I made this post first here but I decided to do some thinking again, especially as we move closer to the new map. Because we're moving to the new map things like starting unit spawns, starting cities and starting areas will all need to be redone. This means that the "operating area" of civs will be back into question and hopefully we can get them modified. What I mean is that for example as Arabia you basically can realistically in your starting time conquer North Africa, Iran and Central Asia, but historically they went further than this. Similarly China was pushing into Central Asia and Vietnam historically, but you'd be hard pressed to venture into those areas in DOC.
But that is a matter for the balancing which will have to come after the map. However once that balancing and the map is done I think we can take a look at how spawns happen, and make them slightly more scripted. There are a few scripted spawns but my favourite so far is the Byzantine one - if Rome is shaky after a certain date, then Byzantium has a chance to spawn. This means a human player can avoid a Byzantium spawn not by spamming units to kill the Byzantines when they spawn but rather by achieving the specific historic goals of their country.
This in my opinion is great for gameplay. It means players actually think like their historic counterparts - when my Roman Empire which is close to UHV briefly goes shaky, my thoughts are how can I stabilise it, which is what Romans thought historically. Romans historically didn't think "uh oh, in 10 turns Byzantium will spawn, I better move all my units to Byzantium to kill it off!", they thought "inflation and overextension are destroying our empire, we must fix them or break in two". I accept this makes the game easier in some ways, as players will be able to avoid some crucial spawns, but I argue that this is already not an issue. eg, as China I already know the Mongols will spawn so I just build 30 firecrackers. Boom, entire Mongol army dead and the Mongol spawn didn't happen anyway. My making the proposal more about stability and other factors it means the game becomes a bit more interesting to play with the mechanics rather than just rely on deathstack or WB, while still increasing immersion.
These currently are in game as:
Byzantium: Greece dead, Rome alive, human Rome must not be solid.
Argentina, Brazil: Owner must not be solid.
Italy: Rome dead, independent city in Italy.
Thailand: Khmer dead, or human Khmer is not solid.
These proposals include how the spawns can be scripted, along with some suggestions regarding their starting condition.
Unlisted civs I propose no changes. They are: Babylonians, Chinese, Congolese, Egyptians, English, Ethiopians, Greeks, Harappans, Indians, Indonesians, Iranians, Italians, Japanese, Khmer, Koreans, Mandinka, Maya, Persians, Phonecians, Polish, Tamils, Thais, Tibetans, Turks, Vikings.
A few notes on the proposals I've made. Most of them are based on already occuring events (eg, it's very often that Spain or Britain will be shaky, that the Roman empire will fall ), so at worse they will end up spawning a little later than their original spawn date, but also possibly earlier. Yes, the player can avoid some spawns in my proposal - that's the point. The game could then be tweaked to make some choices harder to make, eg convert to Protestantism as France to avoid Netherlands spawn, but then face significant religious instability.
Note that the phrase "Can spawn in their core zone [once ANY civ has researched tech and] their owner is shaky or worse." also includes independent and barbarian cities, who can always assumed to be "shake or worse".
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The Americans
Can spawn in their core zone once ANY civ has researched Civil Liberties and their owner is shaky or worse. Start with a wider area and some units around Toronto/Quebec so that they have a chance of taking Canada.
Reasoning: As we all know the American experiment was formed out of the rise of enlightenment democracy and liberalism in Europe, which then spread to the experimental communities of North America. This reflects that a bit better.
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The Arabs
Automatically spawn in their core zone once ANY civ researches Theology and automatically founds Islam. Gets more conquerors in North Africa and Persia, both closer to the border at their spawn too.
Reasoning: As stated to spread Islam a bit further as it was historically. The Arab conquests were absurd IRL. Also makes the Arab spawn a little bit less reliable for a Byzantine player. Personally I would like them to only spawn in their core zone and get conquerors in Egypt and the Levant to reflect their conquests a bit more, but that's fine if they don't since the speed at which they conquered the territory is basically equivalent to a flip anyway.
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The Aztecs
Independent Mesoamerican cities spawn around 1150 (slightly before current Aztec spawn date).
Can spawn in their core zone once any city has more than 5 population, and their owner is shaky or worse. Gets conquerors on spawn.
Reasoning: Reflects the history of the Aztecs as a rising power among independent city states in the Mexican Basin that conquered other city-states and formed an empire just before the Spanish attacked.
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The Argentinians, Brazilians, Colombians and Mexicans
Can spawn in their core zone once ANY civ has researched Nationalism and their owner is shaky or worse.
Reasoning: Just as the rise of nationalism in Europe was causing old powers to be challenged, nationalism was creating nations in South America. This reflects that a bit better.
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The Canadians
Can spawn in their core zone once ANY civ has researched Civil Rights and their owner is shaky or worse. Spawns as a vassal of their owner (unless they're coming from independent states).
Reasoning: While Canada still saw itself part as Britain it still desired an independent identity, which is reflected as it becoming a vassal. This could even be an event, Britain accepts to release Canada as a vassal, or they refuse and get unhappiness permanently in Canada, perhaps.
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The Dutch
Make Amsterdam either an independent city or far more attractive to settle before Dutch Spawn.
Can spawn in their core zone once Protestantism has been founded and spread to Amsterdam, and their owner is shaky or worse.
Reasoning: The Dutch Republic arose out of conflict between the Protestant Dutch and Catholic Spanish. This reflects that a bit more.
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The French
Spawn slightly earlier and with more units representing the Franks.
Can spawn in their core zone once ANY civ has researched Generalship and their owner is shaky or worse.
Reasoning: France was founded by the Franks, a group of Barbarians who conquered France proper then much of Europe itself. They could have an earlier and stronger spawn to clear up Europe of antiquity powers and prepare it for the Germans and Spanish.
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The Germans
Can spawn in their core zone once ANY civ has researched Nobility and their owner is shaky or worse.
Reasoning: The Germans were a group that existed for centuries as various ethnic groups, but Germany in DOC reflects the HRE created after the split between West and East Francia. I say just make Germany reflect a generic German civ, and only have it spawn as the elective HRE if it spawns from France conquering Rome and then becoming shaky, but that's probably excessive.
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The Inca
Independent Peruvian cities spawn around 1000 (slightly before current Inca spawn date). (Don't they already?)
Can spawn in their core zone once any city has more than 4 population, and their owner is shaky or worse. Gets conquerors on spawn.
Reasoning: Much like the Aztecs, reflects the domination of a particular city-state among local city-states into a rising local empire. Personally I dislike the Civilisations Reborn idea of all the other city-states being civs, they're fine as independents.
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The Mongols
Ulan Batuur spawns slightly earlier as an independent city.
Can spawn in their core zone once ANY civ has researched Feudalism and is shaky or worse. However does not immediately declare war on China/Persia, instead gets their conquest event units when they spawn their first great general (mostly just by killing barbarians at first).
Reasoning: Mongolia still existed before Genghis Khan although obviously not as a significant power. They definitely warrant an independent city-state. The Great General thing adds a bit of interaction and build-up for the player before they totally streamroll Asia.
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The Moors
Can spawn in their core zone once ANY civ has researched Architecture, any city in their core zone has Islam, and their owner is shaky or worse.
Reasoning: The Moors were formed partially as a result of the Arab aristocracy conquering Berber North Africa, but also the collapse of the Abassids. This reflects that a bit better - hopefully with a stronger Arab spawn it will be more common to see the Arabs conquer North Africa and Morocco spawn as a result of that, rather than just in a bunch of independent cities.
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The Mughals
Turks get conquerors in the Punjab and Afghanistan as well as in Persia, Anatolia and the Levant.
Can spawn in their core zone once ANY civ has researched Gunpowder and their owner shaky or worse, and if either Turks or Barbarians have taken a city in their core zone.
Reasoning: The Mughal Empire was the last in a series of endeavours by Islamic Turks conquering into India. Much like how a player Byzantium or Arabia seek to defeat the Seljuks to prevent a future Otto spawn, the India player should seek to defeat the Seljuks to prevent a future Mughal spawn.
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The Ottomans
Can spawn in their core zone once ANY civ has researched Gunpowder and their owner shaky or worse, and if either Turks or Barbarians have taken a city in their core zone.
Reasoning: Isn't this already what the Ottomans do? If it isn't then I think it makes sense, and I've been playing Byzantium wrong.
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The Portuguese
Moors are more likely to found/start with Lisboa.
Can spawn in their core zone once ANY civ has researched Feudalism, if any city in it has Christianity and their owner is shaky or worse, and NOT a Christian civ.
Reasoning: The Iberian peninsula was a lot more fragmented and dynamic than DOC presents it. I would like to see the Romans/Moors found Lisboa a bit more often. As designed this would mean that Spain could try snipe Lisboa to prevent Portugal from spawning. I think it's entirely plausible that Portugal might never have become a civ IRL, and just another domain of the Spanish crown, like Aragon and Leon.
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The Prussians
Can spawn in their core zone once ANY civ has researched statecraft and either Protestantism is present in the majority of their core cities but the owner is Catholic, or the owner is elective, or the owner has a majority of cities outside of their core, and their owner is shaky or worse.
Reasoning: That was a complex set of ands and ors, but basically means that as long as Austria either remains Catholic, conquers the Balkans or remains as the HRE, Germany will spawn. If Austria does not do these things, well then what you've got is a German civilisation anyway!
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The Russians
Either include the Kievan Rus' as a civ, or have Muscovy and Novgorod spawn as independent cities shortly after Kiev does.
Can spawn in their core zone once ANY civ has researched Nobility, and if their owner is shaky or worse, and if either the Mongols or Barbarians have taken a city in their core zone.
Reasoning: Personally I would like to see the Kievan Rus', I think it's entirely plausible that if the Mongols had failed to conquer parts of Russia the Kievan Rus' would be the one to unite the Rus people rather than the Muscovites. This reflects the "Russian" civ as more of the "Great Russian" civ as the Muscovite empire. You could potentially include something like if Russia spawns in Novogorod instead, it starts with elective republic.
---
The Spanish
Can spawn in their core zone once ANY civ has researched Nobility, if any city in it has Christianity and their owner is shaky or worse, and NOT a Christian civ.
Reasoning: Reflects how Spain was formed as a result of Christian identity unified in the reconquista. Could be made slightly more complex eg they spawn as Asturias then get conquerors repeatedly against the Moors, but this probably isn't necessary.
---
The Tibetans
Lhasa spawns as an indepenent city slightly earlier.
Can spawn in their core zone, if any city in it has Buddhism and their owner is shaky or worse, and NOT a Buddhist civ.
Reasoning: Reflects Tibet as a march that repeatedly flipped between Chinese suzerainty and independent Tibetan rule, kind of.
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Having typed that all up I think my proposals can kind of fall into these categories:
The Civilisations: Represent an ethnic group which unified and developed into statehood and a unified polity, often later forming an empire. As such, they can usually spawn with a city or two, settlers and units, as well as good growth modifiers. What we think of as traditional civ gameplay, with UHVs that often include lasting a long time, founding lots of cities and generally balanced gameplay. Expect to reach turn 500. eg, Chinese, Indians, Persians, English, Romans. No surprise that these are all civs you'd find in every vanilla civilisation game.
The Conquerors: Represent an ethnic group which unified and developed into statehood and a unified polity, but quickly and rapidly forged an if not multiple empires. Usually spawn on the border of a "The Civilisation" type, with a conqueror event and UHV, and of course military-based gameplay. Don't be surprised if you collapse 2 turns after a UHV. eg, Mongols, Turks, Arabs, Romans, Vikings, Ottomans, Mughals. Friedrick Nietzsche described these as the "conqueror races" and the "Aryan type".
The Unifiers: Represent polities which arose out of a disunited ethnic group, but were forged through this disunity. Spawn often after another empire has collapsed, surrounded by independents or near a weaker neighbour. Their UHVs don't require conquering their nearby victims but necessitate the good land and expansion. eg, Aztecs, Inca, Spain, France.
