Olleus
Deity
Yes, this is just another idea on how to implement revolutions in civ, but I think that this one is simple enough for the user to understand it, and complex enough to make it interesting.
Every city generates culture, as normal, but it also generates 'Rebel' culture. This 'Rebel' culture is hidden for most of the game and the player is unaware of its existence. The amount of 'Rebel' culture made is depends on the culture of the city, distance from capitol, happiness to unhappiness ratio and the number of citizens.
When you have a revolution to change civics/religion every city undergoes a check. If the amount of 'Rebel' culture is greater then the amount of 'Normal' culture then the city will revolt and start a new civ, called 'Rebel [Name of old civ]. While the rebel version of your civ exists then the 'Rebel' culture in all of your cities is shown and exists for game purposes (unhappiness for being at war with native civ, culture flipping, ect...). As soon as you kill the 'Rebel' civ all of the 'Rebel' culture becomes hidden again.
What does this mean?
Firstly, the game becomes a lot more realistic.
Secondly, there is a whole new dimension to the game. "Is that civic really worth loosing some cities?", new descisons are always good.
thirdly, having a big empire makes changing civics dangerous. If a revolution starts a large number of cities might join it, which could cripple you. This means that large civs are less likely to change, which accurately represents history where large empires became unwilling/unable to change with there times. Bigger will no longer always be better.
Every city generates culture, as normal, but it also generates 'Rebel' culture. This 'Rebel' culture is hidden for most of the game and the player is unaware of its existence. The amount of 'Rebel' culture made is depends on the culture of the city, distance from capitol, happiness to unhappiness ratio and the number of citizens.
When you have a revolution to change civics/religion every city undergoes a check. If the amount of 'Rebel' culture is greater then the amount of 'Normal' culture then the city will revolt and start a new civ, called 'Rebel [Name of old civ]. While the rebel version of your civ exists then the 'Rebel' culture in all of your cities is shown and exists for game purposes (unhappiness for being at war with native civ, culture flipping, ect...). As soon as you kill the 'Rebel' civ all of the 'Rebel' culture becomes hidden again.
What does this mean?
Firstly, the game becomes a lot more realistic.
Secondly, there is a whole new dimension to the game. "Is that civic really worth loosing some cities?", new descisons are always good.
thirdly, having a big empire makes changing civics dangerous. If a revolution starts a large number of cities might join it, which could cripple you. This means that large civs are less likely to change, which accurately represents history where large empires became unwilling/unable to change with there times. Bigger will no longer always be better.