It seems like the vast majority of veteran civ players miss the Civ 2 civil wars. I think that they need to return in Civ 4, but they should return in a much different form.
In Civ 2, civil wars erupted when your a large civilization's capital was conquered. That was fun, but it was a severe limitation on the frequencies of civil wars. Civil Wars have been common throughout history; the amount of civil wars directly caused by a foreign power conquering the capital are a distinct minority. Most civil wars occur when one region of the country is dissatisfied with the policies of the central goverment. I think that Civ 4 should somehow implement this.
INTRODUCTION:
My idea on how to do so goes as follows: There should be a mechanism that evaluates the strength of each city. The evaluation would include shield production, commerce production, food production,and cultural production. Border expansion of cities would also need modified, and would include cultural level, commerce, shield production, food production, and military strength (which would be measured in home units, which are explained further in this post). These factors would combine into a "strength sum," and its borders would expand at strength sum increments, the same way that borders in Civ 3 increased in cultural increments.
City strength would be indicated by its strength sum, which would be aggregated every turn in the same way that culture is aggregated in Civ 3. Cities with high strength sums would exert influence on neighboring cities with smaller strength sums.
These strong cities, due to their contributions to the empire, need to be appeased in some way (I suggest that you should be able to adjust the tax/luxury ratio for each city in your empire. If a city needs appeased you can increase its luxuries, or build an improvement or a wonder in that city). If these powerful cities go into revolt, there is a chance that they will try to break away from the empire, taking with them the smaller neighboring cities that they have influence over. There would need to be some kind of equation to determine which cities would follow the break away larger city. The largest, most powerful break away city would then be the capital of a new Civ, a Civ that would participate in world diplomacy the same way that the others civs would.
FACTORS DETERMINING BREAK AWAY
Before a city and its region would break away, the major city in the region would have to be in disorder.
There would be a variety of factors that would go in to determining whether a city would break away from the empire. From here on, when I mention region I am referring to the main city that is breaking away plus the other cities that would, according to a comparison between the influence exerted on them by the breakway city and influence exerted on them by loyal parts of the empire, join the major breakaway city.
Geographical factors would be one element. Distance from capital and connectivity with the capital (through roads, harbors, airports) would be one major factor. Another factor would be location on continent/ city border; a region bordering an ocean would be much more likely to break away than would a region right in the center of the empire. The way to analyize this would be to look at what the cities cultural borders are touching. If the region has cultural borders that largely border other civs or don't border other borders it would be more likely to revolt than if it would be completely bordered by the mother empire.
Corruption level in the area is factor; a highly corrupt region would be much more likely to break away than would a low corruption region located close to the capital. Along with corruption level, city improvements would also be taken into account. The same improvements that lower corruption would decrease likelyhood of revolt, as would the presence of Wonders in the civ that effected the entire civ.
Ethnicity would be a major factor. If a certain region had a large population of an ethnicity different than that of the empire, it would be much more likely to break away than would a region populated by co-nationals. Example: Say you played as Germany and conquered England. London, as former capital of the English, would still have cultural influence over the surrounding English cities. If the English cities weren't kept under control well enough, ther would be a good chance of them declaring themselves to be independent and re-emerging as the English civ, at war with the German empire.
Government type would be another factor. Break away regions and civil wars would be much more likely under Feudalism and Despotism than they would be under Democracy
A final factor would be military strength inside the region. For this to work, the concept of unit hometown would have to return. Though there would still be civ-wide unit maintenece payments, the individual units created would have their hometown listed. In the event of a rebellion, the units would go with their hometown. THe number of units that a city and its region has, and the location of those units, would be factors that would be included in the breakaway evaluation. A region that had a significant number of military units would be more apt to revolt than would a region that had few or no military units.
Individual unit strength would also be taken into account. Each units' military value would be measured by adding its A/D/M points (for non bombardment units) or by adding movement and bombardment points (when evaluating bombardment units like cannons or ICBMs).
