raystuttgart
Civ4Col Modder
Hi guys,
I know we have enough ideas and todos already on our list.
It is just that my brain started working on something, so I thought I might try to write it down.
See, games like e.g. Stellaris and other 4x games have "Political Factions" as a feature.
And I usually really like the implementation of that feature, because it adds another strategic dimension.
----
Political Factions Systems usually work with this:
1) They influence "Happiness" (e.g. Bonusses / Malusses) of your Civ or "Stability" (Revolts / Festivities) and thus you better try to consider these factions in your decisions (e.g. event choices)
2) Of course there are usually also mechanics to convert citziens from one faction to another (by propaganda, by bribe, by Civic choices, by event choices ...)
----
So I have always wondered if such a system could work in Civ4Col (i.e. WTP) and be fun.
Because as I said, in most games that implemented something like that it is indeed fun and adds challenge.
Generally:
1. We have "Happiness" System to work with if we would introduce "Political Factions".
2. We could most likely add "Faction Modifiers" to the Python Event choices and trigger "follow up events" based on their approval
3. We might add also a "Faction" Attribute to each Colonist Unit, so to calculate "Faction Percentages" in a Civ
4. We might add mechanics to influence the Units to convert to another Faction (e.g. as an Inner Politics Advisor Screen)
5. We might even tie such a System into the Civic System once we implement it
-----
Of course it should not be just a "Free Goody" feature, but each decision considering "faction support" should have positive and negative aspects.
By the way: names are just "ideas".
(I have not yet fully thought this through)
e.g.
(Not yet sure about it.)
Factions could be implemented as "Per City" or on a "Civ Level", although "Per City" seems more fun.
e.g. Jamestown could be highly liberal, while e.g. Virginia is very conservative.
(Thus your decisions may make on City happy and anger the other.)
-----
If Python Event Choices influece faction affiliation rates or causes faction reactions they should have a hint on that in the "Event Help Text".
e.g. for an choice that is "pro Conservative" / "against Liberals" the hint may show this
So basically each City would offer different strategic situations requiring different choices.
(To be considered e.g. in events, during selection of civics, ... supporting a bit of role playing.)
1. Each City could offer different modifiers (positive or negative) to work with or counter.
2. Each City could react differently (positive or negative) to your decisions as a governor.
-----
To clarify:
I am not trying to create something like a "democratic political system".
(Since colonies were still governed by abstolutist monarchies basically.)
However:
Political tendencies already did exist and people had different ideologies.
(And those of course influenced the happiness and productivities of communities.)
-----
Goals of the Concept:
(City modifiers, Python Events, Civics and Happiness would have more dependencies.)
1. Flesh out Python Event System Choices to have more consequences.
2. Make more use of "Happiness" System (including Festivities + Revolts)
3. Add a bit of "role playing element" to strategic player decisions (e.g. for Civic System)
4. More strategic diversity for Cities, by giving different modifiers caused by player decisions.
5. Allowing for interesting strategies using synergies of "Civ Modifiers" and "Faction Modifiers" *
* e.g
or something completely different like
-----
Well, it is currently nothing more than a vague idea I had in my mind.
(It might never be implemented since there are endless todos with higher priority out there.)
Effort to implement something like this would be quite considerable actually ... but creating it might also be fun.
(Tying the "Faction System" into Units, Buildings, Happiness, Civics, Python Events, ... and creating a new "Inner Politics Advisor Screen".)
Again, it is just brainstorming and sharing ideas ...
(I am a micro-magager that likes to have such systems to tinker with.)
I know we have enough ideas and todos already on our list.
It is just that my brain started working on something, so I thought I might try to write it down.
See, games like e.g. Stellaris and other 4x games have "Political Factions" as a feature.
And I usually really like the implementation of that feature, because it adds another strategic dimension.
----
Political Factions Systems usually work with this:
1) They influence "Happiness" (e.g. Bonusses / Malusses) of your Civ or "Stability" (Revolts / Festivities) and thus you better try to consider these factions in your decisions (e.g. event choices)
2) Of course there are usually also mechanics to convert citziens from one faction to another (by propaganda, by bribe, by Civic choices, by event choices ...)
----
So I have always wondered if such a system could work in Civ4Col (i.e. WTP) and be fun.
Because as I said, in most games that implemented something like that it is indeed fun and adds challenge.
