Ideas for RFC in Civ V?

Mxzs

Prince
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Aug 16, 2003
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Boy, I hope I'm not being too presumptuous in creating this topic.

So, there is no guarantee or even plans for an RFC for CiV [RFC-V?], but it's very hard not to play the new game without squinting hard and trying to glimpse an RFC inside it. Besides, it seems to me a lot more constructive to make positive suggestions for improvements (within something resembling an RFC universe) than just criticizing those aspects of CiV you don't like. So even if this thread doesn't lead anywhere, maybe it'll be psychologically healthier. :)

And if ideas for an RFC-V don't go anywhere, maybe it's worth throwing mod ideas out in general.

I'll open with three ideas, but I'll roll them out piecemeal instead of all at once in one big post or a series of double posts. These are fairly large proposals, because I think it best to start by pondering some of the core concepts in RFC to see how CiV could make a difference to them.

First idea:

Use CiV's "puppet city" mechanic as the basis for collapses in RFC.
Background, if you don't know it: In CiV you do not have to annex a city after you conquer it; you have at a minimum a choice between annexing it outright or turning it into a puppet city. IIRC after my few initial playthroughs, annexation gives you an unhappiness penalty (which requires a courthouse to eliminate) and you bear the full costs associated with having a new city, including expenses and greater culture and happiness totals to accumulate before getting a new Social Policy or Golden Age. If you puppetize it, you continue to draw money, culture, resources, and science from it, but you cannot allocate citizens, and you cannot choose or control what it builds. You have to defend it and improve it yourself, since it does not build units. On the other hand, it is not technically part of your civilization and so there are fewer penalties for taking control of it.

Now, such puppet states are already pretty close to being the independent cities that are created in RFC by a secession. Assuming things are sufficiently moddable, you would only have to make a few tweaks to turn them into near-functional equivalents to secessionist cities. I'd suggest modding them this way: They continue to contribute science and culture to your civilization, but you could not draw money or resources from them, and you could not enter the cities themselves with your units—if you try you will be bombarded. (Could you enter their surrounding hexes? Maybe, maybe not; much depends on how moddable they are.) You could not allocate their citizens or choose their builds. They would not build units, and if you wanted to see their land improved, you'd have to do it yourself. They would not conduct diplomacy. Any civilization that could get to them could attack them without automatically causing a war with you. (That is, you'd have to be the one to declare war if they attacked one of these puppets.)

Why this implementation, instead of RFC4-style independent cities or city states? Well, for starters, because puppet states are a new mechanic that can be adapted to do the job, leaving genuinely independent cities or city-states available to use in modeling other behavior. I'd also do it this way because it would leave you able to draw culture and science from secessionist cities. Why do I recommend this?

It would be part of a more fine-grained model of historical behavior. Cities that are politically independent of each other can still be part of a common culture. Think of classical Greece: Athens, Sparta, Corinth, and all the rest were politically independent of each other. But they were still part of a common cultural sphere (which is why no one gets upset that in non-scenario Civ games the "Greek" civilization includes all those cities instead of giving each their own unique "civilization.") Modeling secessionist cities as puppet cities lets us capture that kind of distinction, between political unity and cultural unity, and in doing so lets us capture a distinction between cultural collapse and imperial fragmentation. The former is the kind of thing suffered by the western Roman Empire, where the culture itself almost seems to have evaporated and been replaced by a Christianized barbarian/classical mix. The latter is more like what happened to China during those inter-dynastic contending kingdom periods; the civilization is still there, it's just that the constitutional form of its governing entity has become temporarily deranged. It makes sense that the culture and science would continue and might even thrive. The player would enter a political dark age, but not necessarily a cultural one.

But what if we want RFCV to have cultural dark ages—things as bleak and exciting as those total collapses on RFC4, where culture and science dry up because all of our farflung cities have spun off on their own? That's fine, I think we can still have them, because puppet cities are a new mechanic, and presumably we can still use independent cities to model the more horrible kind of breakup. So, let's assume that there are still various categories that go into overall Stability—the foreign, the economic, the civics (now Social Policies), etc. Depending upon which indicators have gone pear-shaped you can get the milder political collapse or the starker total collapse. That's as much detail as I'm prepared to offer at the moment—both on how to realize a total collapse and what it would look like—because for now I just want to note that it seems possible to have at least 2 different kinds of collapse.

