So, here's the basis, you play as either Spain, France or England. You are started in the renaissance. The other civs, all ancient-classical generally, are around the world. It's your job to colonize these weaker nations.
VP basis-
+100 VP for every city on another continent
+500 VP for every "native" civilization conquered
+1000 VP for having the most money at the end (mercantilism lol)
+40 VP for discovering a new continent
+70 VP for discovering continent first out of the colonizing civs
+125 VP for being first colonizer civ to settle a city on a foreign continent.
+250 VP for converting a native civ to a religion
+250 VP for allying a native civ
Now to the special game rules.
On a larger earth map. All native civs start as historically accurate as possible. This means separate tribes if applicable as well as proper starting locations and techs. The same city and tech system is the for the colonizers as well. All native civs start with a native religion. These have less beliefs and often are harder to spread due to increased missionary price and a lack of apostle units *not allowed*. This will create a sort of religion system for them, maybe to create enter-native conflict, but not near powerful enough to convert a colonizer. City states are removed. Colonizers start with full religions with all possible belief slots enabled. Now it may seem like an easy game for the colonizers, but here's where everything changes. Colonial changes. Colonial cities are all cities founded on different continents. Colonies work as puppet cities, you don't have full control of them. You can't control units made by them, or what they produce. They only exist to give you leverage and money. You have a set of laws (replaces civics and gov. tab sort of) that you can impose. You can research new laws using the revamped civics tree. Colonial laws is what replaces the gov. tab. You can impose taxes, instill a greater control, which both lower happiness, as well as choose salutary neglect and other more happiness inducing laws. Colonies that are unhappy with rule may revolt and become a "revolted colony." These cities may either choose to join another civ, makes for quite a challenge, or become independent. Independence essentially makes them a barbarian city. This means the city produces barbarian units. Now to some other colonial stuff. Has France taken that nice soil in Georgia, well declare a colonial war. All colonies on the same continent will join the war effort. Your native allies on the same continent will as well. There is no actual war on other continents, you fight solely on the colonies. You can send troops to help. Colonial wars will be a new way of war, not worrying about your capital is nice, but protecting your colonies may be a challenge. Tech tree would be revamped to be more spread out and era specific.
It would be quite a complicated scenario, almost a new game. But it would be a new challenge, a fun scenario. Play with friends to be the best colonizer. Intel imperialism around the world!
Any other ideas or thoughts?
VP basis-
+100 VP for every city on another continent
+500 VP for every "native" civilization conquered
+1000 VP for having the most money at the end (mercantilism lol)
+40 VP for discovering a new continent
+70 VP for discovering continent first out of the colonizing civs
+125 VP for being first colonizer civ to settle a city on a foreign continent.
+250 VP for converting a native civ to a religion
+250 VP for allying a native civ
Now to the special game rules.
On a larger earth map. All native civs start as historically accurate as possible. This means separate tribes if applicable as well as proper starting locations and techs. The same city and tech system is the for the colonizers as well. All native civs start with a native religion. These have less beliefs and often are harder to spread due to increased missionary price and a lack of apostle units *not allowed*. This will create a sort of religion system for them, maybe to create enter-native conflict, but not near powerful enough to convert a colonizer. City states are removed. Colonizers start with full religions with all possible belief slots enabled. Now it may seem like an easy game for the colonizers, but here's where everything changes. Colonial changes. Colonial cities are all cities founded on different continents. Colonies work as puppet cities, you don't have full control of them. You can't control units made by them, or what they produce. They only exist to give you leverage and money. You have a set of laws (replaces civics and gov. tab sort of) that you can impose. You can research new laws using the revamped civics tree. Colonial laws is what replaces the gov. tab. You can impose taxes, instill a greater control, which both lower happiness, as well as choose salutary neglect and other more happiness inducing laws. Colonies that are unhappy with rule may revolt and become a "revolted colony." These cities may either choose to join another civ, makes for quite a challenge, or become independent. Independence essentially makes them a barbarian city. This means the city produces barbarian units. Now to some other colonial stuff. Has France taken that nice soil in Georgia, well declare a colonial war. All colonies on the same continent will join the war effort. Your native allies on the same continent will as well. There is no actual war on other continents, you fight solely on the colonies. You can send troops to help. Colonial wars will be a new way of war, not worrying about your capital is nice, but protecting your colonies may be a challenge. Tech tree would be revamped to be more spread out and era specific.
It would be quite a complicated scenario, almost a new game. But it would be a new challenge, a fun scenario. Play with friends to be the best colonizer. Intel imperialism around the world!
Any other ideas or thoughts?