Generally:
1. We have "Happiness" System to work with if we would introduce "Political Factions".
2. We could most likely add "Faction Modifiers" to the Python Event choices and trigger "follow up events" based on their approval
3. We might add also a "Faction" Attribute to each Colonist Unit, so to calculate "Faction Percentages" in a Civ
4. We might add mechanics to influence the Units to convert to another Faction (e.g. as an Inner Politics Advisor Screen)
5. We might even tie such a System into the Civic System once we implement it
-----
Of course it should not be just a "Free Goody" feature, but each decision considering "faction support" should have positive and negative aspects.
By the way: names are just "ideas".
(I have not yet fully thought this through)
e.g.
- Conservatives --> + Crosses, - Liberty Bells (for City)
- Liberals --> + Liberty Bells, - Crosses (for City)
- Capitalists --> + Hammers, - Food (for City)
- Socialists --> + Food, - Hammers (for City)
- Humanists --> + Health, - Happiness (for City)
- Anarchists --> + Happiness, - Health ((for City)
(Not yet sure about it.)
- Militarists --> + defense modifier, + upkeep modifier (for City)
- Pacifists --> - defense modifier, - upkeep modifier (for City)
- 30% Conservatives --> +30% Crosses, - 30% Bells (for City)
- 10% Liberals --> +10% Bells , -10% Crosses (for City)
- 30% Capitalists --> +30% Hammers, - 30% Food (for City)
- 10% Socialists --> +10% Food, -10% Hammers (for City)
- 0% Humanists--> + 0% Health, - 0% Happiness (for City)
- 20% Utopists --> + 20% Happiness, - 20% Health (for City)
- +20% Modifier on Crosses (for City)
- -20% Modifier on Liberty Bells (for City)
- +20% Modifier on Hammers (for City)
- -20% Modifier on Food (for City)
- +20% Modifier on Happiness (for City)
- -20% Modifier on Health (for City)
Factions could be implemented as "Per City" or on a "Civ Level", although "Per City" seems more fun.
e.g. Jamestown could be highly liberal, while e.g. Virginia is very conservative.
(Thus your decisions may make on City happy and anger the other.)
-----
If Python Event Choices influece faction affiliation rates or causes faction reactions they should have a hint on that in the "Event Help Text".
e.g. for an choice that is "pro Conservative" / "against Liberals" the hint may show this
- "Increases affiliation of Conservatives in Jamestown by 10%"
- "Decreases affiliation of Liberals in Jamestown by 10%"
- "Causes Festivities in Jamestown if affiliation of Conservatives is higher than affiliation of Liberals"
- "Causes Revolts in Jamestown if affiliation of Liberals is higher than affiliation of Conservatives"
So basically each City would offer different strategic situations requiring different choices.
(To be considered e.g. in events, during selection of civics, ... supporting a bit of role playing.)
1. Each City could offer different modifiers (positive or negative) to work with or counter.
2. Each City could react differently (positive or negative) to your decisions as a governor.
-----
To clarify:
I am not trying to create something like a "democratic political system".
(Since colonies were still governed by abstolutist monarchies basically.)
However:
Political tendencies already did exist and people had different ideologies.
(And those of course influenced the happiness and productivities of communities.)
-----
Goals of the Concept:
(City modifiers, Python Events, Civics and Happiness would have more dependencies.)
1. Flesh out Python Event System Choices to have more consequences.
2. Make more use of "Happiness" System (including Festivities + Revolts)
3. Add a bit of "role playing element" to strategic player decisions (e.g. for Civic System)
4. More strategic diversity for Cities, by giving different modifiers caused by player decisions.
5. Allowing for interesting strategies using synergies of "Civ Modifiers" and "Faction Modifiers" *
* e.g
- Spanish fostering Militarists Movement ...
- English fostering Liberals Movement ...
- Dutch fostering Capitalist Movement ...
or something completely different like
- Pacifist Spanish ...
- English Conservatives ...
- Dutch Militarists ...
-----
Well, it is currently nothing more than a vague idea I had in my mind.
(It might never be implemented since there are endless todos with higher priority out there.)
Effort to implement something like this would be quite considerable actually ... but creating it might also be fun.
(Tying the "Faction System" into Units, Buildings, Happiness, Civics, Python Events, ... and creating a new "Inner Politics Advisor Screen".)
Again, it is just brainstorming and sharing ideas ...
(I am a micro-magager that likes to have such systems to tinker with.)
Last edited: