Make the Forbidden Palace a City Improvement, available at a cost somewhat cheaper than the Palace (based on the number of cities in the empire.)
Players could opt to build as many Provincial Palaces as they wanted (at a staggering shield cost,) bringing corruption down to zero even in a large sprawling empire.
The downside? Each Provincial Palace city has a % chance to rebel every turn -- they become strong cultural centers unto themselves, and rival the main Palace's authority. The percentage chance is similar to the % chance that a Nuclear plant will cause a radioactive disaster.
If a city with a Provincial Palace rebels, it becomes the core city of a new Civilization, chosen at random from any remaining unplayed Civs. The new Civ has the same tech level as the old one. It should start with at least one defender, maybe more, or based on level of play.
Civs that depend heavily on Provincial Palaces to keep down the corruption may pay a great price for it -- on the other hand that greatly reduced corruption is extremely appealing.
This also allows for event-like spawning of new Civilizations in the game, and makes the game more consistant with history. The American revolution could be explained as a rebellion caused by the Provincial Palace of Philadelphia, for instance, which spawned the Americans from the English Civ.
Rome's division into East and West could be explained as a rebellion caused by the Provincial Palace of Constantinople, spawning Byzantine civilization.
Most importantly it adds the possibility of new Civs being spawned into the game. I miss that from older versions.
This new rule would not require much change in basic game mechanics, but would add a new dimension to play. Players could opt out of the mechanic by avoiding building Provincial Palaces (at a cost in efficiency.)
The rule could also be extended to the capture of enemy Palaces and/or Provincial Palaces -- they become Provincial Palaces in the new empire, unless sold, adding to the cities likelyhood of flipping and simulating tensions that would exist integrating the nations.
Players could opt to build as many Provincial Palaces as they wanted (at a staggering shield cost,) bringing corruption down to zero even in a large sprawling empire.
The downside? Each Provincial Palace city has a % chance to rebel every turn -- they become strong cultural centers unto themselves, and rival the main Palace's authority. The percentage chance is similar to the % chance that a Nuclear plant will cause a radioactive disaster.
If a city with a Provincial Palace rebels, it becomes the core city of a new Civilization, chosen at random from any remaining unplayed Civs. The new Civ has the same tech level as the old one. It should start with at least one defender, maybe more, or based on level of play.
Civs that depend heavily on Provincial Palaces to keep down the corruption may pay a great price for it -- on the other hand that greatly reduced corruption is extremely appealing.
This also allows for event-like spawning of new Civilizations in the game, and makes the game more consistant with history. The American revolution could be explained as a rebellion caused by the Provincial Palace of Philadelphia, for instance, which spawned the Americans from the English Civ.
Rome's division into East and West could be explained as a rebellion caused by the Provincial Palace of Constantinople, spawning Byzantine civilization.
Most importantly it adds the possibility of new Civs being spawned into the game. I miss that from older versions.
This new rule would not require much change in basic game mechanics, but would add a new dimension to play. Players could opt out of the mechanic by avoiding building Provincial Palaces (at a cost in efficiency.)
The rule could also be extended to the capture of enemy Palaces and/or Provincial Palaces -- they become Provincial Palaces in the new empire, unless sold, adding to the cities likelyhood of flipping and simulating tensions that would exist integrating the nations.
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