Hey everyone, I'm back with number four. Thanks for the complemetn, trumpeteer, and I look forward to more posts.
4.) Government change, revolution (take two) colonies, and barbarians!:
Governments would change in one of several ways: a.) you choose to start a revolution; b.) you're forced into it by anarchy caused by civil disorder. Also, if some of your provinces realyl dislike the idea of the change you're making, or it realyl harms them, they might possibly start a civil war to stop it, and return to the previous government, especially if it was a "Free" government with low corruption. High corruption and civil disorder will cause the people to try and force a government change, and a civil war will begin, without the intention of splitting away... of course, that may end up happening.
Colonies: My take on colonies is that they should be a kind of all-in-one useful item, with all the abilities of the worker settlements. First off, replace all the other things with just the colony choice, and give them these abilities (or otehrs... tell me your thoughts!)
They would act as, at first, a mini-village, to take resources (as now) also, they would be a port (well, with the trade ability of a harbor, but no food, of course) and, later on, an airport. They would also be outpost-type fortifications, and would have a population and a cultureradius of one, with no growth potential. Also, with the culture ability, these colonies would be much more useful for you. They would also be great defensive bases for units (since they do act like villages, only much smaller) and with the culture radius, they do not "dissappear" when another civ's culture reaches that area. All in all, I think that (and maybe some other stuff) would make the colony useful really. Also, if you put a second worker into it, it will become a city. Oh, they wouldnt interfere with the squares of the city if the radius overlapes, also.
Barbarians: Barbarians, I think, could be much more interesting than they are now. First off, you should be able to contact the cheifdoms, and they contact you. However, they arent full-fledged civilizations, but they want to be, and will do anything to reach it. They start with founding a cheifdom (which acts like a colony in actual use) and when they have three (maybe two) units in a place, they could start another cheifdom, with a 50% chance of staying under the same control of the original. Their units could also be, in the contact screen, "hired" for your own use, for something like three units for a gold per turn of use, or something. They will attempt to become a new civilization on their own (besides the starting in the map, and it doesnt matter if the number is max, with barbs, you could go over) They could become one in several ways, I think: First, gain six encampments by settling or conquest (these also include colonies, if they capture one, it will become an encampment) second, take over a province ( or at least four cities), or, maybe for third, gain control of four seperate resources i their encampments. When they become a civ, if they have encampments, the original encampment, and the closest one become level one cities, with multiple advances to help them in their start. The other encampments become colonies. If they capture cities, all the cities become part of the civ, and the capital becomes the original encampment. Also, the barbs would all be different, with eac tribe being against or allied with each other at will, in a much more simplified version of what the civs can do.
That's all for now, I hope for some comments and replies! Later!