Idea for UN.

ongwin

Rebel w/o A Cause
Joined
Dec 6, 2003
Messages
101
Location
Melbourne
For those who have played SMAC, I think you would remember the council which met once every 20 years. Perhaps in Civ 4, building the UN would open up such an option, and the civ that builds it gets advantages in initiating proposals.

Okay, maybe the modern age is a bit late for that, but maybe something can be worked out. Those international trade treaties, repeal UN charter etc, launch solar shade, etc...

One more thing, why not bring in SMAC's Economic victory? In SMAC, you could have an economic powerhouse, then when you had enough money, BUYOUT the WORLD. I remember it took 20 turns or something to finish buying out the world. Why not? Now we can win only by cultural, dominance, diplomatic, conquest and space race. Why not have economic victory?
 
Here is my idea for U.N. Peacekeping Operations:

Lockesdonkey said:
Perhaps it should go like this:

A UN Peacekeeping Opreation (heretofore referred to as a UNPKO) will follow the following rules:
  1. A crisis--such as a war or civil war--must break out in order for a UNPKO to be established.
  2. The UNPKO must be requested by either of the sides in the civil war or war; they will designate the area where the UNPKO has a mandate (i.e., is allowed to operate).
  3. The proposal will be brought before the UN for a vote. It would require a plurality of nations voting (all nations which did not abstain) to establish the UNPKO.
  4. A vote of the nations which voted in favor of the operation will determine the length of the mandate-how long the operation will continue. It can be five turns, ten turns, twenty turns, or indefinate. At the end of the mandate, another vote is called, to extend the UNPKO.
  5. A leading nation for the operation will be selected by vote of the nations which voted "yes"; eligible nations will be the ones with the best relations with both parties. They will command the UNPKO forces. NOTE: Minor civs get an advantage in seeking this position, since they mostly do not have an ulterior motive (they do not play to win).
  6. Nations designate units as peacekeepers by sending them to their capitals and giving an order (click on a button): designate as Peacekeeper. It then prompts you as to which UNPKO you wish to send this unit (in case there are several). It is whisked off to any square within the zone of the mandate.
  7. During their stint as peacekeepers, they are under the command of the leading nation of the UNPKO, but they must stay within the boundaries of the mandate zone.
  8. Peacekeepers have increased defense, but they cannot attack other units; they do, however, have some kind of ZoC. The ZoC should operate rather as the Civ II and SMAC ZoCs did, as the purpose of the peacekeepers is to preclude fighting. They can also be stationed in cities, where they serve as military police with double effectiveness and regardless of the government.
  9. And while you have no command over your units that are designated as Peacekeepers, you can request that your units be removed, in which case they are whisked back to your capital.
  10. The presence of peacekeepers increases the chance that a peace treaty will be signed (in case of international war) or that some settlement will be reached (in case of a civil war). By settlement, I mean either the rebelling territories agree to rejoin the nation, or that the mother country recognizes the rebels' independence.

Participation in UNPKOs should greatly enhance your reputation; pulling out of UNPKOs or actively opposing them (i.e. consistently not voting for them) should reduce your reputation.

If one of the parties involved is very powerful, then a UNPKO is less likely.

A Peacekeeping military stance is explained here,
and the thread I suggested UN Peacekeeping Operations is here
 
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