I think I have a very good idea for the problems dealing with land away from the mainland. When a country finds new land far away and wants to colonize it (I don't mean it literally, I'm not talking about the worker action) they face problems. Mainly the corruption is terrible and you can't build much (of course you can build forbidden palace, but it shouldn't be necessary). This isn't realistic. England had tons of overseas land but made a lot of money from it and they were able to turn some of it into developed areas. I have thought of a new system that solves this problem and makes the game better.
When you have cities that are away from the empire they can be designated as a colony. This would be judged on factors such as if the cities are separated from the mainland by water or land, how far away the cities are from the mainland, if other countries have land between the mainland and its cities, and how long the time between the original civilization and the cities away from the mainland were established. When an area is designated as a colony you choose names (noun, formal, adjective) for it and you give it a capital. This serves as another capital, one just for the colony. This will fix corruption.
Now there would be two types of colonies. The first type would be when you discover a new continent and build a bunch of cities with your settlers. This type would have lower corruption, lower unhappiness, and a lower national identity. The more national identity a colony has the better chance that it will rebel (more on that later) and declare itself its own nation. As time goes by there will be a greater chance of it rebelling. This type of colony will also generally have a better attitude towards you when it declares itself its own nation.
The second type of colony is when you invade land far away and take it over. When the citizens of cities you take over are from the same culture group they will have moderate corruption, national identity, unhappiness, and a worse future attitude. When they are from a different culture group they will have a lot more corruption, national identity, unhappiness, and a much worse future attitude.
A rebellion first starts off with the cities with their own national identity becoming unhappy, and you won't be able to fix it with entertainment. The more time elapses the more unhappy they become. You have the option of recognizing them as a new nation and if they have enough of a national identity they will accept and will have a good attitude towards you. If you don't, they will become even more unhappy and start a civil war.
When this happens, cities with enough national identity band together and declare themselves a nation. The more national identity they have and the less troops you have garrisoned in the city (unless the troops are built in the colony or if they have been there for a while, but more on that later) the greater chance of it joining the rebellion. Also, during a civil war there is increased war weariness.
As for military units taking sides, if the unit was built in the colony it has a large chance of rebelling. If it was built on the mainland the longer it has stayed on the colony the greater the chance of it rebelling. When a city joins the rebellion, the loyalist forces are killed or damaged and sent out of the city.
Other nations can choose to recognize the new nation. Most civs will probably at least send the new nations supplies (gold, resources, and troops) if it fights well and shows a chance of winning the war.
When the rebels win the war (that would be you signing a peace treaty) they are declared a new nation and their name is what you named them. After a civil war the rebel civ will have a bad attitude towards you but it will heal with time (depending on other factors which I explained earlier). The United States and Britain were enemies when the US rebelled but they became closer with time and now they are good allies.
What do you guys think?
When you have cities that are away from the empire they can be designated as a colony. This would be judged on factors such as if the cities are separated from the mainland by water or land, how far away the cities are from the mainland, if other countries have land between the mainland and its cities, and how long the time between the original civilization and the cities away from the mainland were established. When an area is designated as a colony you choose names (noun, formal, adjective) for it and you give it a capital. This serves as another capital, one just for the colony. This will fix corruption.
Now there would be two types of colonies. The first type would be when you discover a new continent and build a bunch of cities with your settlers. This type would have lower corruption, lower unhappiness, and a lower national identity. The more national identity a colony has the better chance that it will rebel (more on that later) and declare itself its own nation. As time goes by there will be a greater chance of it rebelling. This type of colony will also generally have a better attitude towards you when it declares itself its own nation.
The second type of colony is when you invade land far away and take it over. When the citizens of cities you take over are from the same culture group they will have moderate corruption, national identity, unhappiness, and a worse future attitude. When they are from a different culture group they will have a lot more corruption, national identity, unhappiness, and a much worse future attitude.
A rebellion first starts off with the cities with their own national identity becoming unhappy, and you won't be able to fix it with entertainment. The more time elapses the more unhappy they become. You have the option of recognizing them as a new nation and if they have enough of a national identity they will accept and will have a good attitude towards you. If you don't, they will become even more unhappy and start a civil war.
When this happens, cities with enough national identity band together and declare themselves a nation. The more national identity they have and the less troops you have garrisoned in the city (unless the troops are built in the colony or if they have been there for a while, but more on that later) the greater chance of it joining the rebellion. Also, during a civil war there is increased war weariness.
As for military units taking sides, if the unit was built in the colony it has a large chance of rebelling. If it was built on the mainland the longer it has stayed on the colony the greater the chance of it rebelling. When a city joins the rebellion, the loyalist forces are killed or damaged and sent out of the city.
Other nations can choose to recognize the new nation. Most civs will probably at least send the new nations supplies (gold, resources, and troops) if it fights well and shows a chance of winning the war.
When the rebels win the war (that would be you signing a peace treaty) they are declared a new nation and their name is what you named them. After a civil war the rebel civ will have a bad attitude towards you but it will heal with time (depending on other factors which I explained earlier). The United States and Britain were enemies when the US rebelled but they became closer with time and now they are good allies.
What do you guys think?
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