raystuttgart
Civ4Col Modder
I was always thinking of implementing a feature "Loyalty to the Motherland".
Basically this would again add more challenge and complexity to the game.
The core essence:
It is about colonists being "loyal" vs "rebellious" (Loyal to Motherland or Loyal to the Colonial Nation).
"Is your loyalty still with the Motherland or is your loyalty now with your new home the Colonies?"
So every single Unit can be either "loyal" or "rebellious" (nothing in between) but be converted from one to the other.
(It is more or less like a boolean.)
More explanation:
A single City or a Colonial Nation will always either have "more Loyalists" or "more Revolutionaries".
(In the beginning however before you have started producing "Loyalty" or "Liberty Bells" a lot of the Population will be "unpolitical" - meaning neither of both.)
Max. Loyalist rate = 100% - current Revolutionary rate
and thus vice versa
Max. Revolutionary rate = 100% - Loyalist rate
It is possible though that something like this happens:
(Because there might still be many "unconverted" / "unpolitical" citizens.)
Loyalist rate = 20%
Revolutionary rate = 30%
Thus you will need to decide strategically (both on City Level and National Level) which way to go.
Each of the 2 alternatives will have advantages and disadvantages.
You can never have full advantages of both sides.
Not having the full advantages of the other side is basically the "disadvantage".
The current advantages of "Revolutionary Rate" will be split up.
Thus making the overpowered "Revolutionary Rate" less overpowered.
So basically currently we can consider 100% Revolutionary rate to be 100% full advantages - which is usually calculated like thits: Revolutionary rate / 2
(e.g. 100% Revolutionary Rate --> 50% Offensive Combat Bonus + 50% Defensive Combat Bonus which I feel is overpowered)
In the future with e.g. 60% Loyalty rate and 40% Revolutionary rate you will not have 100% full advantages because the Bonusses would be more specific (split).
(In the example you might have e.g. 30% Offensive Combat Bonus + 20% Defensive Combat Bonus)
Feature implementation concept:
A) Producing Loyalty by Profession "Administrator"
In the Townhall (and its Upgrades) we currently only have 1 Profession (Statesman).
We could apply "Multiple Professions per Building" there as well.
So currently we have this:
Specialist / Profession / Yield
Great Satesman / Statesman / Liberty Bells
But we could add
Royal Administrator / Administrator / Loyalty
Both Yields (Liberty Bells and Loyalty) should be used for "Political Founding Father Points".
Thus Both Yields would contribute to getting Founding Fathers.
--> By producing "Liberty Bells" or "Loyalty" the player can influence the conversion of the Population from "Unpolitical" to "Rebellious" or "Loyal" or even change "Rebellious" to "Loyal" or vice versa. (See "C)")
B) Loyal / Rebellious "start" status
1) Most units will simply start "unpolitical" as now - neither "loyal" nor "rebellious"
(Those could be converted in Cities by producing either "Liberty Bells" or "Loyalty" with the corresponding professions.)
2) Some specific Units however are always "loyal" or "rebellious"
(e.g. "Governor" or "Royal Administrators" or "Great Statesmen" or "Renowned Noble" or "Political Refugees", ...)
--> We simply need 2 new XML settings for that (if a unit should always be loyal or a unit should always be rebellious).
--> This is true for all game mechanics that can create Units (e.g. Immigration, Buying, Learning, Growth or Capturing)
C) Loyal / Rebellious status "change / conversion" over time
1) Colonists working in City would have a chance to change their Political Attitude status depending on "Liberty Bell Production" and "Loyalty Production" of City (so based on the Yields)
2) Colonists on Map (e.g. Scouts) and other Units on Map (e.g. Ships) would have a chance to change their Loyalty depending on "National Loyalty Rate"
--> It is like the current logic for "Rebellion Rates" and might be included there
(but here we would now also affect the "Loyalty status" of single Units)
D) Effects of Loyal / Rebellious (Loyalty Rate / Revolutionary Rate)
Loyalty Rate Effects:
- Immigration of Specialists for "Plot Jobs" + "Cheap Workers" + "Royal Administrators" more likely (Total immigration rate still tied to Crosses)
- Production Bonus on "Plot Jobs" + Administration (only)
- Bonus on Offensive Combat (only)
- Less and lower Tax Increases
- Loyal Cities might rebel if refusing King's Request
- Specific new Python and DLL Diplo Events for "High Loyalty rate Cities"
- Sailing to Africa allowed only if "High National Loyalty rate" > 50%
- High National Loyalty rate might unlock something like "Declaring Kingdom" (new Victory Condition)
- Loyal Cities and Units on map will switch sides to the King if you "Declare Independence"
...
Revolutionary Rate Effects:
- Immigration of Specialists for "Building Jobs" + "Experienced Medics" + "Great Statesmen" more likely (Total immigration rate still tied to Crosses)
- Production Bonus on "Building Jobs" + Statesman (only)
- Bonus on Offensive Combat (only)
- More Domestic Demand
- Loyal Cities might rebel if accpting King's Request
- Specific new Python and DLL Diplo Events for "High Revolutionary rate Cities"
- Sailing to Port Royal allowed only if "High National Revolutionary rate" > 50%
- High National Revolutionary rate unlocks "Declaring Independence" (just like now)
- Revolutionary Cities and Units on map will switch sides to ??? (maybe another Nation?) if you "Declare Kingdom"
...
General Effects:
- Cities where the spilt between "Loyalty Rate" and "Revolutionary Rate" is very close (e.g. 50:50) you will have additional chances for Python Event with Revolt (thus the cities should bacially be a bit specialized)
- All of this could be tied in with our ideas for "Civics Concept"
E) AI concept
Well, to be honest I would prefer to make the negative effects "Human only".
Otherwise his is getting too complicated for AI to handle in my opinion.
The rest will work jus the same for AI and Human Players.
F) Visualization concept
- The "Loyalty / Revolutionary Status" of the Units should be displayed at Mouse over (Europe Screen Docks, City Screen and Map).
- The "Loyalty Rate" of the Citiy and Nation should be just displayed next to "Revolutionary Rate" (e.g. City Screen and Map Screen) so players better understand.
G) Effort aspects of the concept
- It is basically mainly DLL computation that can reuse "Revolutionary Rate" logic a lot.
- We will need to adjust DLL logic how ever depending on the game mechanics we want to tie into.
- Of course there might also be some Python changes involved for new Python Events.
- By the way we would already have the icons needed for "Loyal" and "Rebellious".
- Of course we will also need to adjust XML and write texts.
---------------
My Personal Summary:
My personal pros:
But since I already have this concept for so many years I thought I might ask for feedback of team and community.
--------------
Feedback, ideas or suggestions?
I am curious to hear your opinions.
Basically this would again add more challenge and complexity to the game.
The core essence:
It is about colonists being "loyal" vs "rebellious" (Loyal to Motherland or Loyal to the Colonial Nation).
"Is your loyalty still with the Motherland or is your loyalty now with your new home the Colonies?"
So every single Unit can be either "loyal" or "rebellious" (nothing in between) but be converted from one to the other.
(It is more or less like a boolean.)
More explanation:
Spoiler :
A single City or a Colonial Nation will always either have "more Loyalists" or "more Revolutionaries".
(In the beginning however before you have started producing "Loyalty" or "Liberty Bells" a lot of the Population will be "unpolitical" - meaning neither of both.)
Max. Loyalist rate = 100% - current Revolutionary rate
and thus vice versa
Max. Revolutionary rate = 100% - Loyalist rate
It is possible though that something like this happens:
(Because there might still be many "unconverted" / "unpolitical" citizens.)
Loyalist rate = 20%
Revolutionary rate = 30%
Thus you will need to decide strategically (both on City Level and National Level) which way to go.
Each of the 2 alternatives will have advantages and disadvantages.
You can never have full advantages of both sides.
Not having the full advantages of the other side is basically the "disadvantage".
The current advantages of "Revolutionary Rate" will be split up.
Thus making the overpowered "Revolutionary Rate" less overpowered.
So basically currently we can consider 100% Revolutionary rate to be 100% full advantages - which is usually calculated like thits: Revolutionary rate / 2
(e.g. 100% Revolutionary Rate --> 50% Offensive Combat Bonus + 50% Defensive Combat Bonus which I feel is overpowered)
In the future with e.g. 60% Loyalty rate and 40% Revolutionary rate you will not have 100% full advantages because the Bonusses would be more specific (split).
(In the example you might have e.g. 30% Offensive Combat Bonus + 20% Defensive Combat Bonus)
Feature implementation concept:
Spoiler :
A) Producing Loyalty by Profession "Administrator"
In the Townhall (and its Upgrades) we currently only have 1 Profession (Statesman).
We could apply "Multiple Professions per Building" there as well.
So currently we have this:
Specialist / Profession / Yield
Great Satesman / Statesman / Liberty Bells
But we could add
Royal Administrator / Administrator / Loyalty
Both Yields (Liberty Bells and Loyalty) should be used for "Political Founding Father Points".
Thus Both Yields would contribute to getting Founding Fathers.
--> By producing "Liberty Bells" or "Loyalty" the player can influence the conversion of the Population from "Unpolitical" to "Rebellious" or "Loyal" or even change "Rebellious" to "Loyal" or vice versa. (See "C)")
B) Loyal / Rebellious "start" status
1) Most units will simply start "unpolitical" as now - neither "loyal" nor "rebellious"
(Those could be converted in Cities by producing either "Liberty Bells" or "Loyalty" with the corresponding professions.)
2) Some specific Units however are always "loyal" or "rebellious"
(e.g. "Governor" or "Royal Administrators" or "Great Statesmen" or "Renowned Noble" or "Political Refugees", ...)
--> We simply need 2 new XML settings for that (if a unit should always be loyal or a unit should always be rebellious).
--> This is true for all game mechanics that can create Units (e.g. Immigration, Buying, Learning, Growth or Capturing)
C) Loyal / Rebellious status "change / conversion" over time
1) Colonists working in City would have a chance to change their Political Attitude status depending on "Liberty Bell Production" and "Loyalty Production" of City (so based on the Yields)
2) Colonists on Map (e.g. Scouts) and other Units on Map (e.g. Ships) would have a chance to change their Loyalty depending on "National Loyalty Rate"
--> It is like the current logic for "Rebellion Rates" and might be included there
(but here we would now also affect the "Loyalty status" of single Units)
D) Effects of Loyal / Rebellious (Loyalty Rate / Revolutionary Rate)
Loyalty Rate Effects:
- Immigration of Specialists for "Plot Jobs" + "Cheap Workers" + "Royal Administrators" more likely (Total immigration rate still tied to Crosses)
- Production Bonus on "Plot Jobs" + Administration (only)
- Bonus on Offensive Combat (only)
- Less and lower Tax Increases
- Loyal Cities might rebel if refusing King's Request
- Specific new Python and DLL Diplo Events for "High Loyalty rate Cities"
- Sailing to Africa allowed only if "High National Loyalty rate" > 50%
- High National Loyalty rate might unlock something like "Declaring Kingdom" (new Victory Condition)
- Loyal Cities and Units on map will switch sides to the King if you "Declare Independence"
...
Revolutionary Rate Effects:
- Immigration of Specialists for "Building Jobs" + "Experienced Medics" + "Great Statesmen" more likely (Total immigration rate still tied to Crosses)
- Production Bonus on "Building Jobs" + Statesman (only)
- Bonus on Offensive Combat (only)
- More Domestic Demand
- Loyal Cities might rebel if accpting King's Request
- Specific new Python and DLL Diplo Events for "High Revolutionary rate Cities"
- Sailing to Port Royal allowed only if "High National Revolutionary rate" > 50%
- High National Revolutionary rate unlocks "Declaring Independence" (just like now)
- Revolutionary Cities and Units on map will switch sides to ??? (maybe another Nation?) if you "Declare Kingdom"
...
General Effects:
- Cities where the spilt between "Loyalty Rate" and "Revolutionary Rate" is very close (e.g. 50:50) you will have additional chances for Python Event with Revolt (thus the cities should bacially be a bit specialized)
- All of this could be tied in with our ideas for "Civics Concept"
E) AI concept
Well, to be honest I would prefer to make the negative effects "Human only".
Otherwise his is getting too complicated for AI to handle in my opinion.
The rest will work jus the same for AI and Human Players.
F) Visualization concept
- The "Loyalty / Revolutionary Status" of the Units should be displayed at Mouse over (Europe Screen Docks, City Screen and Map).
- The "Loyalty Rate" of the Citiy and Nation should be just displayed next to "Revolutionary Rate" (e.g. City Screen and Map Screen) so players better understand.
G) Effort aspects of the concept
- It is basically mainly DLL computation that can reuse "Revolutionary Rate" logic a lot.
- We will need to adjust DLL logic how ever depending on the game mechanics we want to tie into.
- Of course there might also be some Python changes involved for new Python Events.
- By the way we would already have the icons needed for "Loyal" and "Rebellious".
- Of course we will also need to adjust XML and write texts.
---------------
My Personal Summary:
My personal pros:
- It would make the game more challenging / interesting for experienced Players (especially WOI)
- It add a little realims and flavour.
- It adds an alternative for gameplay towards "Victory Independence"
- The effort for implementing this concept is considerable although it can be handled.
- We would need to carefully consider performance although the impact on performance should be moderate.
- I do not want to affect AI negatively but I am aware that Players don't like "Human only" feature (considering negative effects).
- Since most of the complicated and risky logic will be triggered by "Declaring Independence" this is not easy to be tested by beta testers that just regularly play the game.
But since I already have this concept for so many years I thought I might ask for feedback of team and community.
--------------
Feedback, ideas or suggestions?
I am curious to hear your opinions.
Last edited: