tebriz
Prince
I’d like to argue this point from a historical perspective rather than a gameplay one. China, as we know it today, is considered a single nation, but historically its territory was home to many different peoples speaking completely different languages. There were around 80 distinct ethnic groups before they were gradually assimilated by Han.I don't actually think it's that implausible. Even if (maybe even especially if) the population is relatively prosperous, but the central authority is weak, I believe it's reasonable to expect some breakaway sentiments. The starkest example is probably China, which regularly in its history fell apart into several states, not through any cultural or religious divides. So yes, I think any large city should have base separatism, as it is potentially a contender to be, quoting Caesar, "first in that little village rather than second in Rome". And yes, especially in a situation where a civ is top of the scoreboard - one of the main reasons for this mechanism existing is the runaway leader empires to collapse under their own weight.
And regarding the game itself: I was happy to share my thoughts on this topic, whether they end up being implemented or not - maybe they’ll still be useful for other players. Personally, I really enjoy the settings I use. What bothers me, as I mentioned before, is that overall there are fewer revolutions than I’d actually like to see. And with the current variables, I don’t see a good way to increase them any further - I don’t think pushing separatism from culture, unhappiness or religion even higher is a good solution.
What I really need is an additional option in the game files that allows separatism to scale by % from population. That would give me the flexibility to increase separatism meaningfully without distorting my existing balance - and it would be very much appreciated
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