But why have two different kinds of collapse? Why have the milder one alongside the starker one, I hear you ask. (I'm getting tired of asking your questions for you, but these questions are easy to anticipate and need answering anyway.) Well, first, it's more historically accurate, as I noted above. Second, it takes advantage of CiV's better implementation of culture. In past iterations of the game culture-generation relied on controlling cities. Now you don't have to control cities fully in order to get their culture, which can give players more freedom to maneuver and win: Why do you need to control your cities politically if you're striving for a cultural victory and you can have cultural control without political control? And I don't see anything historically objectionable in having a civilization win a cultural victory even if it is politically fragmented: look at the immense cultural impact of Europe, which (notwithstanding Civ's insistence that the Germans and the Dutch are as culturally distinct as the Chinese and the Zulu) is a common cultural space that hasn't been politically unified in millennia.

To summarize, there would be two ways you could collapse: a political fragmentation as your cities slide into cultural puppet status, and a total collapse as they spin off on their own as independent cities. The former may be acceptable if you are concentrating on a cultural victory—if you're going for a culture-heavy UHV it might even be irrelevant. It might, though, be devastating if your civilization is supposed to be conquering vast new worlds. In other words, here is an opportunity for greater differentiation, both of civilizations in RFC and in game play. An event that might kill one civilization might cause no problems for another. The total collapse, though, would be devastating to all.

Finally, how would you go about rectifying these collapses? Well, the total kind would have to be handled the old-fashioned RFC way, I guess. As for the milder form of fragmentation, there might be two different mechanisms. First, you could do it by conquering the secessionist city or cities. This would not require a declaration of war, since there would be no diplomatic actions. It wouldn't be a cakewalk, necessarily, since the city would bombard you back, of course. Second method: a Social Policy that allows you to simply annex Cultural Puppets when you want to. This would be some kind of confederation/republic SP that allows sovereign states to come together into a political union peacefully, as the American states did in 1787 and the European states have been trying to do. Both conquest and confederation should come with costs, of course, so that political fragmentation is not easily reversed on the spot.

I'll stop here, because if I've made some really gross errors or misassumptions, they should be pointed out before I go on.
 
So, there is no guarantee or even plans for an RFC for CiV [RFC-V?]

There are plans (1 2 3), but no guarantees, no. And it seems to me that every other thread is clogged up with suggestions for RFC5, I'm surprised you missed them :p Still, it's probably better to have it all in one place.
 
Oh, I've seen lots of suggestions, but all made in the abstract and scattered about, and mostly offered before the new game had been released. So, I'll clarify: Suggestions/observations based on concrete game play. Which features of CiV can or should be adapted for RFC, and what changes might be made to RFC to accommodate or reflect the changes in CiV?

For instance, did anyone realize before the game came out that Egypt's UHV would probably have to be rejiggered? Now we know: The techs that let you build the Great Lighthouse, the Great Library, and the Pyramids are among the earliest you can get, and Egypt has an incredible wonder-building advantage. Maybe that UHV has its wonders changed; or the tech tree is changed; or the Wonder prerequisites are shifted; or that UHV becomes a freebie and the others made harder.

That's the kind of thing I suggest for this thread: We've gotten our hands dirty; what have we noticed that would or could be adapted for RFC, or which RFC should shift in response to?
 
If you can get techs needed for wonders early it's probably harder to get the Wonders (because before you end the first one all alive civs will have the techs and some of them will start building the wonders). IMO let's wait what Rhye say. He is the boss and his decisions was often too good to be real :P However, after first beta we could discuss more :)
 
okay I'll put my idea here since the thread is properly title and the other was an impression thread.


To solve the problem with 1upt, which I like, and I hate SoD, is to simply limit the amount of every type of units you can field. Just as you need iron for longswords, and oil for tanks, you will need some resources for the units that don't require any. That resource will be foooood.

Okay, food sources such as sheep, wheat, etc... don't add anything really different from a farmed grass plain. So what if we assign the finite numbers like iron. Your capital has a bonus deer nearby with "3". So you can only field 3 archers. That way the bonus resources will be more valuable than it's currently is.

