Originally posted by The_Aussie_Lurker
So, what you are saying is that you are OK with culture flips because you can exploit it, and because it doesn't interfere with your Warmonger strategy. This is exactly the problem that I have with culture flips-they are frustrating, but ultimately both weak and pointless, as they simply cannot compete with the Warmonger strategy so popular in Civ2. To me, this does not make a feature GOOD!!! A Civil War system, OTOH, can be a useful counter to both Warmongering AND the 'Snowball Effect', as it is less exploitable via conventional Warmongering tactics. My advice is if civil war is in, and you don't like it, then stick with Civ3 instead.
Yours,
Aussie_Lurker.
So, what you are saying is that you are OK with culture flips because you can exploit it, and because it doesn't interfere with your Warmonger strategy. This is exactly the problem that I have with culture flips-they are frustrating, but ultimately both weak and pointless, as they simply cannot compete with the Warmonger strategy so popular in Civ2. To me, this does not make a feature GOOD!!! A Civil War system, OTOH, can be a useful counter to both Warmongering AND the 'Snowball Effect', as it is less exploitable via conventional Warmongering tactics. My advice is if civil war is in, and you don't like it, then stick with Civ3 instead.
Yours,
Aussie_Lurker.
1) Provide no effective counter-measures under Builder strategy.
2) They do not penalize you for poor development of your citizens, such as decreasing culture per head, or decreasing military in the town
3) Under builder strategy it allows a "stupid" defense - move your soldiers out of town, wait until it rebels, kill one spearman in it and recapture it.
To make rebellion sensible, it must not only be predictable and preventable, it also has to be fair.
Depending on how bad your culture, unhappiness and military weakness are it should generate Civil wars of different strengths.
Weak uprising will kill some of your soldiers, but you will win, and eliminate the rebels. In this case you just bear the cost (of unsuccessful attempt).
Medium uprising will capture some of your cities and kill many soldiers. However, you will be able to recapture them soon, before new nation is created, or cities are annexed to another state.
Strong uprising will succeed, and will create a new civilization, or will recreate old one, or will populate the world with barbs.
In extremely pathetic case % of your soldiers will join the rebels, and you will have to fight them too.
This will be fair:
1) If you had zero military units in city, and medium uprising of three rebel units occurs, it will succeed.
2) If you had 10 units in the city, and strong uprising of 7 units occurs, you have a chance to defend. But you bear the cost of suppressing the rebellion.
3) If your culture (per head) is great, people are rich and happy, and military is in place, you will get nuisance rebellions.
4) If your empire is huge, culture is low, corruption is high, you will get many strong rebellions, and will eventually pay more attention to culture and development.
Note: To be fair to warmongers, and to allow conquest and domination victories, chance of uprising should be reduced by successful suppression of recent previous rebellion, and by recent military successes. To be fair to warmongers as well, recent military losses and successful uprisings should increase the chance of rebellion as well.
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