Good points.
(I adjusted the concept.)
Just as reminder:
We will have the
"New Waving of Royal Fleet", which is currently implemented at TAC.
(Waves will be much stronger than currently and also increase in strength over time.)
This would be additionally to that:
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Game Option "Variing Spawn Positions for Waves of Royal Fleet"
(
Part A of my
Improving War Of Independence Concepts.)
A) If King does not have captured a coastal city, every wave of the Royal Fleet will randomly be spawned somewhere else, thus increasing chances to break through at a less protected coast.
Eventually by using a "Variance Formula", meaning that "the further away from a colony, the less likely the place is as spawning position" to not make it too chaotic.
Royal ships will drop the troops on the closest landmass with cities of the colony.
See
here for details.
B) If a colonial city has been captured, this will change. Waves of Royal Fleet will spawn at "Europe Travel Fields" close to that to strengthen the forces there.
C) Implemented as
Game Option.
(Activated by default.)
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Game Option "Loyalty to the King"
(
Part B of my
Improving War Of Independence Concepts.
It is a modified version of one of my many old concepts I had published quite a while a go in an old project
here.
colonialfan has mentioned something similar
here.)
During War of Independence:
A) Every round Cities having "Revolutionary_Rate_City" < X% have a certain chance of turning to the King (or staying loyal to the King).
Chance_City_Turning_To_King = (100% - Revolutionary_Rate_City) / Y + Number_of_Cities_of_King * Z - Relation_Troops_Stationed_to_Citizens_In_City * 100
(X,Y and Z will be configurable in XML. Maybe
Civ4HandicapInfos.xml)
B) Every round, single troops (not stationed in city and not stacked) have a certain chance of turning to the King (or staying loyal to the King)
Chance_City_Turning_To_King = (100% - Revolutionary_Rate_Nation) / W
(W will be configurable in XML. Maybe
Civ4HandicapInfos.xml)
C) Same rules for AI and Human.
AI will declare Independence at higher Revolutionary_Rate than currently.
D) If a city turns over to King, all troops stationed there, will do the same.
E) Also implemented as
Game Option.
Summary:
The feature will calculate
every round during War of Independence.
If your cities have higher
revolutionary rate than X, they are save from this feature.
If your cities have many
troops stationed (compared to citizens), the chances of turning over are lower (actually they are 0 with enought troops stationed).
If your
king is
capturing cities, the chances of further cities turning over to him, will increase.
By
destroying your troops stationed in a city, the King will increase chances of that city turning over.
There is also a chance, that some of
your troops (not in city and not stacked) will turn over to the King
Have high "Revolutionary Rates" in your cities, protect your cities with troops and be victorious.
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Expected Result:
War of Independence will get more challenging.
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Feedback ?