Panopticon
Utilitarian
Canada starts with Organised Religion. Is there a case that this multicultural nation of the 19th century should have Free Religion instead?
No, Catholic Church played important role up until the post war reforms. It is totally appropriate, but should not be Catholic all the time, rather depend on the religion of Montreal/core.
circumnavigation is indeed something I care about (unless I play the mongols, ottomans or someone like them), the +1 to workboats alone makes it worthwhile. 3-move-workboats can get you access to sea resources a turn earlier in most cases.
Many countries have experienced many civil wars during their history, but very often there is one defining the Civil War. Roman Civil War, Russian Civil War, American Civil War, Spanish Civil War.
Adding a mechanism, so that there are two sides in civil wars, diplomatically and militarily. It is an interesting idea, but it will be really frustrating. Some ideas on that:
*This civ can only be at war with the other side, so noone else can steal your cities.
*Capturing a city doesn't destroy any building, doesn't have any city resistence and citizents do not "yearn to join our motherland".
The problem with this is that to make such a civ viable, they have to be given war maps, maybe settler maps and modifiers that match the era they are supposed to appear in. All of these things are currently tied to slots and therefore impossible to make dynamic. So I won't be able to do this until I have untied all modifiers and maps from slots.Many countries have experienced many civil wars during their history, but very often there is one defining the Civil War. Roman Civil War, Russian Civil War, American Civil War, Spanish Civil War.
I propose Generic Civil War Civilization which can become active only 1 time per given game/autorun and gets a dynamic name and dynamic leader's name depending on which civilization it affects.
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^This.Dedicated civil wars for this mod make me feel like this:
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Not to mention the thought of player leader punishment is kind of off-putting for me.
The research penalty and catch-up mechanics are already enough rubberbanding as it is.
Do we really want to turn DoC into Mario Kart?
The current AI is super unstable and going through constant civil wars with breakaway cities.
In my last Persia game, my spies in the east revealed that Corea was constantly losing it's northern cities,
Japan was losing Nagasaki all the time and China kept losing Shanghai and Beijing.
Ethiopia would dissolve to just two cities and lose over half their empire.
And participating/interfering in civil wars is something we can already do.
Just run in and snag independent cities before the home civ can do anything about it.
When your own cities break off, you can fight to get it back.
The only thing we are not addressing here is the diplomacy which is negligible.
In my mind, this is adequate. First and foremost, I think reducing bloat should be a priority for the mod.
If the performance thread was any indication, I think it's entirely possible this mod might one day be unplayable for a wider majority of regulars.
EDIT: I'm sorry if I appear as a fun-sucker but these are things to consider here.
Originally Posted by Tomorrow's Dawn
Dedicated civil wars for this mod make me feel like this:
I am under impression that they are suggested as an alternative to some aspects of current stability system, as opposed to simply slapping them on the current one. The main problem with them is the difficulty in implementation.Originally Posted by The Diocletian
Adding a civil war mechanic when we already have seceding cities and the anarchy mechanic makes for a copious amount of redundancy.
The current AI is super unstable and going through constant civil wars with breakaway cities.
In my last Persia game, my spies in the east revealed that Corea was constantly losing it's northern cities,
Japan was losing Nagasaki all the time and China kept losing Shanghai and Beijing.
Ethiopia would dissolve to just two cities and lose over half their empire.
Civil War is the way to reset stability. Every particle has an anti particle. Every great civilization had an anti-civilization. Similar, and yet so diametrically different they would annihilate each other. Republican and Imperial Rome. Nationalist and Communist China. Northern and Southern American States. White and Red Russia. They did not loose cities to faceless independents. They all followed the same formula: Major Instability-Anarchy-Civil War-New Stability.
There are 2 basic approaches to modding: make vanila "larger" and make vanila "deeper". More eras, units, techs, civs, resources, promotions="larger". Dynamic Rise and Fall, stability, better AI, Congresses, lost contacts = "deeper".
Proposed Civil War mechanics meant to add depth to the mod, and not to make it like the car in your cartoon. The idea is not to punish the unstable leader, but on the contrary, create the catharsis moment: basically reset the stability by winning a bloody war against half of your former cities/units.
Many mods have something similar. In PAE, for example, a stack of 20+ units, especially lead by a GG, can revolt (become barbarian) and cause some serious rebellion. But barbarians are enemies of all, they have always war mode against all. I was proposing to design a special civ that is "barbarian" only in relation to the target civ. A civ which has "Vendetta" or "Always War" mindset against the target, but acts normal (just like target civ) with others.
I know it is hard to implement but this is how the ideal final result works. Say you are playing as a big, leading but unstable civ (China) and want to change civics. This triggers one-time only Major Civil War. A generic civ, as an evil twin, copies your war and settler maps, gets assigned to your UU, UB, UP, only different in leader and has an old civic as favorite one (Old China). Half of your units and cities (randomly chosen, so you can't prepare in advance) stay loyal to you (New China), the other (Old China) acts like a China for others, but as "Always War" Civ against you. Your stability gets reset to default, all your old penalties disappear, it is almost like you are experiencing a respawn right after collapse. But this comes with a price: you have to face your evil AI twin.
Basically human player can face his AI reflection at some point in his long game as a special challenge.
Well, collapse already resets stability, and no one considers collapse to be a blessing![]()