Rebel sentiment assigned per colonist

Joined
Apr 4, 2006
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486
Location
Germany
Would it be more realistic (and also feasible to program) to have each colonist unit have their individual rebel sentiment assigned to it?

This could be based for example on:
o amount of time spent in the new world (surely your initial two units will be the first to want independence)
o amount of time spent working in a city (add newspaper/printing press bonus here) (units working all their time in a city with a regular newspaper will get a higher rebel sentiment quicker than pioneers chopping timber in the forests all time.)
o whether born/created in New World or bought from Old World or Immigrating (born due to food increase will get a big head start in rebel sentiment, maybe based on the existence of printing press / newspaper; religious immigrants have a grudge against the motherland already, so should also get a small head start, whereas bought units ill have a strong bond back home)
o maybe based on profession, more educated (master/expert) as a higher rebel sentiment than "normal" colonist, since they are more likely to read the actual newspaper
o soldiers could get a reduced rate of rebel sentiment growth or none whatsoever, being led to some extent by Old World officers and also applying Old World tactics.

This way you could maybe prevent the exploit of gifting away your 0% cities prior to revolution.
Of course now you can still disband all your 0% units to increase your global sentiment to 50%, but these are more likely to be soldiers and needed experts, recently shipped in from Europe.

Alternatively, you could be allowed to declare independence right from the beginning, but only colonists with >50% revolt, while colonists with less than <50% defect to the crown or get a production (or strength for soldiers) malus. This way, you not only have to fight back the REF, but declaring independence has also some economic ramifications.

Thoughts?

mh
 
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