BuchiTaton
Emperor
- Joined
- Jul 8, 2019
- Messages
- 1,139
Nationality for your citizens used to be a culture and loyalty related element in CIV3 and CIV4, the disappearance of this and the emergence of Great Works tell us about the preference for a design in which the player can gain some reward to max-min rather than one that obliges you to manage (CIV is far from be a simulation game). To fit this design philosophy a Nationality-like parameter for your citizens could come back in CIV7 as source of unique bonus or even techs, civics, luxuries and infrastructures. So how it works?
> Citizen Identity Parameters: Citizens as the measure of population would have three Identity parameters, Religion (self explained), Profession (basically their social class like labourers, warriors, academics, etc.) and Heritage (the equivalent of Nationality, Ethnicity or Culture).
***I did not use Nationality because generates confusion about "who own the citizen", neither Ethnicity because could turn to be a very polemic word, and of course not Culture because it already play a role on CIV.***
> Wining the Benefits: At start each main/playable and minor civs would have a Heritage (equivalent of ethnicity) that by default would have the status of Official for that civ. When a Heritage have the status of official in your civ it will gives you their exclusive Tradition a game element that provide some tech/civic like bonus included the acces to unique units, infrastructures and luxuries.
To gain more Traditions you need to achieve that more citizens with some Heritage reach the Official status by presenting some % of your population. Also the max number of Official Heritages that could be on your empire would be related to your selection of Policies (of course some would be pro or anti diversity).
> Many Paths: To gain more citizens there are many roads, that by the way are related to the different victory types.
- Growth, the proper use of civics, techs and districs/infractructure would promote the prosperity of the citizens of the desired identity.
- Immigration, is a more dinamic and competitive option (similar to the Great People appealing) you can attract many citizens from other civs, so you gain and they lost.
- Conquest, simple use of the force to take over those citizens on their own territory, at some point they would see the benefits of your glorious empire.
- Assimilation, this is about the oposite, it could be better for you to convert their Religion and Tradition to your main, so there should be a way for that.
> Minimum Cons: Like said before the idea is not to be an anoying mechanic to manage, but still each of the identity parameters could has some consequence when the motive is too obvious.
- DIPLOMACY: Negative actions like declare war would cause the reduction of the support from the citizens with enemy Heritage, therefore the profit they generate. For example as Sweden your "Polish Heritage" citizens would not like you declaring war on their ancestor homeland.
- GOVERNMENT: Choose Communism could make you popular with Labourer citizens but will stagnant Merchants citizens.
> Not Just One Right Option: Gain the most Traditions sound as the best choice but there must be something to gain from the opposite, so it would be that each Tradition have different levels of benefit making, for example have eight traditions will give you only their level 1 while have just one tradition would provide the level 4.
> Unique Flavor, An example of a Tradition, this time the American tradition "Second Amendment":
- Level 1, +5 loyalty
"Recognize citizen's right to defend themselves gives them faith in their government"
- Level 2, Militia +3 combat strength
"Own weapons to defend your nation's way of life"
- Level 3, +1 gold and +1 production from the (factory produced) strategic resource Guns.
"The guns culture create a very profitable market to exploit"
- Level 4, -2 queue turns to train any land combat unit.
"Your population is partialy trained to be mobilized"
> Citizen Identity Parameters: Citizens as the measure of population would have three Identity parameters, Religion (self explained), Profession (basically their social class like labourers, warriors, academics, etc.) and Heritage (the equivalent of Nationality, Ethnicity or Culture).
***I did not use Nationality because generates confusion about "who own the citizen", neither Ethnicity because could turn to be a very polemic word, and of course not Culture because it already play a role on CIV.***
> Wining the Benefits: At start each main/playable and minor civs would have a Heritage (equivalent of ethnicity) that by default would have the status of Official for that civ. When a Heritage have the status of official in your civ it will gives you their exclusive Tradition a game element that provide some tech/civic like bonus included the acces to unique units, infrastructures and luxuries.
To gain more Traditions you need to achieve that more citizens with some Heritage reach the Official status by presenting some % of your population. Also the max number of Official Heritages that could be on your empire would be related to your selection of Policies (of course some would be pro or anti diversity).
> Many Paths: To gain more citizens there are many roads, that by the way are related to the different victory types.
- Growth, the proper use of civics, techs and districs/infractructure would promote the prosperity of the citizens of the desired identity.
- Immigration, is a more dinamic and competitive option (similar to the Great People appealing) you can attract many citizens from other civs, so you gain and they lost.
- Conquest, simple use of the force to take over those citizens on their own territory, at some point they would see the benefits of your glorious empire.
- Assimilation, this is about the oposite, it could be better for you to convert their Religion and Tradition to your main, so there should be a way for that.
> Minimum Cons: Like said before the idea is not to be an anoying mechanic to manage, but still each of the identity parameters could has some consequence when the motive is too obvious.
- DIPLOMACY: Negative actions like declare war would cause the reduction of the support from the citizens with enemy Heritage, therefore the profit they generate. For example as Sweden your "Polish Heritage" citizens would not like you declaring war on their ancestor homeland.
- GOVERNMENT: Choose Communism could make you popular with Labourer citizens but will stagnant Merchants citizens.
> Not Just One Right Option: Gain the most Traditions sound as the best choice but there must be something to gain from the opposite, so it would be that each Tradition have different levels of benefit making, for example have eight traditions will give you only their level 1 while have just one tradition would provide the level 4.
> Unique Flavor, An example of a Tradition, this time the American tradition "Second Amendment":
- Level 1, +5 loyalty
"Recognize citizen's right to defend themselves gives them faith in their government"
- Level 2, Militia +3 combat strength
"Own weapons to defend your nation's way of life"
- Level 3, +1 gold and +1 production from the (factory produced) strategic resource Guns.
"The guns culture create a very profitable market to exploit"
- Level 4, -2 queue turns to train any land combat unit.
"Your population is partialy trained to be mobilized"
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