The number of military units and the sum of their value would both be compared when a region is considering separation. That way, simply having a horde of warriors or workers wouldn't discourage a potential break away region from leaving.
The number of units that are not from the region but are located in the region will be tabulated. If there are large numbers of units whose hometowns are from other parts of the empire located in a region, then that region is less likely to revolt. However, if a non-native unit is stationed in a within another cities radius for 20 turns, its hometown switches to be that of the city in which it is stationed.
Every unit that belongs to a breakaway town goes into revolt, even if its located in a foreign land or in a part of the empire that's not in revolt. If fortified in a loyal city, that rebel unit will be automatically moved one square outside of the city.
CIVIL WAR
When a region breaks away, you would automatically be at war with that region. I sugest that you would then have three options:
1. Re-conquer the cities and treat them as you would any occupied country (like the US and the CSA after the Civil War), but the citizens of those cities would be a new ethnic minority (shown by a slightly different color on the population screen), with the chance that they might try to rebel again in the future.
2. Try and negotiate some sort of reconcilliation, maybe by being forced to agree to lower taxes on the cities in the region for a certain period of time.
3. Try and make peace with the break away country, thereby recognizing it as an independent civ.
CONCLUSION
What my idea amounts to is basically an internal culture flip. The factors that I mentioned would be measured by the computer. If the cities were in disorder and the equations showed that they should break away, then they would break away. This would increase the strategy involved in the game, as you'd have to make sure that the cities that you built didn't turn into rival power centers. Its also a way that distance based corruption could be fixed. Civ 3 supercorruption would be replaced by a chance that distant cities would try to break away from your empire. It'd also be a way to render the real world phenomenon of conquered civilizations eventually returning to existance (like Poland, German States after Napoleon, France after WW2) In Civ 3 conquered civs basically disappear; with my proposal, there would always be a chance that conquered areas would revolt and return to life.
I think that my suggestions would make the game more exciting, and I think that they could be implemented without changing the mechanics of the game too much.
Please post any questions or comments regarding my sugestions.
In Civ 2, civil wars erupted when your a large civilization's capital was conquered. That was fun, but it was a severe limitation on the frequencies of civil wars. Civil Wars have been common throughout history; the amount of civil wars directly caused by a foreign power conquering the capital are a distinct minority. Most civil wars occur when one region of the country is dissatisfied with the policies of the central goverment. I think that Civ 4 should somehow implement this.
INTRODUCTION:
My idea on how to do so goes as follows: There should be a mechanism that evaluates the strength of each city. The evaluation would include shield production, commerce production, food production,and cultural production. Border expansion of cities would also need modified, and would include cultural level, commerce, shield production, food production, and military strength (which would be measured in home units, which are explained further in this post). These factors would combine into a "strength sum," and its borders would expand at strength sum increments, the same way that borders in Civ 3 increased in cultural increments.
City strength would be indicated by its strength sum, which would be aggregated every turn in the same way that culture is aggregated in Civ 3. Cities with high strength sums would exert influence on neighboring cities with smaller strength sums.
These strong cities, due to their contributions to the empire, need to be appeased in some way (I suggest that you should be able to adjust the tax/luxury ratio for each city in your empire. If a city needs appeased you can increase its luxuries, or build an improvement or a wonder in that city). If these powerful cities go into revolt, there is a chance that they will try to break away from the empire, taking with them the smaller neighboring cities that they have influence over. There would need to be some kind of equation to determine which cities would follow the break away larger city. The largest, most powerful break away city would then be the capital of a new Civ, a Civ that would participate in world diplomacy the same way that the others civs would.
FACTORS DETERMINING BREAK AWAY
Before a city and its region would break away, the major city in the region would have to be in disorder.
There would be a variety of factors that would go in to determining whether a city would break away from the empire. From here on, when I mention region I am referring to the main city that is breaking away plus the other cities that would, according to a comparison between the influence exerted on them by the breakway city and influence exerted on them by loyal parts of the empire, join the major breakaway city.