This way, small Civ such as Amsterdam won't be able to clog up its entire territory. The "Food", currently banana, cattle, deer, fish, sheep, and wheat, will represent the non-military population that is needed to support a military unit. Like a town is needed for one noble knight.
 
As noted in another thread, Mod tools are now available, as is a modder's guide (PDF format). Links for idiots like me who spent thirty minutes trying to find them. That should give more guidance on what is and is not possible.

And, @LuKo, I certainly didn't mean to be presumptuous by ... er ... suggesting that we make suggestions. But if we have ideas for how the range, depth, and flavor of RFC might be adjusted to the new game, is there a reason we shouldn't share them? Even if they don't go into an official RFC-V, isn't it worth having them out there, for modmodders or those who'd like to try crafting an RFC-like mod?

@Ogrelord: I think that's an interesting idea. It does something to address unit spamming, as you note. Possibly, it also gives the player some, uh, interesting choices. A civ that for reasons of geography or strategy is very small would have to find some way of making up for its small military, either by chasing tech so as to keep its small military on the cutting edge (luckily, small civs seem to be very viable in CiV) or clever diplomacy (unluckily, diplomacy seems to suck). Expansionist civs might find themselves on a dangerous treadmill, chasing the resources they need to expand, and chasing more resources to defend all the resources they have had to acquire. That could lead to ... interesting stability issues for expansionist civs.
 
@Ogrelord: I think that's an interesting idea. It does something to address unit spamming, as you note. Possibly, it also gives the player some, uh, interesting choices. A civ that for reasons of geography or strategy is very small would have to find some way of making up for its small military, either by chasing tech so as to keep its small military on the cutting edge (luckily, small civs seem to be very viable in CiV) or clever diplomacy (unluckily, diplomacy seems to suck). Expansionist civs might find themselves on a dangerous treadmill, chasing the resources they need to expand, and chasing more resources to defend all the resources they have had to acquire. That could lead to ... interesting stability issues for expansionist civs.

Yes, by remaining small, a Civ could tech faster in SP. But what if a big Bear comes knocking? Either you have high tech, or lots of gold for a instant mercenary army. Then again, still thinking with the Dutch here, they could have resources (and lots of gold) if they secured the Spice Islands and other colonies.


--------
As for the OP (original post)

to sum it?
You have conquer Largos
  • Annex
  • Puppet State
  • Provisional Government (lesser Puppet State with just Culture benefits)*
  • Liberate (return to founding Civ, or give back Independence Status, make it Independence even though it was founded by another Civ or yours). Independence as in same as City-States.
  • Raze it

Having a bad stability and your Nation State is collapsing, the cities can revert to:

  1. Puppet State (either yours or a nearby Civ with lots of culture or influence)
  2. Provisional Government (either yours or a nearby Civ with lots of culture or influence)
  3. City States (Independent with either a Friendly, Neutral, Irrational, or Hostile to you)
  4. Raze? (Has there even been a Civil War or Revolution so bad that it completely destroyed a whole City? Certainly the collapsed of a Civilization has lots of ruins.)
 
So, there is no guarantee or even plans for an RFC for CiV [RFC-V?], but it's very hard not to play the new game without squinting hard and trying to glimpse an RFC inside it.

I can squint as hard as Gilbert Gottfried, but I can't see how Civ V can have a RFC that is as good or even better than this one.

There are just too much important things missing.
 
Like what? (I assume) Rhye isn't just going to remake RFC in Civ 5. The nature of a mod is to work with you've got and improve upon the original game, not to say "I want to do this, this and this" and give up if you don't have the raw material to do that. I'm very excited about an RFC for Civ 5 because many of RFC's innovations, e.g. city states, unique powers, have become part of the vanilla game - so Rhye will be able to devote his efforts to new things.
 
Seeing how many of these important things were actually modded into RFC, I have no doubts it's possible. The major obstacle is either making 2x larger maps or enabling non-hostile troops from different civs to occupy same hexes (i.e., civ-wide 1UPT only) and disabling ranged attacks over sea tiles to alleviate the issues that make the old scale map unplayable or unrealistic. If there are no traffic jams and no intercontinental archer attacks, it will already be a huge step towards RFC V.
 
I can squint as hard as Gilbert Gottfried, but I can't see how Civ V can have a RFC that is as good or even better than this one.

There are just too much important things missing.

Maybe that's a good reason to list important changes between Civ 4 and Civ 5, to get down solid what would have to be rethought or reintroduced or just somehow finagled.

Off-hand (meaning I put about 15 seconds of thought into this list, so others should add the big obvious things I forgot):

Missing resources: Can be modded in, surely.

Missing buildings: The modder's guide definitely says they can be added back.

No religions: Well, there was nothing like stability in Civ 4, but Rhye modded it in. Unless the mod tools in Civ 5 are significantly worse, I'm betting religions could be modded back in too.

1upt: This is the troublesome one. I think "suspension of disbelief" issues can be handled with a few tweaks, like preventing archers from shooting over the English Channel, and I think it's not nearly as bad on a Huge map as it is on smaller maps. Crowded Europe is the issue that is getting the most attention here.

Until then, sorry, here's another wall of words outlining another idea

Mod in a second kind of puppet city, the reverse of the standard puppet city: a city that is under political but not cultural control.

To recap the first use for puppet cities: You could found certain kinds of puppet cities that would only contribute knowledge and culture to your civilization. There's not really a good word to describe these things; the closest approximation is "colony," but they would be like the Greek colonies of yore, not the resource-stripping colonies the Europeans set up. The contribute to your culture and science, but not to your economic, military, or resource base. Let's call them "apoikia," for lack of a better English term.

Such things could be relevant to RFC because they are the sort of thing your civilization collapses into when your stability goes wonky in a particular way. It would be like the fragmentation of a civilization-spanning empire while the civilization itself remains intact and functional. (See China during its inter-dynastic periods.)

The new kind of puppet city would be the reverse of an apoikia. It would not contribute culture or knowledge. But you could alter its citizen allocation; you could control its production; you would get its resources; it would contribute coin to your treasury. Attack by an AI on it would automatically trigger a war with you. If an apoikia is a city that is part of your civilization but politically independent of your control, then this second kind of puppet would be like an alien city under imperial occupation.

Where, how and why would you create such things? From two places: First, when founding a city, you would have a choice of founding it as a regular city, as an apoikia, or as a political puppet. Second, when conquering a city you would have a choice of annexing it outright and turning it into a regular city, or putting it under occupation as a political puppet. Why would you do either of these?

To answer that, start by assuming that founding a city is an expensive proposition in many respects. (In RFC, cities have always been more expensive than in the vanilla game; I assume this will continue.) They can be expensive to maintain; they can cause unhappiness; they can contribute stability hits; they can make Golden Ages and Social Policies harder to achieve. A political puppet would be cheaper. You would get the benefits of imperial control—resources and cash and production—without taking as many stability or other hits associated with founding a new city, or assimilating a city that belonged to a foreign culture. (Think how much trouble the Seleucids had when they decided to turn Jerusalem into a Greek city, and how much happier the Romans were when they had Herod running the place as a client-king than when they had to put Pontius Pilate in as governor.) Conquering foreign cities and occupying them is acting like an empire that is expanding into foreign space without assimilating it. (There's that distinction I noted in the first post, between a civilization and an empire.) Again, greater flexibility for the player, and more historical verisimilitude.

What about founding a city as a political puppet? That would be like founding a classic resource colony—England founding the Virginia plantations. It's cheaper, but you get only limited benefits.

There should still be game play costs associated with these things. Perhaps they have a propensity to revolt, to peel off and become city-states or rejoin their original civilization, if you don't build a sufficient number of buildings of a certain type, or satisfy their luxury demands. Perhaps they might cause barbarians to spawn nearby, as an insurgency. Maybe riots break out and they lose population or buildings. Basically, whatever is moddable that would suggest the behavior of city that is unhappy to be under your political control.

How can you turn these puppets into regular cities? How about: Whether they were founded by you or conquered, you can assimilate them into regular cities in your empire by building a sufficient number of buildings of a certain type. But you would still have to take a hit when they became regular members of your empire.

* * * * *​

That's a lot of stuff in this and the previous post. Let's try pulling it together into a description of game play, so we get a more direct sense of what it all would look like.