The Revolters: Represent polities that came about due to some political shift in their overlord, often precipitating the downfall of the overland and representing a new alignment in the world order. However, unlike the Conquerors, they are not particularly about restoring the empire they revolted from, and often just flip a zone and that's about it. eg, Dutch, Americans, Argentinians
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Ok now I gotta learn how to code in python and xml if these aren't gonna be added. lol
But that is a matter for the balancing which will have to come after the map. However once that balancing and the map is done I think we can take a look at how spawns happen, and make them slightly more scripted. There are a few scripted spawns but my favourite so far is the Byzantine one - if Rome is shaky after a certain date, then Byzantium has a chance to spawn. This means a human player can avoid a Byzantium spawn not by spamming units to kill the Byzantines when they spawn but rather by achieving the specific historic goals of their country.
This in my opinion is great for gameplay. It means players actually think like their historic counterparts - when my Roman Empire which is close to UHV briefly goes shaky, my thoughts are how can I stabilise it, which is what Romans thought historically. Romans historically didn't think "uh oh, in 10 turns Byzantium will spawn, I better move all my units to Byzantium to kill it off!", they thought "inflation and overextension are destroying our empire, we must fix them or break in two". I accept this makes the game easier in some ways, as players will be able to avoid some crucial spawns, but I argue that this is already not an issue. eg, as China I already know the Mongols will spawn so I just build 30 firecrackers. Boom, entire Mongol army dead and the Mongol spawn didn't happen anyway. My making the proposal more about stability and other factors it means the game becomes a bit more interesting to play with the mechanics rather than just rely on deathstack or WB, while still increasing immersion.
These currently are in game as:
Byzantium: Greece dead, Rome alive, human Rome must not be solid.
Argentina, Brazil: Owner must not be solid.
Italy: Rome dead, independent city in Italy.
Thailand: Khmer dead, or human Khmer is not solid.
These proposals include how the spawns can be scripted, along with some suggestions regarding their starting condition.
Unlisted civs I propose no changes. They are: Babylonians, Chinese, Congolese, Egyptians, English, Ethiopians, Greeks, Harappans, Indians, Indonesians, Iranians, Italians, Japanese, Khmer, Koreans, Mandinka, Maya, Persians, Phonecians, Polish, Tamils, Thais, Tibetans, Turks, Vikings.
A few notes on the proposals I've made. Most of them are based on already occuring events (eg, it's very often that Spain or Britain will be shaky, that the Roman empire will fall ), so at worse they will end up spawning a little later than their original spawn date, but also possibly earlier. Yes, the player can avoid some spawns in my proposal - that's the point. The game could then be tweaked to make some choices harder to make, eg convert to Protestantism as France to avoid Netherlands spawn, but then face significant religious instability.
Note that the phrase "Can spawn in their core zone [once ANY civ has researched tech and] their owner is shaky or worse." also includes independent and barbarian cities, who can always assumed to be "shake or worse".
---
The Americans
Can spawn in their core zone once ANY civ has researched Civil Liberties and their owner is shaky or worse. Start with a wider area and some units around Toronto/Quebec so that they have a chance of taking Canada.
Reasoning: As we all know the American experiment was formed out of the rise of enlightenment democracy and liberalism in Europe, which then spread to the experimental communities of North America. This reflects that a bit better.
---
The Arabs
Automatically spawn in their core zone once ANY civ researches Theology and automatically founds Islam. Gets more conquerors in North Africa and Persia, both closer to the border at their spawn too.
Reasoning: As stated to spread Islam a bit further as it was historically. The Arab conquests were absurd IRL. Also makes the Arab spawn a little bit less reliable for a Byzantine player. Personally I would like them to only spawn in their core zone and get conquerors in Egypt and the Levant to reflect their conquests a bit more, but that's fine if they don't since the speed at which they conquered the territory is basically equivalent to a flip anyway.
---
The Aztecs
Independent Mesoamerican cities spawn around 1150 (slightly before current Aztec spawn date).
Can spawn in their core zone once any city has more than 5 population, and their owner is shaky or worse. Gets conquerors on spawn.
Reasoning: Reflects the history of the Aztecs as a rising power among independent city states in the Mexican Basin that conquered other city-states and formed an empire just before the Spanish attacked.
---
The Argentinians, Brazilians, Colombians and Mexicans
Can spawn in their core zone once ANY civ has researched Nationalism and their owner is shaky or worse.
Reasoning: Just as the rise of nationalism in Europe was causing old powers to be challenged, nationalism was creating nations in South America. This reflects that a bit better.
---
The Canadians
Can spawn in their core zone once ANY civ has researched Civil Rights and their owner is shaky or worse. Spawns as a vassal of their owner (unless they're coming from independent states).
Reasoning: While Canada still saw itself part as Britain it still desired an independent identity, which is reflected as it becoming a vassal. This could even be an event, Britain accepts to release Canada as a vassal, or they refuse and get unhappiness permanently in Canada, perhaps.
---
The Dutch
Make Amsterdam either an independent city or far more attractive to settle before Dutch Spawn.
Can spawn in their core zone once Protestantism has been founded and spread to Amsterdam, and their owner is shaky or worse.
Reasoning: The Dutch Republic arose out of conflict between the Protestant Dutch and Catholic Spanish. This reflects that a bit more.
---
The French
Spawn slightly earlier and with more units representing the Franks.
Can spawn in their core zone once ANY civ has researched Generalship and their owner is shaky or worse.
Reasoning: France was founded by the Franks, a group of Barbarians who conquered France proper then much of Europe itself. They could have an earlier and stronger spawn to clear up Europe of antiquity powers and prepare it for the Germans and Spanish.
---
The Germans
Can spawn in their core zone once ANY civ has researched Nobility and their owner is shaky or worse.
Reasoning: The Germans were a group that existed for centuries as various ethnic groups, but Germany in DOC reflects the HRE created after the split between West and East Francia. I say just make Germany reflect a generic German civ, and only have it spawn as the elective HRE if it spawns from France conquering Rome and then becoming shaky, but that's probably excessive.
---
The Inca
Independent Peruvian cities spawn around 1000 (slightly before current Inca spawn date). (Don't they already?)
Can spawn in their core zone once any city has more than 4 population, and their owner is shaky or worse. Gets conquerors on spawn.
Reasoning: Much like the Aztecs, reflects the domination of a particular city-state among local city-states into a rising local empire. Personally I dislike the Civilisations Reborn idea of all the other city-states being civs, they're fine as independents.
---
The Mongols
Ulan Batuur spawns slightly earlier as an independent city.
Can spawn in their core zone once ANY civ has researched Feudalism and is shaky or worse. However does not immediately declare war on China/Persia, instead gets their conquest event units when they spawn their first great general (mostly just by killing barbarians at first).
Reasoning: Mongolia still existed before Genghis Khan although obviously not as a significant power. They definitely warrant an independent city-state. The Great General thing adds a bit of interaction and build-up for the player before they totally streamroll Asia.
---
The Moors
Can spawn in their core zone once ANY civ has researched Architecture, any city in their core zone has Islam, and their owner is shaky or worse.
Reasoning: The Moors were formed partially as a result of the Arab aristocracy conquering Berber North Africa, but also the collapse of the Abassids. This reflects that a bit better - hopefully with a stronger Arab spawn it will be more common to see the Arabs conquer North Africa and Morocco spawn as a result of that, rather than just in a bunch of independent cities.
---
The Mughals
Turks get conquerors in the Punjab and Afghanistan as well as in Persia, Anatolia and the Levant.
Can spawn in their core zone once ANY civ has researched Gunpowder and their owner shaky or worse, and if either Turks or Barbarians have taken a city in their core zone.
Reasoning: The Mughal Empire was the last in a series of endeavours by Islamic Turks conquering into India. Much like how a player Byzantium or Arabia seek to defeat the Seljuks to prevent a future Otto spawn, the India player should seek to defeat the Seljuks to prevent a future Mughal spawn.
---
The Ottomans
Can spawn in their core zone once ANY civ has researched Gunpowder and their owner shaky or worse, and if either Turks or Barbarians have taken a city in their core zone.
Reasoning: Isn't this already what the Ottomans do? If it isn't then I think it makes sense, and I've been playing Byzantium wrong.
