Hello,
I have 2 ideas that I think may fit the scope of GEM in the same spirit as random events in VEM (which I LOVE). Discussion and ideas how to make the ideas even better are appreciated.
1. Barbarian camps that are left alone for too long is turned into a new civilization.
There have been games I've played where barbarian camps are left completely untouched for 100+ turns or much more (I play epic). It would be fun if they had a chance to convert into a civilization if a number of conditions are met.
An example could be that the camp have to be at least x hexes away from any other civ and that they have to have spawned x units.
The new civ could get an average of other civs tech and some new units, but with a bonus to the area the new civ is good at (religion/tech/etc).
The main reason for this idea is that I feel that using a map, e.g. continents, pangea etc, the civs are too far away from eachother and 200+ turns (still playing epic) in there are often still lots of free space where a new civ could easily fit several cities.
2. When the capital of a militaristic civ is captured, the cities it has captured rebels and declares independence thus forming a new civ.
One issue that is common, especially on deity where they get new units very fast, is that if one civ gets too strong, killing many other civs without any problem. So if one could mount a sneak attack to the capital, the militaristic civ is halted in its tracks.
This would however need AI tweaks, so that they know to defend their capital / attack enemy militaristic civs capitals.
What I was thinking is that this happens to captured cities, that are still puppets, but have no turns left of disorder. This would need AI improvements, so that they can build court houses. Perhaps even make court houses much more expensive.
Anyhow, the reason they declare independence instead of reverting is that they now feel more connected to each other. If there are many puppeted cities, they could even form several new civs.
This would open up new tactics in regard to how to handle out of control militaristic civs.
I have 2 ideas that I think may fit the scope of GEM in the same spirit as random events in VEM (which I LOVE). Discussion and ideas how to make the ideas even better are appreciated.
1. Barbarian camps that are left alone for too long is turned into a new civilization.
There have been games I've played where barbarian camps are left completely untouched for 100+ turns or much more (I play epic). It would be fun if they had a chance to convert into a civilization if a number of conditions are met.
An example could be that the camp have to be at least x hexes away from any other civ and that they have to have spawned x units.
The new civ could get an average of other civs tech and some new units, but with a bonus to the area the new civ is good at (religion/tech/etc).
The main reason for this idea is that I feel that using a map, e.g. continents, pangea etc, the civs are too far away from eachother and 200+ turns (still playing epic) in there are often still lots of free space where a new civ could easily fit several cities.
2. When the capital of a militaristic civ is captured, the cities it has captured rebels and declares independence thus forming a new civ.
One issue that is common, especially on deity where they get new units very fast, is that if one civ gets too strong, killing many other civs without any problem. So if one could mount a sneak attack to the capital, the militaristic civ is halted in its tracks.
This would however need AI tweaks, so that they know to defend their capital / attack enemy militaristic civs capitals.
What I was thinking is that this happens to captured cities, that are still puppets, but have no turns left of disorder. This would need AI improvements, so that they can build court houses. Perhaps even make court houses much more expensive.
Anyhow, the reason they declare independence instead of reverting is that they now feel more connected to each other. If there are many puppeted cities, they could even form several new civs.
This would open up new tactics in regard to how to handle out of control militaristic civs.