You start with a city; eventually you send out settlers. You have a choice when you settle: Regular, Cultural Puppet, Political Puppet. Building regular cities gives you culture and money and production and resources, but it can be expensive. Building Cultural Puppets gives you culture and science, so you do this if you are intent on a cultural victory; alternately, you do this if you are looking to expand quickly on the cheap and are gambling that later on you'll have the military units, the SPs, and the technological and economic muscle to stitch these fragments together into a solid state. Building Political Puppets is like building an empire on the cheap without trying to really create a civilization beneath it: You are grabbing resources and coin and aren't interested in the culture or foregone science. Or again, you are gambling that you can pull this empire together into more cohesive whole later on.

Eventually you meet foreigners and start interacting with them. Let's assume you're the aggressor and are damn good at it. What are you going to do with the cities you conquer? Well, you can turn them into Political Puppets, which is cheap and useful; or you can try assimilating them as regular cities. Both would come with dangers. Assimilated cities cause unhappiness and stability hits. But Political Puppets have a nasty tendency to peel away or attract insurgents.

Eventually, though, instability catches up with you. Depending upon your Social Policies and the overall structure of your empire you might suffer different kinds of collapse. You might suffer a colonial collapse as your political puppets revolt. You might suffer political fragmentation as your core cities secede into cultural puppets. You might suffer a complete collapse as everything turns into independent cities. The latter is an idea that needs more development, to make it seem more like the Roman example: things evaporate and are replaced by something new.

That's what it looks like from the player's point of view. How would it affect AI players?

Well, as long as they are in possession of even one city that is one of their own regular cities, or is either a political puppet or a cultural puppet, then they stand a chance of remaining in the game. (Far more likely, they will suffer a collapse that removes them until they can be reborn.) This means that even if you puppetize all of a rival's cities, you could still be in cultural competition with them, and you could still lose if their UHVs include cultural components or they realize a general cultural victory. The same, by the way, would go for you: You could be conquered, but if you were not culturally extinguished you could still fight back. If all your cities are politically occupied, you might be given control of insurgent barbarians; perhaps there could be a mechanic that for a cost could send an occupied city into revolt and secession and so return to your full control. I'll confess this has been a long-standing dream of mine: to find in a way for the player to win certain kinds of victories—a cultural victory, probably—even if he cannot build armies and fight wars.

I've got other, subsidiary ideas—Trojan memes and vanguard cities and universal empires—that would fit into this scheme, but this is enough technical stuff for now.

* * * * *​

An even shorter list/summation:

Founding Cities
Regular city: Control of everything. Expensive.
Apoikia: A cultural colony. Only gives you culture and knowledge.
Puppet: A resource/production colony. No culture or knowledge; tends to peel off as city-state.

Conquering cities
Regular city: Control of everything. Expensive, unstable, causes lots of headaches until culturally assimilated.
Puppet: City under imperial occupation. No culture or knowledge; less likely to cause problems, but there will be no end to them.

Collapsing civilization
Puppet revolts: Puppets (colonies or occupied) peel away, sometimes in bulk.
Political collapse: Puppets peel away; core cities lapse into apoikia status (political but not cultural independence).
Complete collapse: Puppets peel away; core cities lapse into independent cities (no connection, not even cultural, to original civilization).
 
I don't think RFC for ciV should go too heavy with changes, one of the best things about RFC in cIV was that it wasn't an entire different game from cIV. You didn't have to learn all these new buildings and units and wonders, it just had a few additions.
 
Supposing RFC is really mostly about making use of what we have rather than modding in what we haven't, I wonder what will the newest incarnation of settler maps be? Or, rather, what will city flipping look like? Or, rather still, what will the unlucky results of settling out of your historical place be?

How about making the inevitable flip perceivable long before it actually happens (and thus kind of 'gradual')? Imagine: you're playing Egypt and tried settling too far south where Ethiopia would eventually be (or not south and not Ethiopia, given that there's none in CiV - simply take this as a familiar example).

