in the game. This idea would connect two related game systems better.
 
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