kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,662
So like everybody else, I've been trying to wrap my head around the idea of civilization changing with new eras and try to make it fit into my idea of what a Civ game should be, without completely succeeding. I can see some pros to the idea, but the forced switching really goes against the idea of "make your civilization stand the test of time", and even if an option to retain your civilization is added, it seems strange and arbitrary to just have the option to randomly change your civlization. This was what brought me to this idea.
The idea is that at the end of first and second era, your civilization is faced with a crisis, as seems to be the framework of Civ7. There could be different types of crises, and you would not know which one would hit you (but it need not be completely random). Some ideas for crisis could be:
The idea is that at the end of first and second era, your civilization is faced with a crisis, as seems to be the framework of Civ7. There could be different types of crises, and you would not know which one would hit you (but it need not be completely random). Some ideas for crisis could be:
- Foreign invasion (external military crisis): Maybe you leave barbs or a minor culture at bad relations at your borders for too long. You are faced with a big horde of hostile forces (think Mongolian or Hun raids over Europe).
- Revolution (internal military crisis): Maybe you've left your population unhappy or unfed too long, and the people rise against you. You are faced with a big horde of hostile forces from your own population (think French or Russian revolution).
- Independence claim (internal happiness/loyalty crisis): Some cities have been unhappy or managed poorly for too long. The want to break free and form a separate nation (think US independence, colonies breaking from colonial powers).
- Stock market crash (economic crisis): Maybe you're economy is bad or based too much on a single product. Your economy collapses and you need to sell units and/or disable buildings to not go bankrupt (think US and Europe Stock Market crash 1920s).
- Foreign crusade (external religious crisis): You have neglected religious relationship with a neighbor and a huge religious invasion happens (think crusades in middle east).
- Religious revolution (internal religious crisis): You've neglected your state religion, and the priesthood wants to install a theocracy (think Islamic revolution in Iran).
- Some sort of scientific crisis ... not sure exactly how that would work.
- Some sort of cultural crisis ... maybe something like culture pressure from neighbors.
- Etc.
- Accept the change: You accept that change is necessary. You civilization chooses a new rule (aka. "new civilization"), but relative stability is ensued. You loose your old civ benefits but gain new ones. Think "normal age" in civ 6.
- Fight the change: If you fight the change, you have a limited number of turns which the crisis last, where you have to overcome the crisis by meeting certain criteria (defeat the invaders, create happiness, save economy, etc.). Depending on how well you manage to do that you will either:
- Overcome the challenge: You manage to overcome the crisis, and you will keep your civilization and get a major boost and new bonuses on top of your old bonuses. Think "golden age" in civ6.
- Succumb to the challenge: You fail to overcome the crisis, and a new rule is forcefully inserted (aka. "new civilization"). You lose your old bonuses, and a period of chaos and instability follows. Think "dark age" in civ 6.
- It plays into the "make your civilization stand the test of time" idea. Obviously the ultimate challenge is to overcome the crisis and keep your civilization for the entire game.
- It makes civ changing less arbitrary, because it gives a narrative as to why a new power/culture takes over.
- It shakes up gameplay and punishes you for neglecting a certain area of the game and focus solely on one aspect.