You start developing your city but one turn notice a strange plot of foreign territory appearing close to your city. In fact, it just beats you to a lucrative tile you had plans to culture-expand your borders to! In factual fact, it seems almost as if there is a foreign city on the very spot your city is, and it is slowly expanding its territory, denying you the land! The more you play, the more it feels your city is kind of schizophrenic, acquiring the tiles - but not for Egypt, for some new nation you yet do not know, which yet does not exist! Eventually your land-deprived half-starved ill-founded city flips, and - lo! and behold! - you now know what nation it was. There it is, having taken possession of your city with its citizens joyfully defecting and its lands completing their transition to their rightful historical owner. In fact, it looks as if another city has secretly grown within your one, finally taking it over.

The underlying mechanics as I see them: instead of settler maps simply defining future stability and flip zones there will be maps which will, first of all, modify tile purchase and :culture:-expansion priorities. That will, first of all, encourage more realistic borders (especially if it, apart from yields, will be able to influence which tiles AI will automatically :culture:-expand to).

Additionally, settling way outside your historical borders will, apart from making tile purchase intolerably expensive, make a certain portion (most probably dynamic) of your natural :culture:-expansion produce foreign tiles instead of your own. Perhaps even flipping the ones you've already purchased. Founding a city in another civ's territory will be like settling on a bunch of timed mini culture bombs. They will begin to go off, exponentially.

PROs, as I see them:
- it makes use of the existing mechanics (border expansion, costs, culture bomb tile flipping, etc.);
- it provides for historically realistic borders;
- it helps new nations appear other than out of the blue;
- it takes away the absolutely sudden anti-fun city flipping;
- it makes hardcoded mechanics not quite rigid (technically you're still able to purchase tiles outside your intended borders, though it will be rather costly).

P.S. The only obscure point is the actual balancing act of producing 'alien (foreign) tiles'. It is obvious that that RFC gameplay have to do away with Vanilla permanent (except for culture bombing) tile ownership. It means that it must be disputable. Whether tile flipping will be restricted to :culture:-expansion or permit outbidding is a question of gameplay design. But as I'm sure it will be in place one way or another, it is a matter of balancing the game to decide what portion of city border expansion (:commerce: or :culture:) should go as a sort of upfront payment towards its future owner.

Should city flipping to newborn civilizations be, if not altogether avoidable, deferrable? If so, how exactly? The most logical way would be by having a strong 'host nation' culture resisting 'guest nation' influence. If so, then the rate of 'alien tiles' expansion should not be tied to 'host city' culture. The two will have to have two independent sources and thus struggle with each other for land ownership. Mounting an aggressive cultural policy will defer (or, perhaps in case of 'yellow' zones, even prevent) the city from flipping.

This unfortunately raises a question of what this other source of not yet exiting nation's culture be, in purely numerical terms. What will the culture output of this 'invisible Ethiopian city' gradually taking over the present Egyptian one be? It should be strong enough indeed to jump-start a new nation, but not arbitrarily unbeatable.
 
Now to Mxzs's idea of new city-state types. While I do not like adding new entities needlessly, I do find one thing worthwhile: the mechanics of gradual civ collapse through some of your cities turning city-states.

There should really be another option of reunifying your disintegrating country besides the type of internal reconquista we had in RFC.

There must certainly be two types of collapse: a hard and a soft one. A hard one is effectively a civil war. It would mean most of your cities (except the capital) becoming city-states already hostile (and possibly at war with you). Military solution seems the most likely one here. You just need to mod in an exception to general diplomacy rules so that conquering your former cities back will not be counted as conquering neutral city-states, i.e. being aggressive.

However, a soft collapse, which is a certain type of non-violent decentralization, will yield a number of city-states with neutral or even initially positive disposition towards you. You may eventually win them back by diplomacy (with attaining Allied status making them once again your cities).

Perhaps we should even add an extra stage between a regular city and a city-state - a forced puppet city! A collapse of either kind will be preceded by a number of turns during which your cities will begin turning into puppets. Unless you radically fix your civilization they will eventually turn into completely independent city-states. I really like this puppet cities thing, it conveys the idea of power slowly slipping through your fingers very nicely!

It will be a gamedesign decision to figure out what stability (or other events) will produce either collapse scenario. I suppose it will be logical for an economically challenged civ to soft-collapse, while a hugely unhappy civ will instead get a civil war on its hands as a result.

