Radical Concepts "If only more modders would be like you and would release some radical concepts as modcomps for others to enjoy." - Colonel_Zation, in regards to the 1492 Codex mod by KJ Jansson Introduction In a hope to fulfill the desire for more intriguing and radical concepts for the benefit of the game, I now launch what I hope will be a touchstone thread for the Civ4Col community to inspire new ideas for future development. I hope that all modders find the ideas which will be published herein helpful in inspiring potential works. Disclaimer: This thread does not belong to a particular mod, but to the community. The thread will be organized with a table of contents in the original post, found below. Time will tell if this thread becomes well developed, but I fully intend to do so, which is why I have reserved the first 3 comments after this original post for potential development. With that said, now on to the first Radical Concept which I hope will be the foundation of more to come. Table of Contents 1. Rebel Fists and Colonial Bells science: x4)1a. Rebel Press and Pamphlets 1b. Rebel Units2. Standing Army science: x2)3. A Real and Educational Game Economy science: x5)4. Changing Leader Heads science: x3) ---------------------------------------------------------- 1. Rebel Fists and Colonial Bells (Radicalness: ) Without the Change The Liberty Bell serves multiple purposes in current play. It produces; culture which expands your borders, political points which win you founding fathers, rebel sentiment which increases production by it's percentage, and lastly it arouses the anger of the King, who in turn taxes you, demands money, and increases the size of his REF (Army). Once a colony wide rebel sentiment of 50% has been achieved, the player may declare independence, which is only made possible by ramping up production of Liberty Bells. Reasons to Change "We are already greater than the king wishes us to be, and will he not hereafter endeavor to make us less?" - Thomas Paine, Common Sense Imagine growing your colonies with your king's help. Imagine having a decently sized colony, and still having a relatively low tax rate and the favor of your king. Imagine being able to grow unmolested by your king until your country approaches a real ability to declare independence and sustain itself. Imagine saying goodbye to 40% tax rates and -(some crazy #) favor with your king when all of your combined colonial possessions are laughable in size and strength. That's the premise of this change. The king does want his New World colonies to be successful, just not so successful that they threaten to be autonomous. Currently the player can make the king furious and be penalized with a stiff tax rate with just a minuscule amount of settlements. The change detailed below will change all of that and give the player a grace period throughout the majority of the game until a time of his choosing, in which a more clear focus on independence will provoke the end game. Namely, maxing out the combined strength of the colonies and posing a clear threat to the king. The Change The Colonial Bell would replace the Liberty Bell. Unlike the Liberty Bell, it does not produce a rebel sentiment %, but instead Colonial Strength %. Colonial Strength would benefit the colonies in every way rebel sentiment currently does, but without the overwhelming negative repercussions from the king. Producing Colonial Bells would produce the positives such as; culture so as to expand borders, political points so as to win founding fathers, and Colonial Strength so as to increase production by its %. Producing Colonial Bells will still have the effect of angering the king, but his anger will be much more delayed than in the current Liberty Bell system. This delay is because Colonial Bells don't produce infuriating Rebel Sentiment %, but instead a more emotionally neutral Colonial Strength %. The player would receive relatively light treatment from the king until an extremely high level of bells are achieved. This is where the Rebel Fist comes in. As the colonies grow to such a degree as to start making independence somewhat of a feasible option (I'm thinking of a combined 50% Colonial Strength to 75% Colonial Strength), the king will start to harass the player with unnecessary taxes, financial demands, and the sort. Up until this point (50% Colonial Strength) the king would have been primarily passive, and would have imposed extremely light tax rates (a maximum of 20%). As the Colonial Strength % (of the combined cities) gets higher, so would the maximum tax rate and frequency of harassment. I'm thinking; 1-50% Colonial Strength would mean a maximum tax rate of 20% (leader or nation traits would cause slight variance). 51-60% Colonial Strength would mean a maximum tax rate of 40%. 61-75% Colonial Strength would mean a maximum tax rate of 60%. Finally 76%-100% Colonial Strength would create a maximum tax rate of 90%. The player will want to escape from the increasingly difficult king who wishes to suppress the newly feared growth of the colonies, and at some point (detailed below) will start producing Rebel Fists which in turn create a rebel sentiment %, which will lead to independence as it does now. The first city in your colony to produce 100% Colonial Strength will automatically produce a building called Revolutionary Presence (or Rebel Activity). This building will produce +1 Rebel Fists automatically, and can have colonists of any type assigned to work in it to produce even more Rebel Fists, up to 3 spaces. Rebel sentiment will be a percentage multiplier which increases production in the same way it currently does in the Liberty Bell system and stacks on top of the production multiplier the new Colonial Strength % provides. Rebel Activity will afterwards be automatically built in every city which attains to 75% or more Colonial Strength. The last sentence in the above paragraph is subject to additional info in revision 1a... ---------------- 1. Rebel Fists and Colonial Bells 1a. Rebel Press and Pamphlets "Thomas Paine published Common Sense anonymously because of its treasonous content. Printed and sold by Robert Bell, Third Street, Philadelphia, it sold as many as 120,000 copies in the first three months, 500,000 in the first year, going through twenty-five editions in the first year alone." - Wikipedia As detailed in the aforementioned concept, the first city to achieve a 100% Colonial Strength percentage will automatically build the Rebel Activity building which will enable the production of Rebel Fists and therefore Rebel Sentiment. Once a city has Rebel Activity in it, it enables the building of the Rebel Press, which is a form of the newspaper but does not replace it. Rebel Activity is required to build Rebel Press. Colonists can be assigned to work at the Rebel Press, and they will be transforming wood (paper) into Pamphlets. Pamphlets cannot be bought or sold in Europe or elsewhere, they are strictly a specialty item used to kick off the endgame. Once a city has printed off 100 Pamphlets, the player may transform a colonist into a Pamphleteer in the same way that guns and horses are required to transform a colonist into a Dragoon. The Pamphleteer is a missionary type unit, in the sense that it seeds Rebel Activity in other cities. In the aforementioned concept, I detailed that every city following the first to achieve 75% Colonial Strength would automatically build Rebel Activity. This idea has been scrapped in favor of the Pamphleteer. Basically the player will produce Pamphlets out of wood, and then make Pamphleteers out of Pamphlets. The Pamphleteer will travel to neighboring cities and attempt to stir up the inhabitants into engaging in Rebel Activity. The odds will be high but not absolute. He will have a certain percentile chance to establish Rebel Activity (a mission) just as Missionaries to native settlements currently do. ---------------- 1. Rebel Fists and Colonial Bells 1a. Rebel Press and Pamphlets 1b. Rebel Units Along with the introduction of the missionary like Pamphleteer, I would also like to suggest the introduction of certain Rebel Units which might be of some interest to the player as well. Consider the Armed Rebel, who costs the same as a Musketman but requires 50 Pamphlets as well, meaning that he cannot be built without Rebel Presses dishing out Pamphlets to the colonies. The Armed Rebel would be a Musketman but would have certain bonuses that the Musketman does not have. Namely bonuses to fight in the woods or in the mountains or swamps which will come in handy during the revolution. Consider the Smuggling Ship, which can be built in any port city which has Rebel Activity in it. The Smuggling Ship would require 100 Pamphlets in addition to the costs of shipbuilding in order to produce. The Smuggling Ship would be able to sell boycotted goods to Europe and sell to Europe without the taxes (As seen in RaR). ---------------- In Conclusion The aforementioned concepts, 1. 1a. and 1b., all serve to create an Endgame feeling to game play. Under the current system, the player kind of stumbles into Independence instead of actively ramping up for it. A normal game consists of a large number of liberty bells being produced to increase culture for borders, gain political points for founding fathers, increase rebel sentiment for the production multiplier, and in general dominate the European neighbours. However a player cannot currently excel at doing these things without fiercely angering the king and triggering a need for independence perhaps a little too soon than what someone would like. Which is why in general, the introduction of Rebel Fists instead of liberty bells to produce rebel sentiment creates a time of independence more to the players choosing. The player may for the most part enjoy a long game of high Colonial Bells and good culture along with the other benefits, and start to trigger independence when he wants to. ---------------------------------------------------------- 2. Standing Army (Radicalness: ) “A standing army is one of the greatest mischief that can possibly happen” - James Madison This less radical idea revolves around making the king to quarter soldiers amongst your cities during peace time. The foreign unit (belonging to the King's faction) would fortify in your city, and would trigger a harassment event every certain amount of turns, such as 'the king's soldiers have confiscated 50 guns in Boston' or 'a bar fight between the locals and the king's soldiers has increased rebel sentiment in the city.' The king's units would have the positive effect of defending against Native Raids and attacks. Therefore the presence of a standing army would be bittersweet to the player. The king's soldiers would defend the player's cities, while causing small problems (some beneficial) in the process. When a foreign player, native or European declares war, the king's soldiers will help to defend the colonies, but a pop up might appear that will tell the player that some of the kings soldiers have been conspicuously called elsewhere on 'important matters' effectively leaving the player a little more vulnerable and responsible for their own defenses. The standing army would also not be present at the beginning of the game, but would grow with the colonies, until there are many of the king's soldiers present within the player's cities near the time for declaring independence. When independence is declared a city with 5 of the king's soldiers and 0 soldiers belonging to the player, will automatically be conquered by the king. If the sides are even, the king's soldiers will be forced one tile out of the city, and then made to fight like normal. If the player has twice as many soldiers in a city as the king, the king's soldiers will retreat from the district (meaning they will be pushed 4 or 5 tiles away from the city). If there is only 1 or 2 of the king's soldiers in a town or city with say 7 or 8 soldiers belonging to the player, then those soldiers will disappear or be captured as slaves automatically, with a small chance that one of them will convert to the players control. In Conclusion A standing army will provide the player with the positive effect of noticeable security during the game from native attacks and foreign powers, while creating both negative and positive events in the cities. During the preparation for independence, the player will have to take note of where the king's soldiers already are, and adjust their plans accordingly. This should add more excitement to the game.