Originally Posted by orlanth View Post
Very nice mod Gedemon.
Could you use this to eliminate the Occupied and Puppet system entirely? I've always found it unrealistic that a city captured in 1000BC will eternally have either Occupied or Puppet status when in reality it could be gradually assimilated to your empire over years. Using your mods this shouldn't be necessary - conquered cities would start with a lot of unrest due to having 100% foreign Culture that you're at war with, so you'd have to leave a garrison there, but over many year's they'd become gradually assimilated to your Culture and be a regular city, with the details of this modified by the Policies you've set.
I'm not sure that I want to entirely remove the occupied/puppet system but merging it more with the Revolution mod is a good idea.
Following your proposition, I can make conquered cities to keep a majority of the previous culture groups, just giving the tiles around a majority to the conqueror culture group (to prevent tiles flipping too fast if the option is activated) and if the player wait long enough for his CG to gain majority in the city, it could be annexed and could become non-occupied without a courthouse.
Now, how do we balance that ?
At this moment puppet have a stability bonus and occupied cities have a penalty that could be removed with the courthouse. In which case would someone want to annex the city immediately ?
maybe I can give the owner culture a penalty in the city as long as it is puppeted (like a smaller conversion rate) ?
Yes, that sounds good. Puppet cities can have a stability bonus but smaller culture conversion rate. Annexed cities could need no special penalty; but be initially unstable due to the majority foreign cultures which can gradually be absorbed.
How about letting the Courthouse give a bonus to local Stability, and make you generate no Separatist culture in that city; making it potentially useful for your own cities as well as Annexed ones.
For the tile flipping, ideally I'd like to have it available as a diplomatic modifier and trade option (block with another civ, buy from when your CG is high enough, acquire with peace treaty, etc...)
That sounds cool. I currently like to play with tile flipping off, but I'd be interested if it could involve diplomacy like this. In the vanilla Civ5 system for buying plots, it seems like plot cost goes down gradually as local culture is produced, maybe cultural diffusion could be integrated with this.
It would be really cool if culture group relations were also integrated with diplomatic relations, ie:
let diplomatic relations with a civ affect internal relations with that civ's culturegroup, and vice versa
let Influence with a citystate affect internal relations with that culturegroup, and vice versa
Let me know what you think of this idea..
In the Inner Relations panel, for each culturegroup you can select their treatment within your empire:
Favor: +5 relation
Tolerate: no modifiers
Repress: -5 relation, group generates no culture
Persecute: -10 relation, increased conversion rate
You can only Favor 1 or 2 culturegroups (perhaps more after enacting Policies in the Patronage tree.) If you Repress or Persecute a group this will help get their culture out of your cities, but it will decrease relations which may cause stability problems in the short term (and the decreased relations may cause diplomatic problems with other civs/citystates.)