Regarding Federations:
Instead of truly fusing, the federation members a placed on the same team. If you've never played a team game (can be done in singleplayer), try it out. Teammates share line of sight, relations, research, wonder benefits, and their score is lumped together. It perhaps isn't truly a federation, as there is no "federal government" to set civic policy over the whole group, they only share relations and research at the federation level. There might be a way to constrain civics settings, but that'd take some further work.
The team method of creating federations is certainly good since it would make the fall of a federation much easier to implant, however the team concept refers more to a confederation than a federation, since the states of a federation are united by a central government and thus foreign affairs are dealt with from one supreme leader or political party. But your team suggestion is not in vain since you have inspired me to come up with an idea that includes both the formation of federations and confederations. What I suggest:
Civilizations can form a union (confederation) if certain factors apply, the confederation then has a chance to prosper and become a federation at a later point of time.
Confederation:
Requires:
Discovery of Feudalism
3 or more civilizations, which are currently not in a confederation, can form a confederation if they share: Continent, 4/5 of their civics, religion and all are pleased or friendlier towards one another.
Effects of a confederation:
All civilizations are placed on the same team.
+1 trade route per city for all civilizations in the confederation.
A civilization is expelled from the confederation if (resuming to its previous team):
Civilization no longer shares 4/5 of the civics with any of the other civilizations in the confederation.
Civilization no longer shares religion of the confederation.
Violent revolution occurs in the civilization.
Civilization is conquered.
The civilization with the highest scores cannot be expelled from the confederation.
A civilization is admitted in a confederation if:
Civilization shares 4/5 of the confederation civics.
Civilization shares religion of the federation.
Civilization shares continent of the federation.
Confederation is pleased towards civilization.
Confederation falls if:
There are two or less civilizations in the confederation.
If confederation falls:
All civilizations resume their previous team.
Confederations are named:
[the civilizations name] of [confederations name]
Example: France of the European Union
Confederation names:
Crown of Aragon, Union of African States, Kalmar Union, Confederation of the Equator, Bar Confederation, Targowica Confederation or the European Union.
Federation:
Requires:
Discovery of Nationalism
Every turn a confederation - that has lasted more than 15 turns - can become a federation if all the civilizations of the confederation share 5/5 of their civics.
Effects of a Federation:
The civilization with the highest score of the confederation is appointed dominant.
The civilizations with a lower score assimilate together with the dominant civilization and thus becoming one civilization.
Other civilizations cannot join the federation once it has been created. If a revolution happens it will occur like a revolution for a normal civilization.
Federations are named:
[federation name]
Federation names:
United States of America, Soviet Union, Union of Myanmar, United Mexican States or United Arab Emirates
Regarding Assimilation:
I'm also thinking of expanding the assimilation logic, which right now only applies to civs whose capital has a large cultural influence from a bigger civ.
Even though I love the concept of assimilation, I do think before expanding the assimilation logic it would probably be wise to find references of actual historical events where assimilations have occurred. I am currently not sure what the exact factors are or how frequent it has occurred thru out history.
Regarding Riots:
I contemplated things like desertion or building destruction, and thought that even if they are realistic, they're not exactly fun. Having to replace buildings destroyed by riots seems a little much too, the rioters would probably not completely destroy the courthouse, just trash it. Perhaps the lost revenue and production during the riot could be seen as going to repairs? I've intentionally made rebellions large events ... in the very beginning, single barb units would run at your city every few turns if it was rebellious. These units are not a threat, as they have no backup ... they may pillage a couple things and then get destroyed. No challenge and not really any fun either.
You are right that it would be smart to view things from a large perspective and thus rebels should not be small tedious events that frequently occurs, however I do suggest that the instability of an empire should have other consequences than just revolutions.
Currently the game, as far as I know – please inform me if I am wrong - has two indexes to calculate the risk and effect of revolutions:
[micro revolution index]
The stability of a city is calculated by this index. Depending on how unstable it is it will have a risk of starting or joining a revolution. What I suggest is that there should be other obstacles associated with a city having a high revolution index. As the index increases more and more civilians from the will refuse to corroborate with the government, and thus reducing the city's production, science and income.
