Priorities for next version

Here are the facets I plan to focus on for the next version, as always your thoughts and ideas are definitely welcome:

1. Rebels get first move: After revolting armies spawn, they get to move before you do. This feature can also be disabled.

1b. Option to cause rebels to always spawn outside of cities and have to fight for control.

2. Add ability to bribe cities at any time to lower revolution index, delay potential revolts. Make cost increase so only wealthy civs can really pay for long term stability.

In regards to 1 and 1b, I'd suggest adding an XML tag that allows you to set an integer which determines what "rebellion percent" the city must have for it to be completely turned over.

For example, if a city is so unhappy that it will rebel, then rebels can spawn outside of the city. But, if it has (let's say) 80+ percent of the population that wants to rebel, then have the city simply be overtaken by the rebels from within without a fight.

Option 2 sounds nice and is a good idea.
 
A couple of suggestions related to culture-flipping:

I think when a city culture-flips, it should not be automatically allowed to join the other civ peacefully, but instead there should be a pop-up asking if you want to let them join the other civ, and if you say no then their rev index increases. (Actually I have seen this pop-up for cities I've conquered, but I think that's triggered by nationality not culture, and when I'm trying for a cultural victory I often get lots of border cities wanting to join me, and it seems weird that the AI civs would just let them go without a fight.)

Also, with the popup asking if you want to let a city join your civ, I think the second option should *not* be "Disband the city", but just to say no and have it remain in the old civ, but with the rev index increasing. Then eventually they might break away and form their own civ (for example, Texas). Then if after they break away, they want to join you again and you accept this time, that should have a negative impact on your relations with the civ they broke away from, maybe to the point where they would declare war on you (e.g. the Mexican War).
 
Haven't heard from you in a while, jdog, but I thought I'd point you to this thread too... the new role of the colonies makes me wonder if they've made some changes to teams that might facilitate the easier separation of two civs from the same team. It sounds like they share resources which suggests that a colony is made a part of your team... but it can also break away which then, if it is part of your team, means that they'll have to be removed from the team too.
 
The new Random Events feature might be useful to enhance for the pack, for instance: a city is revolting, and this is displayed in that way. You get the choices in the new screen, and new choices like "Stimulate local culture" could be added.
 
I'll be honeymooning for a week or so ... also looking forward to BTS after, but you gotta have priorities ;)

Well, congratulations on getting married. First I've heard of it.
 
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