Late-start Civs.

Arathorn:

Snowballing needs to be controlled somehow, and this is the best way to do it. Right now, there's nothing fun about building a massive empire only to find that corruption has rendered half the cities completely useless, is there? By the same token there's no fun in building a massive, invincible empire and spending the next fifty-odd turns hunting down your foes. The idea is to create some scenario that allows the first place player to have some form of competition, instead of automatically winnning the game. The Diplomatic Victory fails because whoever's in first place, whether the others like them or not, will probably build the UNHQ and stop all elections. All other peaceful victory conditions have the same flaw, as well. While it will be possible to exploit the programming to prevent any and all revolts, that would force the player to lessen his dominance on other aspects. So, while your uber-loyal soldiers are keeping the people obsequitous, they're not on your other fronts crushing your other enemies.
 
Arathorn:

If you don't like it so much, I suppose there should be a checkbox or something else at game startup where you could turn off the revolts.

But I do believe that revolts should be present in the game. Corruption cannot be the dominant balancing tool.

If you conquer an opponent too quickly without taking the time to consolidate your Empire, there should be a huge chance of problems. That would discourage "blitzkriegs". Even in history Empires that expanded too fast fell very quickly. You can conquer the land, yes. But controlling the land should be very problematic. Assimilation should be a much more difficult thing. Much more attention should be paid to the nationalities and religions within the Empire (thankfully, Civ4 promises religion will be a factor). Even people of the same nationality but with different religion should often have tensions between themselves (look at Ireland). I'd say that more attention should be paid even to human ambition, greed and (dis)loyalty. The conquest of an advanced and cultured civilization shouldn't be easy. (Hey, the Chinese eventually assimilated the Mongols, didn't they? The conquered nation overcame its conquerors.)
 
I think the possibility of fracturing nations is a good one, and the debate between whether or not it's fun could be settled fairly easily... There could be an option at the civ selection screen to allow revolutions or not, with the rest of the options like allow cultural victory. that way mojotronica and arathorn could both have their cake and eat it too.
 
BassDude726 said:
I think the possibility of fracturing nations is a good one, and the debate between whether or not it's fun could be settled fairly easily... There could be an option at the civ selection screen to allow revolutions or not, with the rest of the options like allow cultural victory. that way mojotronica and arathorn could both have their cake and eat it too.

This would work since there is the same option for culture flipping. Something I've noticed is that my games are usually more fun without culture flipping but also easier... This is why I support the idea of civilizations splitting.
 
Something I've noticed is that my games are usually more fun without culture flipping ...

seems to directly contradict...

This is why I support the idea of civilizations splitting.

It's more fun (and easier, I would tend to agree) with culture-flipping off, so you say. And that's why you support something that would be similar to culture-flipping but even more random? ??? What am I missing?

It seems apparent I'm missing something, because lots of people seem to like the idea, but all I see is pain and frustration and no real gain.... What am I missing?

Arathorn
 
Arathorn said:
It's more fun (and easier, I would tend to agree) with culture-flipping off, so you say. And that's why you support something that would be similar to culture-flipping but even more random? ??? What am I missing?

I think one of the main points made here is that it shouldn't be entirely random. It should depend heavily on several factors. Thus, we should be able to significantly reduce (or increase, for that matter) the odds of a Civil War.

It is true that complete randomness will destroy the fun. That's why several people have already proposed ways to implement this so that it would not be all that random and would be more fun than now.

In my experience, culture flipping is just an extremely rare nuissance. It cannot tip the scales. And even if it does, most likely it will favor the leader, not the underdogs, and would thus serve as an imbalancing, rather than balancing, tool.
 
The main reason I dislike culture flipping as its too random. I can have a huge army in a city and it will still flip yet a city with one defender will not flip. My problem is not that the cities actually flip, its that they destroy my units with no bearing on the amount. I would much prefer culture flipping if my units were returned to my capital or another city, perhaps injured or with some units missing. Or even better take the amount of units into account that if I have a couple of armies in a city and some supporting units then it is extremely unlikely to flip.

The idea that I suggest would give the player the option to either respond to the initial civil disorder by garrisoning more troops or to take the decision to vassalise a section of the empire where control would be lost but the economic bonus would not, only if the civil disorder was left to grow would the civ actually split and so this is far less likely to happen in peace time where units can be moved around easily as they won't be engaged elsewhere.
 
vesuvius_prime said:
I think one of the main points made here is that it shouldn't be entirely random. It should depend heavily on several factors. Thus, we should be able to significantly reduce (or increase, for that matter) the odds of a Civil War.

It is true that complete randomness will destroy the fun. That's why several people have already proposed ways to implement this so that it would not be all that random and would be more fun than now.

In my experience, culture flipping is just an extremely rare nuissance. It cannot tip the scales. And even if it does, most likely it will favor the leader, not the underdogs, and would thus serve as an imbalancing, rather than balancing, tool.

Exactly - very well put! I think a lot of people are hoping that not only would rebellions replace corruption as the dominant anti-snowball effect (since people complain a lot about corruption) but it would also replace the arbitrary and too-random culture flipping with something over which a player had more influence.
 
judgement said:
Exactly - very well put! I think a lot of people are hoping that not only would rebellions replace corruption as the dominant anti-snowball effect (since people complain a lot about corruption) but it would also replace the arbitrary and too-random culture flipping with something over which a player had more influence.

Exactly how I feel about it.
 
the arbitrary and too-random culture flipping with something over which a player had more influence
:eek: Culture flips can be entirely prevented, through a number of mechanisms (raze and replace, no pressing builds, enough military units). Rebellions can never be eliminated, according to this proposal. Culture flips are limited to a select few locations -- rebellions would be anywhere. These are major differences.

Culture flips can occur anywhere between 0 and probably 60-70 times a game, with a mean of around 2 or so. To be an effective constraint on expansion, rebellions will have to occur a lot more frequently and/or be a lot more devastating than culture flips. If people hate culture flips (and the general consensus I've seen even in this thread is that they're no fun), what will they think of rebellions?

I think one of the main points made here is that it shouldn't be entirely random. It should depend heavily on several factors. Thus, we should be able to significantly reduce (or increase, for that matter) the odds of a Civil War.
This is exactly the case for culture flips, yet...
The main reason I dislike culture flipping as its too random.
Yes, I realize these are from two different people, but they both seem to want the same thing and that's very confusing to me.

I also think some of us are drawing false correlations. The purpose of culture flips was to provide balance, yes, but it was to provide balance between "guns" and "butter" -- that is, to give builders a type of defense/offense against pure militarists.

My main point is that any randomness is too much. And no randomness doesn't work either. If the player has complete control, rebellions won't really serve to check expansion. If there's any randomness, one die roll (which it has to come done to, if there's any randomness at all) will have a profound effect on the game -- much moreso than one of the hundreds of rolls in military operations. And I don't particularly like my game being decided by one roll.

Arathorn
 
Arathorn said:
:eek: Culture flips can be entirely prevented, through a number of mechanisms (raze and replace, no pressing builds, enough military units). Rebellions can never be eliminated, according to this proposal. Culture flips are limited to a select few locations -- rebellions would be anywhere. These are major differences.

I don't think it is fun or realistic to have to raise and replace cities as cities do get raised but are not usually completely rebuilt in real life. Also I've never really seen what exactly is enough military units. Finally rebellions would occur where your influence wasn't as strong. So at the edge of your empire, conquered lands, or colonies.
 
Arathorn said:
My main point is that any randomness is too much. And no randomness doesn't work either. If the player has complete control, rebellions won't really serve to check expansion. If there's any randomness, one die roll (which it has to come done to, if there's any randomness at all) will have a profound effect on the game -- much moreso than one of the hundreds of rolls in military operations. And I don't particularly like my game being decided by one roll.

Civilization is based very much on random events. Try this, for example: start playing a game, play until a rival civilization declares war on you, reload the autosave from the previous turn and replay the turn. It is very likely that the rival civilization will not declare war this time.

Well now, is your game "being decided by one roll" or what? War or no war -- it all depends on the roll of a dice. A war not only with a few rebellious cities but with a whole full-fledged Empire. But you don't seem to be against that. (Or maybe you are against it, I don't know for sure.)
 
Hmm...you obviously don't know the AI very well...or Civ3.

If I use the same number of random seeds (fairly likely unless I'm involved in a major war), things will happen exactly the same.

So let's assume I am a cheater and have "Preserve Random Seed" checked off.

Again, 90%+ of the time the AI decided many MANY turns ago to go to war with me and has marched his troops into my territory for a sneakless sneak attack.

Also, the decision to go to war by the AI is rarely based on a single dice roll (and ideally shouldn't be random much at all) but on expansion room, aggression level, my level of defense, getting paid to ally, etc.

Finally, even if the event "Go to war" were random, at least it's coming from a part of the game designed to fight you -- the opponents, no a part designed to help you -- your own people.

Completely different scenarios with completely different justifications. Am I fighting the game or am I fighting the other players? I enjoy fighting other players but I distinctly do not enjoy spending my time fighting the game mechanics.

Arathorn
 
The idea behind Provincial Palaces is that the control factor is the player's choice to build the Palace. If you want to avoid the possibility of rebellion, avoid building Prov Palaces.

It's most similar to the idea behind terrain effects -- Swamp, Jungle and now Volcanos -- which expose players to random risk but are avoidable. Random effects like Plague and Disease (that are avoidable by building Aquaducts and Hospitals, I think) are also similar. As are Nuclear Plants, which (I've recently learned -- thanks Arathorn!) will meltdown if the city is allowed to riot after one is built there. All of these pitfalls are avoidable through player choices, and the same goes for Provincial Palaces -- just don't build them.

There could be a factor of citizen unhappiness to it, citizen unhappiness increases the possibility of the flip.

The Prov Palace was meant to give the players more choices in playing the game. I, for one, think that the two source Palace & Forbidden Palace limit on corruption elimination is arbitrary and I'd like to be able to build multiple corruption removers. This was a way to implement that without trashing the current balance of size vs corruption. By adding risk to the bennie of the decreased corruption, game balance is preserved.

I don't have a problem with culture flipping as is, although I hate losing masses of units that are garrisoning a city, and any improvements I've built there since the takeover. I think it adds a healthy dose of nerve-wracking uncertainty to the game.
 
After reading this thread I don't think there's a real foundation
to implement civil wars/splitting civs in the way it is discussed.

I loved this splitting part in civ1 and civ2.Main reason do it
was to destroy the AI's spaceship.

So here are my thoughts on this topic.
There's has to be real good reason why a city/cities
break away from your empire.Reasons could be a much
older/earlier culture (like it is now with the culture flip)
or another religion (which will be implemented in civ4 if I'm
correct informed).
The whole world should divided in culture regions or there
should be a lot of small culture regions on the map.Those
small culture regions are represented by barbarians.There
are a lot of barbarian tribe names in civ3.The barbarians
should right from the start on the map divided into small
culture regions all over the world.Instead of destroying
their camp,the barbarian camp will be a new town to
your civilization with its minor culture.Maybe a region
could have more camps.(I hope the settler rush will be
gone in civ4 and you are limited to build cities,like in RoN.)
Later in the game as your civ grows negative factors,like
war weariness,war with one of the neighbours,anarchy,
the former barbarian region could become unstable and
breakaway from your empire (anarchy and ww) or
conquered by the enemy.Another thought was not to
allow democracies and republics conquer cities.In stead
of to conquer cities those captured cities will be liberated and
return to their original civ or in case of the barbarian region the
first city will declare independence and other cities in that
region will join that new civ.
Something familiar could be done with religious regions,maybe
a little bit different,but I haven't thought about it yet.
 
Arathorn said:
:eek: Culture flips can be entirely prevented, through a number of mechanisms (raze and replace, no pressing builds, enough military units). Rebellions can never be eliminated, according to this proposal. Culture flips are limited to a select few locations -- rebellions would be anywhere. These are major differences.
Sorry, I should have know I wasn't saying that very well. The problem with culture flips isn't that the occurrence of them is random: you're quite correct that there are many things you can do to prevent them (although Dell19 is also correct that some of those things aren't exactly fun to have to do). The main problem, though, is that you can't do anything to deal with them once they happen (short of conquering the city back), so a random event winds up having a very jarring and disruptive effect. Contrast that with an invasion by a foreign civ. Vesuvius_prime just claimed that's also governed by a random "dice-roll" - I don't know if it is or isn't, but I do know that its quite difficult to predict exactly when and where a rival might attack, so it "feels" random whether it is or isn't . When another civ sends a stack of units your way or declares war on you, there are plenty of ways you can respond: various military strategies, diplomatic efforts to bribe the enemy for peace or bribe third parties to join the war on your side, etc. You have plenty chance to respond before the enemy overruns your cities. When a city flips to another civ, its gone. Very suddenly, with no chance to respond, you've lost an entire city. So the feeling is very different. A military campaign is full of the occurrence of random numbers (and, if vesiuvius_prime is correct, can also start based on a random number) and its quite possible that a single lucky or unlucky roll can make or break the sucess of such a campaign. But you seldom get the same feeling you get when a city suddenly and seemingly randomly converts to another civ (and all your units there vanish without a trace). The feeling of "What the?!?!? That was stupid!"

Culture flips can occur anywhere between 0 and probably 60-70 times a game, with a mean of around 2 or so. To be an effective constraint on expansion, rebellions will have to occur a lot more frequently and/or be a lot more devastating than culture flips. If people hate culture flips (and the general consensus I've seen even in this thread is that they're no fun), what will they think of rebellions?
An invasion by a strong rival army has the potential to be far more devastating that a culture flip, and yet even when it is, it doesn't generate the same feeling of "that's not fair" that a sudden and seemingly arbitrary culture flip does. Its also possible for a foreign invasion to be quite ineffective, if you're well prepared for it. And thus its quite possible to make it through entire games without ever being subjected to a devastating foreign invasion. Yet the fact that a rival could invade you influences your strategy in every game, to a very large degree. You build offensive and defensive units, grab resources, sign agreements, sometimes preemptively invade rivals, all because the threat of foreign invasion exists and the consequences are potentially devastating. The devastation doesn't actually have to occur for the threat to influence your strategy. In other words, the degree to which some type of event can influence your gameplay is not necessarily directly in proportion to the frequency with which it typically occurs, nor the devastation it typical brings... the devastation it could potentially bring and the frequencu with which it could potentially occur can matter a lot more. If you never built any military units, I'm sure devastating foreign invasions would occur in every single game.

Its the same thing with culture flipping: that also influences your strategy much more through its threat than its actual occurence (at least for experienced players who have figured out what it takes to prevent flips). However, the strategies that you are pressured to adopt (i.e., razing or starving down captured cities, stationing obscene numbers of units in vulnerable cities, and rushing the building of libraries and temples during the middle of a war) don't feel particularly interesting or fun. In other words, the randomness of culture flips is problematic because minimizing or eliminating the odds of a flip doesn't involve fun strategy, but if you don't do it, there's no other way to blunt the effect: the flip happens suddenly and jarringly and gives you no chance to respond.

The point of all of this is that rebellions should work much more like foreign invasions (in certain regards) than like culture flips. The threat of them occurring should have an impact on your gameplay: slowing your expansion, causing you to pay more attention to people's happiness, what nationality they're from, how much culture you've built up, etc. If you play in a certain way, the actual occurrence of rebellions would be relatively rare, just like the likelihood of foreign invasion can be minimized (but never eliminated) by making sure you have a sizeable defensive military force. And if you were well prepared for it, the devastation due to rebellion wouldn't be very bad either, just like being well prepared for a foreign invasion can drastically affect how serious the invasion is.
I also think some of us are drawing false correlations. The purpose of culture flips was to provide balance, yes, but it was to provide balance between "guns" and "butter" -- that is, to give builders a type of defense/offense against pure militarists.
Agreed- rebellions are meant to provide anti-snowball effect (civ vs. civ balance) by replacing corruption & waste, not culture flipping. I merely wanted to point out that they could also replace culture flipping (which, you're quite correct, is an issue of guns vs. butter balance, not civ vs. civ balance). If rebellions were implemented in such a way that they didn't occur as suddenly and completely as culture flips, and if the things you could do to minimize the occurrence felt more like fun strategies rather than the somewhat silly things you need to do to prevent culture flips, then I think they could be an improvement compared to culture flips.
My main point is that any randomness is too much. And no randomness doesn't work either. If the player has complete control, rebellions won't really serve to check expansion. If there's any randomness, one die roll (which it has to come done to, if there's any randomness at all) will have a profound effect on the game -- much moreso than one of the hundreds of rolls in military operations. And I don't particularly like my game being decided by one roll.
It all depends on how rebellions are implemented. If part of your empire randomly and suddenly isn't yours anymore, then I agree, it would be like culture flipping, only worse, and way too much would hang on a single random number. My preferred solution would be to have potentially rebellious cities first slip into disorder/resistance, which you would have a chance to fix before things got further out of hand. If they were in disorder too long, they would begin drafting hostile "rebel" units, but you'd still have a chance to defeat those units and crush the rebellion before actually losing a city or cities. Only if the rebellious units successfully defeated your loyal units would they be able to declare a city to be part of a new (or existing foreign) country.

With such a system, no single random dice-roll has too profound an effect on the game. In order for a rebellion to be successful, a string of many dice-rolls must go against you, and the strategy with which you play would directly influence the odds in each of those rolls. You could expand slowly, making sure to thouroughly consolidate all your gains, in order to minimize the number of potentially rebellious cities in the first place. Or you could expand more quickly but take along plenty of extra units in order to quickly put down potential rebellions before you lose any cities. How you choose to minimize the chances of rebellion would be up to the individual player, but hopefully, the viable options would be more interesting than the strategies available currently for preventing culture flips (although, admittedly, some of the strategies might be quite similar). And any of the options (building more cultural buildings, building more military units, playing with the luxury slder, etc.) would serve to reduce the rate at which you expanded, and thus they would have an anti-snowball effect.

To sum up: Its the threat of something happening, and the potential devastation involved, that influence your strategy, not the actual frequency of occurence or typical level of impact. And if implemented properly, the threat of rebellions would influence your strategy in more interesting ways than the threat of culture flips and the reality of rampant corruption/waste in outlying cities. Thus, hopefully, rebellions could have the same "balancing" effect (both civ vs. civ and guns vs. butter) as flips and corruption, while presenting more interesting strategies for coping.
 
Arathorn said:
Hmm...you obviously don't know the AI very well...or Civ3.

You're right, I don't know the AI very well. I haven't programmed it. All I know is that it relies on random numbers. Declaration of war is not a certainty. It depends on a random number generator. The factors you mentioned only influence the odds, but don't eliminate the rolling of the dice. At least that's the impression I have. And the Civil Wars may also depend on a random number generator heavily influenced by other factors as proposed by the different posters.

Arathorn said:
So let's assume I am a cheater and have "Preserve Random Seed" checked off.

The mere fact that there's a Random Seed at all shows the nature of Civilization. You may increase or reduce the randomness but you cannot eliminate it. If you replay your turn in a different way (EDIT: I mean moving your units in a different order) (even with the Random Seed preserved), the results will be different. Especially if you are in a war. (Now, I don't play much indeed. I have a very busy schedule. I play a little from time to time. And even then I play Master of Orion 2 more often than Civ3, because the battles in MOO2 there are tactical and the ships are customizable and I can group many ships in a fleet, and in general I like that more than the battles in Civilization. That's why I'd like to see a much improved Civilization -- so that I can play it more than MOO2. I had huge hopes for MOO3 but it was a disaster.)

Arathorn said:
Again, 90%+ of the time the AI decided many MANY turns ago to go to war with me and has marched his troops into my territory for a sneakless sneak attack.

That's not how it works for me. Quite often they declare war without marching into my territory first. That's what happened even in my last game. The Persians simply declared war on me. I was in another heavy war with the Russians already. I must admit I had no chance to win a war on two fronts. They would have torn me to ribbons. So, being doomed, I reloaded to see what would happen. Well, the Persian fellow simply didn't do anything. And a little later we started trading Furs for Gems and there was no war at all. Much later we even made a Mutual Protection Pact. I don't know exactly what caused it; I just know it happened.

Arathorn said:
Also, the decision to go to war by the AI is rarely based on a single dice roll (and ideally shouldn't be random much at all) but on expansion room, aggression level, my level of defense, getting paid to ally, etc.

I have no idea how many dice rolls there are. But there are more than zero. So, strictly speaking, it's "random".

Arathorn said:
Finally, even if the event "Go to war" were random, at least it's coming from a part of the game designed to fight you -- the opponents, no a part designed to help you -- your own people.

Completely different scenarios with completely different justifications. Am I fighting the game or am I fighting the other players? I enjoy fighting other players but I distinctly do not enjoy spending my time fighting the game mechanics.

The way I see it, most often revolts will come not from your own people but from the conquered people. If you expand too fast without assimilating, you must pay the price. If you have an Empire with too many nationalities in it and you don't do much to keep them satisfied, you must pay the price.

But you may have problems generated by your own people. You already have problems when they riot during a critical war or when they start developing war weariness.

Now there will be an additional twist: as Mojo proposed, if you make a Province, then you'll be trading increased autonomy for reduced corruption. You make the choice. You may prefer bigger corruption (keeping everything under your personal control but being unable to manage too big an Empire by yourself). Or you may use Provinces, thus improving the administration but increasing the likelihood for independence movements (e.g. Britain & USA). Again, you make the choice.
 
How do you measure approval rating? If its calculated by how many happy citizens you have, then it would be too easy and just another level of micro management to keep enough people happy.
 
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