---
The Portuguese
Moors are more likely to found/start with Lisboa.
Can spawn in their core zone once ANY civ has researched Feudalism, if any city in it has Christianity and their owner is shaky or worse, and NOT a Christian civ.
Reasoning: The Iberian peninsula was a lot more fragmented and dynamic than DOC presents it. I would like to see the Romans/Moors found Lisboa a bit more often. As designed this would mean that Spain could try snipe Lisboa to prevent Portugal from spawning. I think it's entirely plausible that Portugal might never have become a civ IRL, and just another domain of the Spanish crown, like Aragon and Leon.
---
The Prussians
Can spawn in their core zone once ANY civ has researched statecraft and either Protestantism is present in the majority of their core cities but the owner is Catholic, or the owner is elective, or the owner has a majority of cities outside of their core, and their owner is shaky or worse.
Reasoning: That was a complex set of ands and ors, but basically means that as long as Austria either remains Catholic, conquers the Balkans or remains as the HRE, Germany will spawn. If Austria does not do these things, well then what you've got is a German civilisation anyway!
---
The Russians
Either include the Kievan Rus' as a civ, or have Muscovy and Novgorod spawn as independent cities shortly after Kiev does.
Can spawn in their core zone once ANY civ has researched Nobility, and if their owner is shaky or worse, and if either the Mongols or Barbarians have taken a city in their core zone.
Reasoning: Personally I would like to see the Kievan Rus', I think it's entirely plausible that if the Mongols had failed to conquer parts of Russia the Kievan Rus' would be the one to unite the Rus people rather than the Muscovites. This reflects the "Russian" civ as more of the "Great Russian" civ as the Muscovite empire. You could potentially include something like if Russia spawns in Novogorod instead, it starts with elective republic.
---
The Spanish
Can spawn in their core zone once ANY civ has researched Nobility, if any city in it has Christianity and their owner is shaky or worse, and NOT a Christian civ.
Reasoning: Reflects how Spain was formed as a result of Christian identity unified in the reconquista. Could be made slightly more complex eg they spawn as Asturias then get conquerors repeatedly against the Moors, but this probably isn't necessary.
---
The Tibetans
Lhasa spawns as an indepenent city slightly earlier.
Can spawn in their core zone, if any city in it has Buddhism and their owner is shaky or worse, and NOT a Buddhist civ.
Reasoning: Reflects Tibet as a march that repeatedly flipped between Chinese suzerainty and independent Tibetan rule, kind of.
---
Having typed that all up I think my proposals can kind of fall into these categories:
The Civilisations: Represent an ethnic group which unified and developed into statehood and a unified polity, often later forming an empire. As such, they can usually spawn with a city or two, settlers and units, as well as good growth modifiers. What we think of as traditional civ gameplay, with UHVs that often include lasting a long time, founding lots of cities and generally balanced gameplay. Expect to reach turn 500. eg, Chinese, Indians, Persians, English, Romans. No surprise that these are all civs you'd find in every vanilla civilisation game.
The Conquerors: Represent an ethnic group which unified and developed into statehood and a unified polity, but quickly and rapidly forged an if not multiple empires. Usually spawn on the border of a "The Civilisation" type, with a conqueror event and UHV, and of course military-based gameplay. Don't be surprised if you collapse 2 turns after a UHV. eg, Mongols, Turks, Arabs, Romans, Vikings, Ottomans, Mughals. Friedrick Nietzsche described these as the "conqueror races" and the "Aryan type".
The Unifiers: Represent polities which arose out of a disunited ethnic group, but were forged through this disunity. Spawn often after another empire has collapsed, surrounded by independents or near a weaker neighbour. Their UHVs don't require conquering their nearby victims but necessitate the good land and expansion. eg, Aztecs, Inca, Spain, France.
The Revolters: Represent polities that came about due to some political shift in their overlord, often precipitating the downfall of the overland and representing a new alignment in the world order. However, unlike the Conquerors, they are not particularly about restoring the empire they revolted from, and often just flip a zone and that's about it. eg, Dutch, Americans, Argentinians
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Ok now I gotta learn how to code in python and xml if these aren't gonna be added. lol