BobTheTerrible
Just Another Bob
So, as many other people have pointed out, rebellions tend to be a long and drawn out affair. I have a few suggestions to try to make them smoother in game terms. Essentially, turning revolutions into a sort of "mini-game" in which both sides vie to get a certain amount of support from a population in a certain timeframe, with the winner of the mini game gaining back control of the civ.
I haven't played colonization, but apparently there's a mechanic that shows support for the rebellion in each city. I think this would be a cool thing to bring over. When a rebellion happens, there could be measures taken in each city: loyalists, rebels, and indifferent. Basically, the goal would be to try to gain as much support from the population (either by converting the indifferent people or reducing the support for rebels) in a certain timeframe. This would be done in a variety of ways - spies spreading propaganda, military victories, etc. If a city got to a certain % of support for the rebels, it would convert, possibly taking some of the units with it.
The rebellion, in most cases, should be lead by one or a few great generals (depending on how the support meters are, and as the rebels gain more support, perhaps they can pop more generals). Victories won by the generals should gain lots of rebel support, but if the general died, the rebels would lose a lot of support. Any other great people the rebels have should also contribute to the rebel support meter when they're used.
There could be a lot of random events happening for each side specific to rebellions, things like other nations supporting the rebellion, etc. Basically, a lot of things happening which could cause one side or the other to gain the upper hand (finding and executing a rebel ringleader, disorganized rebels looting a city, etc).
After a certain amount of turns, the rebels would lose momentum, their support meters going down, and eventually the opposing team would come into command. Basically, the rebellion is given a certain timeframe in which to be successful (gain a certain amount of rebel support or reduce the amount of loyalist support), and failing that, the loyalists should come back into power. My thoughts behind this are to try and prevent the useless rebel civs from forming that the parent civ just can't take out. This type of thing would only happen in civ-wide revolutions, not city specific rebellions. And of course, no matter the outcome, after the revolution is over, the rev index should be greatly reduced for a long time.
Thoughts?
I haven't played colonization, but apparently there's a mechanic that shows support for the rebellion in each city. I think this would be a cool thing to bring over. When a rebellion happens, there could be measures taken in each city: loyalists, rebels, and indifferent. Basically, the goal would be to try to gain as much support from the population (either by converting the indifferent people or reducing the support for rebels) in a certain timeframe. This would be done in a variety of ways - spies spreading propaganda, military victories, etc. If a city got to a certain % of support for the rebels, it would convert, possibly taking some of the units with it.
The rebellion, in most cases, should be lead by one or a few great generals (depending on how the support meters are, and as the rebels gain more support, perhaps they can pop more generals). Victories won by the generals should gain lots of rebel support, but if the general died, the rebels would lose a lot of support. Any other great people the rebels have should also contribute to the rebel support meter when they're used.
There could be a lot of random events happening for each side specific to rebellions, things like other nations supporting the rebellion, etc. Basically, a lot of things happening which could cause one side or the other to gain the upper hand (finding and executing a rebel ringleader, disorganized rebels looting a city, etc).
After a certain amount of turns, the rebels would lose momentum, their support meters going down, and eventually the opposing team would come into command. Basically, the rebellion is given a certain timeframe in which to be successful (gain a certain amount of rebel support or reduce the amount of loyalist support), and failing that, the loyalists should come back into power. My thoughts behind this are to try and prevent the useless rebel civs from forming that the parent civ just can't take out. This type of thing would only happen in civ-wide revolutions, not city specific rebellions. And of course, no matter the outcome, after the revolution is over, the rev index should be greatly reduced for a long time.
Thoughts?