Had an idea for another antiquity crisis: Great Migration
There have been great migrations in history due to population pressure and war, among other causes.
In Civ 7, the Great Migration crisis kicks off with whispers of a distant threat and the approach of vast hordes of migrants. The player takes a malus policy reflecting anxiety and discontent among the populace.
Migrants slowly begin appearing on the map, all moving in one direction. They take up one hex and have an icon. Some are builders (production), some are scientists (science), some are traders (gold) ... etc.
Players can send units to grab these migrants and lead them back to their settlements. Doing so provides a boost to the yield associated with the type of migrant, as indicated by their icon.
However, most of these migrants are accompanied by one or more mobs, who must be settled on a city tile. Doing so prevents the tile from providing its yields to the city, and the mobs must be fed, leading to a local food penalty.
As the crisis worsens, more and more migrants appear, but the mobs attached to them also increase. Powerful specialists with unique bonuses may appear, causing players to fight over possessing them. Crisis policies reflect the struggle of trying to integrate these new people into the empire.
Toward the end of the crisis, the military power these migrants are fleeing shows up. They pursue and harass the specialists, causing the player to decide whether to save them or avoid conflict. These forces otherwise avoid attacking the players.
The crisis resolves as the last migrants flee off the map, with their tormentors in hot pursuit. The players have likely settled as many migrants as they can support, squeezing their resources as a result. When the new age begins, these camps disperse, either integrating into the city proper or leaving, perhaps to found a new city state somewhere on the map.
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What do you think?
There have been great migrations in history due to population pressure and war, among other causes.
In Civ 7, the Great Migration crisis kicks off with whispers of a distant threat and the approach of vast hordes of migrants. The player takes a malus policy reflecting anxiety and discontent among the populace.
Migrants slowly begin appearing on the map, all moving in one direction. They take up one hex and have an icon. Some are builders (production), some are scientists (science), some are traders (gold) ... etc.
Players can send units to grab these migrants and lead them back to their settlements. Doing so provides a boost to the yield associated with the type of migrant, as indicated by their icon.
However, most of these migrants are accompanied by one or more mobs, who must be settled on a city tile. Doing so prevents the tile from providing its yields to the city, and the mobs must be fed, leading to a local food penalty.
As the crisis worsens, more and more migrants appear, but the mobs attached to them also increase. Powerful specialists with unique bonuses may appear, causing players to fight over possessing them. Crisis policies reflect the struggle of trying to integrate these new people into the empire.
Toward the end of the crisis, the military power these migrants are fleeing shows up. They pursue and harass the specialists, causing the player to decide whether to save them or avoid conflict. These forces otherwise avoid attacking the players.
The crisis resolves as the last migrants flee off the map, with their tormentors in hot pursuit. The players have likely settled as many migrants as they can support, squeezing their resources as a result. When the new age begins, these camps disperse, either integrating into the city proper or leaving, perhaps to found a new city state somewhere on the map.
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What do you think?