Geographical factors would be one element. Distance from capital and connectivity with the capital (through roads, harbors, airports) would be one major factor. Another factor would be location on continent/ city border; a region bordering an ocean would be much more likely to break away than would a region right in the center of the empire. The way to analyize this would be to look at what the cities cultural borders are touching. If the region has cultural borders that largely border other civs or don't border other borders it would be more likely to revolt than if it would be completely bordered by the mother empire.
Corruption level in the area is factor; a highly corrupt region would be much more likely to break away than would a low corruption region located close to the capital. Along with corruption level, city improvements would also be taken into account. The same improvements that lower corruption would decrease likelyhood of revolt, as would the presence of Wonders in the civ that effected the entire civ.
Ethnicity would be a major factor. If a certain region had a large population of an ethnicity different than that of the empire, it would be much more likely to break away than would a region populated by co-nationals. Example: Say you played as Germany and conquered England. London, as former capital of the English, would still have cultural influence over the surrounding English cities. If the English cities weren't kept under control well enough, ther would be a good chance of them declaring themselves to be independent and re-emerging as the English civ, at war with the German empire.
Government type would be another factor. Break away regions and civil wars would be much more likely under Feudalism and Despotism than they would be under Democracy
A final factor would be military strength inside the region. For this to work, the concept of unit hometown would have to return. Though there would still be civ-wide unit maintenece payments, the individual units created would have their hometown listed. In the event of a rebellion, the units would go with their hometown. THe number of units that a city and its region has, and the location of those units, would be factors that would be included in the breakaway evaluation. A region that had a significant number of military units would be more apt to revolt than would a region that had few or no military units.
Individual unit strength would also be taken into account. Each units' military value would be measured by adding its A/D/M points (for non bombardment units) or by adding movement and bombardment points (when evaluating bombardment units like cannons or ICBMs).
The number of military units and the sum of their value would both be compared when a region is considering separation. That way, simply having a horde of warriors or workers wouldn't discourage a potential break away region from leaving.
The number of units that are not from the region but are located in the region will be tabulated. If there are large numbers of units whose hometowns are from other parts of the empire located in a region, then that region is less likely to revolt. However, if a non-native unit is stationed in a within another cities radius for 20 turns, its hometown switches to be that of the city in which it is stationed.
Every unit that belongs to a breakaway town goes into revolt, even if its located in a foreign land or in a part of the empire that's not in revolt. If fortified in a loyal city, that rebel unit will be automatically moved one square outside of the city.
CIVIL WAR
When a region breaks away, you would automatically be at war with that region. I sugest that you would then have three options:
1. Re-conquer the cities and treat them as you would any occupied country (like the US and the CSA after the Civil War), but the citizens of those cities would be a new ethnic minority (shown by a slightly different color on the population screen), with the chance that they might try to rebel again in the future.
2. Try and negotiate some sort of reconcilliation, maybe by being forced to agree to lower taxes on the cities in the region for a certain period of time.
3. Try and make peace with the break away country, thereby recognizing it as an independent civ.
CONCLUSION
What my idea amounts to is basically an internal culture flip. The factors that I mentioned would be measured by the computer. If the cities were in disorder and the equations showed that they should break away, then they would break away. This would increase the strategy involved in the game, as you'd have to make sure that the cities that you built didn't turn into rival power centers. Its also a way that distance based corruption could be fixed. Civ 3 supercorruption would be replaced by a chance that distant cities would try to break away from your empire. It'd also be a way to render the real world phenomenon of conquered civilizations eventually returning to existance (like Poland, German States after Napoleon, France after WW2) In Civ 3 conquered civs basically disappear; with my proposal, there would always be a chance that conquered areas would revolt and return to life.
I think that my suggestions would make the game more exciting, and I think that they could be implemented without changing the mechanics of the game too much.
Please post any questions or comments regarding my sugestions.
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