PROs as I see them:

- it makes use of the existing mechanics (city-states, puppet governments, etc.);
- it provides for (more or less) historically realistic state disintegration;
- it takes away the absolutely sudden anti-fun civ collapse;
- it gives the player diplomatic reunification options;
- it makes hardcoded mechanics not quite rigid (you can still try to "buy back" the loyalty of your disaffected cities after hard-collapse).

P.S. My mouth waters at the thought of cities turning to particular types of city-states according yo their previous specialization. Hammer-rich cities will turn militaristic, culture-rich - quite obvious what, and food-heavy cities will turn maritime. Sweet!
 
The underlying mechanics as I see them: instead of settler maps simply defining future stability and flip zones there will be maps which will, first of all, modify tile purchase and :culture:-expansion priorities. That will, first of all, encourage more realistic borders (especially if it, apart from yields, will be able to influence which tiles AI will automatically :culture:-expand to).

Actually, I think that in vanilla already it is more expensive to expand across rivers, and cities will avoid expanding into deserts and mountains as they arn't very good tiles. These features alone could nearly accurately map historical cultural and political divisions. Although if it goes horribly wrong (Paris reaching into Germany to grab some Iron would be an example) then a system like yours could work. I think that actually spending gold to purchase tiles should not have it's price effected.

P.S. The only obscure point is the actual balancing act of producing 'alien (foreign) tiles'. It is obvious that that RFC gameplay have to do away with Vanilla permanent (except for culture bombing) tile ownership. It means that it must be disputable. Whether tile flipping will be restricted to :culture:-expansion or permit outbidding is a question of gameplay design. But as I'm sure it will be in place one way or another, it is a matter of balancing the game to decide what portion of city border expansion (:commerce: or :culture:) should go as a sort of upfront payment towards its future owner.

I don't think tiles need to be able to change owners, except for when a new civ is spawning, in which case there will need to be a mechanic making tiles in their spawn zone available to them with out brutally punishing people who have expanded in there.
 
I don't think tiles need to be able to change owners, except for when a new civ is spawning, in which case there will need to be a mechanic making tiles in their spawn zone available to them with out brutally punishing people who have expanded in there.
How exactly do you imagine it gameplay-wise?

Actually, I think that in vanilla already it is more expensive to expand across rivers, and cities will avoid expanding into deserts and mountains as they arn't very good tiles. These features alone could nearly accurately map historical cultural and political divisions.
Hardly all historical borders were conditioned by terrain. And even if they were, there is simply no way to put all but the major rivers and mountains in RFC. Look at Europe on RFC Earth map. There are no natural borders between France, Holland and Germany, for example. So there will have to be stability maps (or, rather, civ-specific tile price zones) to make historical borders work.
 
I'm worried about the map size, and the ability of English Longbowmen being able to shoot over the Channel or into Ireland.

Also if its possible to generate names for different leaders, much like the dynamic civ name, its kind of rediculous having to fight leaders out of historical periods. maybe not even the leaderheads(bodies?) just the names.
 
I'm worried about the map size, and the ability of English Longbowmen being able to shoot over the Channel or into Ireland.
Luckily, there's little west of the British Isles, so one can safely move them a bit to make the Channel wider.

But I bet Rhye will simply change Longbowmen's unique ability to something else, cutting their range to 2. And, if he's in good mood, also make ranged units unable to attack across water tiles.
 
How exactly do you imagine it gameplay-wise?


Hardly all historical borders were conditioned by terrain. And even if they were, there is simply no way to put all but the major rivers and mountains in RFC. Look at Europe on RFC Earth map. There are no natural borders between France, Holland and Germany, for example. So there will have to be stability maps (or, rather, civ-specific tile price zones) to make historical borders work.

I have no idea how it would work gameplaywise.
Also most borders are shaped by terrain, especially if they have a long history or were formed before modern times. Have you ever looked at an Atlas and wondered why we dont' just draw nice easy lines between states? Look at the Natural Borders section of this page http://en.wikipedia.org/wiki/Borders . Also have you heard of the Rhine?
But yes, a system such as your would have to be put in place if the borders do not form correctly by themselves. While I think it should effect the cultural cost of a tile, I don't think it should effect the gold purchase cost of a tile.
 
SalmonSoil, I meant how did you envisage that "available without brutally punishing people who have expanded in there" thing. As to Natural Borders - there is simply not enough terrain features in RFC map to provide for them all.
 
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