Smoking mirror
Ships Captain
I did used to like the old civil war concept in civ II. Admitedly, I never suffered one myself, and my basic strategy was always to try and inflict a civil war when I could, I probably would have got annoyed if I'd spent ages building my empire just to see half of it crumble in one event. Although part of my disapointment would have been from the fact that the other civ was decided by random choice, not cultural group or whatever.
Another thing I liked were independant or barbarian cities. It certainly made the barbs more of a interesting enemy.
I think what I'd like to see is independant sucessionist cities, with the chance of them forming whole new civs.
I think a good way of doing it would be a warning system, where you are told a random event is under way, but you are given the opertunity to stop it from happening. Say if you are told that one of your cities is advocating independance, you could garrison more troops there, or build more cutural improvements.
heres a visual example;
here the player has 6 cities, three of which are atempting to become independant.
a few turns later the situation (shown by the green/yellow/orange/red status bar) has got worse. The player sends more troops to the nearer cities but neglects the outer ones.
Now the situation is realy bad, one of the outer cities has become independant and cultural influence on the others is increased. The independant city enters disorder for a few turns and starts producing barbarian units just like a barbarian camp.
Eventualy all three outer cities become independant and form a new civ, from the same cultural group as the oringinal (japan and china for insatnce) which is a war with the original.
At this point the cities can be recaptured, but war wariness will only increase the chance of adjacent cites joining the rebels. It will be a hard choice between granting them independance or crushing the rebels, either way the civ takes a reduction in trade, production and probably looses some city improvements and population.
The point is, that the whole event is random, somewhat like a culture flip, but it can be avaoided by spending more resources on maintaining control. The bigger a civ the more resources have to be diverted to maintaining control over your empire. so that eventualy a civ could be masive, but cripled, unable to let their troops leave thier home cities for fear of leaving them open to independance movements (think of the fall of the USSR).
Another thing I liked were independant or barbarian cities. It certainly made the barbs more of a interesting enemy.
I think what I'd like to see is independant sucessionist cities, with the chance of them forming whole new civs.
I think a good way of doing it would be a warning system, where you are told a random event is under way, but you are given the opertunity to stop it from happening. Say if you are told that one of your cities is advocating independance, you could garrison more troops there, or build more cutural improvements.
heres a visual example;
here the player has 6 cities, three of which are atempting to become independant.

a few turns later the situation (shown by the green/yellow/orange/red status bar) has got worse. The player sends more troops to the nearer cities but neglects the outer ones.

Now the situation is realy bad, one of the outer cities has become independant and cultural influence on the others is increased. The independant city enters disorder for a few turns and starts producing barbarian units just like a barbarian camp.

Eventualy all three outer cities become independant and form a new civ, from the same cultural group as the oringinal (japan and china for insatnce) which is a war with the original.

At this point the cities can be recaptured, but war wariness will only increase the chance of adjacent cites joining the rebels. It will be a hard choice between granting them independance or crushing the rebels, either way the civ takes a reduction in trade, production and probably looses some city improvements and population.
The point is, that the whole event is random, somewhat like a culture flip, but it can be avaoided by spending more resources on maintaining control. The bigger a civ the more resources have to be diverted to maintaining control over your empire. so that eventualy a civ could be masive, but cripled, unable to let their troops leave thier home cities for fear of leaving them open to independance movements (think of the fall of the USSR).