For a while, I've been thinking about re-working the Imperialism scenario using Lua events and functionality. These are some ideas I've had:
Use Aqueduct and Sewers to designate regional population size, while actual city size represents population involved in the global economy. So, for example, if China is mostly subsistence farmers, they would have Aqueduct and Sewer, but small city size. So they have a lot of potential, but only if significant effort is put into developing that economy. Whereas most Canadian cities would never grow beyond size 8, regardless of how much effort is put into them.
The presence of aqueducts and sewers would also provide other bonuses and penalties that make sense with larger populations. E.g. build 1 labourer and get 1 more free for each 'population' structure, but building a school would first require an 'extra effort' improvement in the city, to represent the increased costs of educating a larger population.
If a city has no courthouse, that represents a sort of indirect rule of a colony (e.g. the Imperial Power sets up a local leader, who actually administers the territory). Building a courthouse would represent direct administration of the colony, which might make the colony more valuable to the player, but would be expensive and require a permanent troop commitment (and maybe trigger a rebellion and/or make rebellion more likely).
There might even be an option to grant full domestic self government (i.e. Canada/Australia), but I'm not sure how to do this in such a way as to not make this the default action all the time.
Structures would have additional bonus effects. E.g. a school/university might have a chance of giving a technology to the owner if that technology is widely known among other civs (which would be a nice catch-up effect). Maybe the chance would be based on the proportion of cities with that improvement.
There would be a maximum military size computed (likely based on population), which if exceeded would prevent new military units from being recruited. This would prevent the 'stockpiling' of a massive army. Having a conscription policy would increase the limit, as would a reservist policy, but these might have some other disadvantage.
Recruitment of certain units would be region restricted, and many units will require special structures in the city (or maybe in a nearby city!) such as a factory or steel mill. Perhaps the city must have a certain number of specialists.
Each turn, players would influence events in the world. For example, they could make rebellion more likely in some city/region or make an independent country produce extra troops (to check the invasion of another imperial power).
There could be a domestic politics element, so each player has to maintain the support of their power base at home (which would limit their foreign policy options).
1 year turns (maybe 6 month turns) so that the game progresses to completion in a reasonable time. I really want this, but it might make war favour the attacker too much, and make blockading essentially impossible (with the increased ship movement rate). I'm not sure how to deal with this.
Would people be interested in playing something like this? Does anyone have any other ideas? This isn't an immediate project (I'm already involved in a few), but I think it would be interesting to discuss.
Use Aqueduct and Sewers to designate regional population size, while actual city size represents population involved in the global economy. So, for example, if China is mostly subsistence farmers, they would have Aqueduct and Sewer, but small city size. So they have a lot of potential, but only if significant effort is put into developing that economy. Whereas most Canadian cities would never grow beyond size 8, regardless of how much effort is put into them.
The presence of aqueducts and sewers would also provide other bonuses and penalties that make sense with larger populations. E.g. build 1 labourer and get 1 more free for each 'population' structure, but building a school would first require an 'extra effort' improvement in the city, to represent the increased costs of educating a larger population.
If a city has no courthouse, that represents a sort of indirect rule of a colony (e.g. the Imperial Power sets up a local leader, who actually administers the territory). Building a courthouse would represent direct administration of the colony, which might make the colony more valuable to the player, but would be expensive and require a permanent troop commitment (and maybe trigger a rebellion and/or make rebellion more likely).
There might even be an option to grant full domestic self government (i.e. Canada/Australia), but I'm not sure how to do this in such a way as to not make this the default action all the time.
Structures would have additional bonus effects. E.g. a school/university might have a chance of giving a technology to the owner if that technology is widely known among other civs (which would be a nice catch-up effect). Maybe the chance would be based on the proportion of cities with that improvement.
There would be a maximum military size computed (likely based on population), which if exceeded would prevent new military units from being recruited. This would prevent the 'stockpiling' of a massive army. Having a conscription policy would increase the limit, as would a reservist policy, but these might have some other disadvantage.
Recruitment of certain units would be region restricted, and many units will require special structures in the city (or maybe in a nearby city!) such as a factory or steel mill. Perhaps the city must have a certain number of specialists.
Each turn, players would influence events in the world. For example, they could make rebellion more likely in some city/region or make an independent country produce extra troops (to check the invasion of another imperial power).
There could be a domestic politics element, so each player has to maintain the support of their power base at home (which would limit their foreign policy options).
1 year turns (maybe 6 month turns) so that the game progresses to completion in a reasonable time. I really want this, but it might make war favour the attacker too much, and make blockading essentially impossible (with the increased ship movement rate). I'm not sure how to deal with this.
Would people be interested in playing something like this? Does anyone have any other ideas? This isn't an immediate project (I'm already involved in a few), but I think it would be interesting to discuss.