[macro revolution index]
The stability of the government is a little bit more tricky. If the civilians feel suppressed or unhappy with the government they will start to riot, this could be illustrated in the game by increasing the maintenance for the civilization. Also if the government is weak it will have to deal with more totalitarian civics such as despotism or hereditary rule. Also if the government is weak it will have a harder time providing welfare for the civilians and thus health will go down. The lack of welfare and structure of the empire will increase the fertility since the civilians do not trust the government and they will need more children to provide for them.
City Behavior:
Productive City
City’s [micro revolution index] < 400
+25% hammers in city
+10% research in city
Stabile City
City’s [micro revolution index] = 400-700
Effects:
None
Resistant City:
City’s [micro revolution index] = 700-900
Effects:
-35% hammers in city
-10% research in city
City might join a revolution
Rebellious City:
City’s [micro revolution index] > 900
Effects:
-50% hammers in city
-15% research in city
City might start a revolution
Civilization Behavior:
Efficient Civilization:
Civilization’s [macro revolution index] < 400
Effects
-15% maintenance
+4 health in all cities
-50% growth for cottage, hamlet, village;
Civilization can use all civics.
If a revolution occurs it will be an Amicable Revolution. The Amicable Revolution can be denied; however denying it will add 75 to the [macro revolution index].
Organized Civilization:
Civilization’s [macro revolution index] = 400-700
Effects:
If a revolution occurs it will be a Pacifistic Revolution. Pacifistic revolution can be denied; however denying it will add 100 to the [macro revolution index]
Civilization can use all civics except Environmentalism.
Weak Civilization:
Civilization’s [macro revolution index] = 700-900
Effects:
+10% maintenance
-2 health in all cities
Cannot use the following civics: Universal Suffrage, Free Speech or Environmentalism,
If a revolution occurs it will be a Hostile Revolution:
Broken Civilization:
Civilization’s [macro revolution index] > 700
Effects:
+30% maintenance
-6 health in all cities
+175% growth for cottage, hamlet, village;
Cannot use the following civics:
Representation, Universal Suffrage, Bureaucracy, Free Speech, Emancipation, Free Market, State Property or Environmentalism
If a revolution occurs it will be a Ruinous Revolution:
Regarding Additional Factors That Could Cause An Increase In The Indexes
War:
Patriotism:
Civilization is at war with another civilization.
1 subtracted from [macro revolution index] each turn for 20 turns since war started.
1 subtracted from [micro revolution index] each turn for 5 turns from all cities since war started.
Honor:
Civilization conquers another civilizations city. When a civilization builds a wonder it also experiences honor.
3 subtracted from [macro revolution index] each turn for 30 turns
2 subtracted from [micro revolution index] each turn for 10 turns from all cities.
Glory:
Civilization conquers another civilization or another civilization capitulates.
5 subtracted from [macro revolution index] each turn for 50 turns
3 subtracted from [micro revolution index] each turn for 20 turns from all cities.
Shame:
Civlization loses a city during war.
3 added to [macro revolution index] each turn for 40 turns
2 added to [micro revolution index] each turn for 25 turns for all cities.
Humiliation:
Civilization capitulates or loses its capitol.
5 added to [macro revolution index] each turn for 60 turns
3 added to [micro revolution index] each turn for 35 turns for all cities.
Economics:
Requires:
The discovery of Currency
Currently the status of the science bar indicates if a civilization is doing well financially. I do not think science is a means to stability - what comes of science is though. I suggest creating a simpler model.
Great Finances:
Civilization is earning 100% more than average gold each turn.
8 subtracted from [macro revolution index] each turn
5 subtracted from [micro revolution index] each turn for all cities.
Solid Financials:
Civilization is earning 50%-100% more than average gold each turn.
5 subtracted from [macro revolution index] each turn
3 subtracted from [micro revolution index] each turn for all cities.
Poor Finances:
Civilization is earning 25%-50% less than average gold each turn.
4 added to [macro revolution index] each turn
2 added to [micro revolution index] each turn for all cities.
Catastrophic Finances:
Civilization is earning 50%, or less, less than average gold each turn.
10 added to [macro revolution index] each turn
6 added to [micro revolution index] each turn for 5 turns.
If a civilization has a treasury larger than 125 it will have solid financials. The question is having the average value determine if you are doing well or not - if all civilizations are doing poorly, then they are actually doing average. Maybe creating a certain formula which relates what you are supposed to be earning and what you are in fact earning could be used to determine the increase or decrease of the indexes each turn.
