The Great Apple
Big Cheese
<Ignore this post>
GraveEatr said:I've been wanting civil war in a Civ game for YEARS now! It was one of my main strategies back in Civ2 when warring with a larger civ. Just take their capital, (hopefully) a civil war starts and the large empire is split in two, with me aligning with the "rebels".
If this could be done, it would totally rock! I never ever messed with python before, if I knew how I'd make this myself!
D_K said:I have written a (short) Civ II - Revival - Modification. If the player lost his capital, the empire collapse into a loyal and a defect (barbarian) zone.
Civ II - Revival - Modification V 1.2
Dom Pedro II said:Civilizations splitting off from other civilizations gets to be a bit tricky since you'd have to have less than 18 civilizations on the board, and you'd have to have derivative civilizations ready to go... such as Rome splits into Rome and Byzantium, or Spain splits into Spain and.. Castile? I don't even know.
And that'd also mean that if there was a full 18 civs in play, you wouldn't even be able to do that... civil wars would only be possible on maps with fewer than 18 civilizations.
GraveEatr said:Danke, D_K!
Can you create the spy can steal a technology from a rvial civilization ?Trip said:Surprised nobody started this one sooner.
In my work on the main game scenarios I created some systems which are designed to mimic rebellions and civil wars, spawning barbarian units around cities to stir up trouble.
This code can be modified and applied to the main game with some modification. I already have the spawning of units algorithms completed - what remains is triggers (and something to make sure you don't always get the same type of rebel unit throughout the whole game, but that's easy).
My question for you guys is what should these triggers be? What is balanced? I was thinking there would be essentially two levels - 'rebellion' which spawns barb units around cities rarely to stir up trouble, and full-scale civil war when things get bad enough and would be more difficult to beat off, like fighting a whole other civ.
And before someone brings it up... actually splitting off of cities to other nations, new or otherwise, won't be covered in my first iteration. Sorry. You guys can run with what I've made after I finish it and add whatever you want. For now I just want to get something fairly simple up since I know people would like to see this sort of thing.
Anyways, feedback, questions, suggestions, etc. always welcome.
Alpha Version 1 is up:
Well, to be honest I was hoping that others would pick it up and run with it, because I don't really have time to keep working on it I'm afraid.Xavier Von Erck said:I hope Trip hasn't given up on this, truly a great idea
Trip said:In my work on the main game scenarios I created some systems which are designed to mimic rebellions and civil wars, spawning barbarian units around cities to stir up trouble.
This code can be modified and applied to the main game with some modification. I already have the spawning of units algorithms completed - what remains is triggers (and something to make sure you don't always get the same type of rebel unit throughout the whole game, but that's easy).
My question for you guys is what should these triggers be?
Trip said:What is balanced? I was thinking there would be essentially two levels - 'rebellion' which spawns barb units around cities rarely to stir up trouble, and full-scale civil war when things get bad enough and would be more difficult to beat off, like fighting a whole other civ.
GraveEatr said:Actually, Rome could split into several different civs: The English, German, French and Spanish all share their roots with the Roman Empire in one way or another.
And of course the English could split into the Americans.
I wouldn't mind playing a game with fewer than 18 civs just to have a civil war mod...
GraveEatr said:besides, if one or more civs did have a civil war, you'd get those civs back in the game anyway!
If it's possible, civs should split into what ever cultural background they share. I know the game has "Asian", "Middle Eastern", "European" building styles to them, depending on which civ you have. You could just group the civs like that. Am I making sense?
I agree - Exel did have some great suggestions.Alone said:First, don't make it as it's only the couse of Religion or just distances from Capitol but mixed reasons like Exel nicely proposed.
Alone said:Just two short add:
Don't make it too easy to happened it has to be relativlly rare occurrance by my opinnion.
The soldiers that are in rebelion cities in that moment, should be splited (part for reballion - stayed in cities and part for old civ, infront of the city) What percentage of units should be assigned to rebels it also have to be determined somehow /with an advantage for rebels I guess anyway/.