About Revolutions. Civilization is a game were the players
must be allowed to choose the path they want and the concept of CIV also include change history and succeed even better than any historical nation so be forced to fail significative colapses is something players would not find entertaning.
Still I offer an option were social changes have immersive and natural reason to be that also represent a manageable challenge.
The emergence and spread of
Ideologies could be abstracted easily under a population (
Denizen) based core system. One example:
1- The
Steam Engine technology is researched, this allows you to build the
Industrial Zone district with all kind of
Factories. These factories produce both synthetic versions of regular resources (
Dye,
Nitrate,
Rubber,..) plus new unique luxuries like
Cars,
Electronics,
Plastics, etc.
2- These produce a boom of industrialization that provide a lot of avaible slots for
Laborers. When these
Laborers working in
Industrial Zones represent at least 35%*(happines and others ideologies could affect this) of your
Laborers it trigger an event about
"Laboral Rights" with a setting about a strike in an
Industrial Zone. This have some decision options:
A- Suppress the strike by the use of police forces.
B- Support worker's movement.
C- Intermediate in the negotiations.
Say you pick A, gaining favor with the
Trader and
Warrior classes, but also the discontent of the
Laborers.
3-Then if
Laborers already have some negative factors this will pull down their loyalty to the limit to start an uprising a "
Revolution" that creates the ideology
Socialism.
When a revolution start the side you didnt support would produce certain number of rebels units based from the percentage and places were the population of such identity are, so you must fight those rebel units. Whatever the rebelion is succesful or not, the Socialism ideology would start to spread.
To disencourage players to allow rebels to win and change to the society they want, you also would lose yields, prestige, diplomatic favor and the technological advance in progress at the moment of the revolution.
Now for the other options if you side with the labourers (B) the ones that could start a uprising are reactionaries from Trader and Warrior classes (a coup) being in the case of Warrior that some of your armies could turn into enemies, but at least you also get support from loyal irregular labourer units. Still remember that if your affected classes are quite happy the hit to their loyalty would not be big enough to start the uprising.
For the option C) there are no major changes beyond gain the "minor" ideology (civic/doctrine*?)
Unionism/
Syndicalism that reduce the struggle between workers and owners. Remember that
Socialism would be a "main" ideology that imply way more effects, bonuses and own mechanics.
4- There are multiple factors that influence in the rate of propagation of Ideologies, for example some social classes have affinity (in this example
Laborers have a high positive bonus), population happines, open trade routes,
immigration, tourism, cultural products, diplomatic relations, same religion, great people, other ideologies already embraced, etc.
Additional Note*: To make it even more under player control when putting the mouse cursor over the options of the decision event they would explain the effects included an alert if the loyalty was already low enough to trigger the revolt. So the player would be conscious of the risk from that selection.