Regarding Civics:
Well, these forms of government certainly arose to try to crush resistance. But yet these empires fell just as hard or harder as any other forms of government. Especially since violence begets further violence.
True, though having tyranny is often the only solution available if a civilization should not suffer from an undesired revolution. What I suggest is that some of the civics in the game will reduce the [micro revolution index] (risk of revolution) however increase the [macro revolution index] (reducing the efficiency of the empire).
Civics:
Government Civics:
Despotism
2 added to [macro revolution index] each turn
3 subtracted from [micro revolution index] each turn for all cities.
Hereditary Rule
1 added to [macro revolution index] each turn
2 subtracted from [micro revolution index] each turn for all cities.
Representation
1 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Police State
3 added to [macro revolution index] each turn
5 subtracted from [micro revolution index] each turn for all cities.
Universal Suffrage
2 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Legal Civics:
Barbarism
0 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Vassalage
2 added from [macro revolution index] each turn
1 subtracted from [micro revolution index] each turn for all cities.
Bureaucracy
1 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Nationhood
1 added from [macro revolution index] each turn
3 subtracted from [micro revolution index] each turn for all cities.
Free Speech
1 subtracted from [macro revolution index] each turn
1 subtracted from [micro revolution index] each turn for all cities.
Labor Civics:
Tribalism
0 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Slavery
0 subtracted from [macro revolution index] each turn
2 added from to [micro revolution index] each turn for all cities.
Serfdom
1 added to [macro revolution index] each turn
1 subtracted from [micro revolution index] each turn for all cities.
Caste System
1 added to [macro revolution index] each turn
1 subtracted from [micro revolution index] each turn for all cities.
Emancipation
1 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Economy Civics:
Decentralization
0 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Mercantilism
0 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Free Market
2 subtracted from [macro revolution index] each turn
2 subtracted from [micro revolution index] each turn for all cities.
State Property
1 added to [macro revolution index] each turn
3 subtracted from [micro revolution index] each turn for all cities.
Environmentalism
3 subtracted to [macro revolution index] each turn
2 subtracted from [micro revolution index] each turn for all cities.
Religion Civics:
Paganism
0 subtracted from [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Organized Religion
1 added to [macro revolution index] each turn
1 subtracted from [micro revolution index] each turn for all cities.
Theocracy
2 added to [macro revolution index] each turn
3 subtracted from [micro revolution index] each turn for all cities.
Pacifism
0 subtracted from [macro revolution index] each turn
2 subtracted from [micro revolution index] each turn for all cities.
Free Religion
2 subtracted to [macro revolution index] each turn
0 subtracted from [micro revolution index] each turn for all cities.
Regarding Types of Revolutions:
I have suggested these before, however since I used them in this brainstorm I have posted them again to refresh your memory - I have slightly changed them:
Revolutions
Amicable Revolution:
New civilization is a vassal state of previous owner.
New civilization shares religion of previous owner.
New civilization shares civics of previous owner.
New civilization is very friendly towards previous owner
The revolution costs no gold from previous owner.
Pacifistic Revolution:
New civilization has open borders with previous owner.
New civilization shares religion of previous owner.
New civilization does not share civics of previous owner.
New civilization is friendly towards previous owner
The revolution costs little gold from previous owner.
Hostile Revolution:
New civilization is at war with previous owner.
New civilization does not share religion of previous owner.
New civilization has reversed civics of previous owner.
New civilization is hostile towards previous owner.
The revolution costs some gold from previous owner.
Ruinous Revolution:
Two new civilizations are spawned from previous owner.
New civilizations are at war with previous owner.
New civilizations do not share religion of previous owner.
New civilizations have reversed civics of previous owner.
New civilizations are very hostile towards previous owner
The revolution costs much gold from previous owner.
Regarding The Artificial Intelligence:
In regards to the reckless expansion I mentioned: is it possible to slow that down, or reduce the optimal number of cities the AI tries to hold on to? Every game I have played, I've felt tremendously lucky if a single AI player is able to survive from the start to the end without slipping to the bottom of the totem pole through repeated revolutions and reconquests.
I agree that the artificial intelligence should be improved, however it does seem like you have had a fairly unlucky experience with the computer opponents; I usually find a few of them able to stand strong against revolution. It would be very hard to change the artificial intelligence so it understands the revolution indexes, though some game play alterations could be done, which would help improve the computer.
Stagnation of Revolution Indexes:
If the [micro revolution index] is at -1 to +2 each turn it will be changed to 0.
Even though this will also help the human player a little it fits very well with the computers strategy. The human player experiences revolution from a sudden large increase in the [micro revolution index] whereas the computer more frequently suffers from a slight increase each turn.
Changing The Consequence of Empire Size:
I agree that a large empire should suffer an increase in their city’s [micro revolution index] (and [macro revolution index] for that matter), though changing it to help the computer opponents could be done:
Tiny Empire:
Civilization has 1 city.
Effect:
Decrease [micro revolution index] by 2 each turn.
Decrease [macro revolution index] by 4.each turn
Small Empire:
Civilization has 2 or 3 cities
Effect:
Decrease [micro revolution index] by 1 each turn
Decrease [macro revolution index] by 2 each turn
Medium Empire:
Civilization has 5 or 8 cities
Effect:
Increase [micro revolution index] by 0 each turn
Increase [macro revolution index] by 2.each turn
Large Empire
Civilization has more than 8 cities.
Increase [micro revolution index] by 2 each turn
Increase [macro revolution index] by 4 each turn
These numbers should obviously be changed based on map size – these are based on a game on a large map size. I also focused on having a medium or large empire increasing the [macro revolution index] instead of the [micro revolution index].
No Settlers After 8 (or whatever) Cities.
Simply make it impossible for the computer opponent to build cities if building a city would cause the empire to become a large empire if their [macro revolution index] or [micro revolution index] is increasing too much.
Revolutionary Interdependence:
Trade routes between civilizations transfer a little of the increase or decrease of the revolution index each turn to one another.
This will help the computer - if the human player is doing well.
Fixed Decisions:
Instead of making the computer understand the [micro revolution index] one could force different actions from the computer if things are looking bad.
If the computer has a high increase in 1/4 or more of its city’s [micro revolution index] it will first:
#1:
If Police State is available it will change to that civic. If police state has not been discovered it will change to despotism.
If the computer still has a high increase it will change to the State Property civic if available.
If the computer is still has a high increase it will change to the Nationhood civic if available. If nationhood has not been discovered it will change to Barbarism.
If the computer still has a high increase it will change to the Theocracy civic if available.
If the computer is still has a high increase it will change to the Serfdom civic if available.
These will all decrease the amount added to the [micro revolution index] each turn. They also all - except police state - have a low maintenance, which will generate a higher profit and thus create more stability.
#2: If it is early in the game the computer will emphasize production on culture – by using the major tool. If it is late in the game it will emphasize production on wealth.
#3:
Reduce Science until a solid profit is being generated each turn.
#4:
Declare war against weakest neighbor - regardless of relations.
Increase The Benefit of City Garrison:
Although the computer does not understand the effect of a large city garrison in relation to the indexes, it does tend to have a lot of units constantly stationed in all of its cities. What I suggest is for every 2 units the [micro revolution index] will be decreased by one.
Regarding Cultural Decay:
What do others think of this?
If it is not tedious to add, then I think it would be a good idea, it will not only bring a new level to the concept of a civilization falling, it will also give a natural and realistic game. There could always been a line in the revolution.ini file which gives players the opportunity to turn it off.
Historical Sources:
If you want to read more about some of the concepts I use then I suggest reading:
Historical Concepts:
http://en.wikipedia.org/wiki/Confederations
http://en.wikipedia.org/wiki/Federation
http://en.wikipedia.org/wiki/Developing_country
http://en.wikipedia.org/wiki/Post-industrial_society
http://en.wikipedia.org/wiki/Nationalism
http://en.wikipedia.org/wiki/Revolution
http://en.wikipedia.org/wiki/Arnold_J._Toynbee
http://en.wikipedia.org/wiki/Fascism
http://en.wikipedia.org/wiki/Despotism
http://en.wikipedia.org/wiki/Dictatorship
Historical Examples:
http://en.wikipedia.org/wiki/List_of_civil_wars
http://en.wikipedia.org/wiki/Roman_empire#Fall_of_the_Western_Roman_Empire
http://en.wikipedia.org/wiki/Mayan_Empire#Collapse_and_Postclassic_Period
http://en.wikipedia.org/wiki/American_Revolution
http://en.wikipedia.org/wiki/Third_reich#The_Post-War_Period
http://en.wikipedia.org/wiki/European_union
http://en.wikipedia.org/wiki/Sudan