Well, as there seems to be a bumper crop of new ideas for game concepts croping up, I decide to add another, plus this is a revision of ideas broguht up later.
I think that the suggestions being made have to keep practicallity in mind:Civ can't be EU, so instituting concepts as nuanced as those in EU is hard. Besides, we have to keep the masses in mind.
So, the point of this thread is to dicuss how cities change hands and what the people in the city do about it. There are three ways cities change hands: diplomacy, cultural 'conquest' and war.
Diplomacy: If I agree to give a city away, or someone gives me one, I think that the city should go intact to the other side, cultural borders the same (all culture points accumulated since reaching the last stage removed), cultural buildings untouched (though returning to work like new ones). The garrison of the city is transfered to the nearest city of the one that gave it away (you don't loose any troops), and the nationality of the citizens remains that of the person that gave it away (all that happened was a friendly change of government). One regular defensive unit is formed in the city for the new owner [all in all, not that different from what happens in civ3]
Cultural 'conquest': here we get two paths, peaceful and not. Lets say a city revolts and asks a neighbor to join. If the neighbor says yes, the owner of the city is given a choice- let it go, or fight. If you say let it go, it fuctions as a diplomatic hand over, though the nationality of the citizens is changed to that of the civ taking it (that's why the revolted in the first place!). If you say No, there is now war [for diplomatic purposes, the civ that agreed to take the city has committed an aggressive act]. All cultural city improvements destroyed,as are all admin ones (barracks, courthouse, police) and one regular defensive unit is formed. Your garrison is placed in a square outside the city, all having taken one HP damage. Now, it is up to the garrison to retake the city.
War: Here is the more complex part. Lets say the garrison retook the city, now what? As we said, the city citizens changed their nationality, so you are now dealing wiht a foreign people. I divide this into two eras, pre and post nationalism.
Pre nationalism: Within the city, part of the population become resisters. Now, each resiter creates 3 resistance points (graphically, little red hand holding a torch). The system of revolt functions on these points. As long as there are non-represed resistance points present, the city is in disorder, and there is a 25% chance of revolt breaking out. If a revolt occurs, your garrison is placed outside the city, having taken one HP damage. A regular defendor pops. up in the city (which has returned to the control of the original civ). To prevent this you have to repress the resisatnce points and eliminate them. To repress resitance points you need troops. Defensive units repress 2 points, offensives 1 (this is due to termperment, training, tactical differences). Lets say you have a city of 8, with two resisters (6 points). 3 defensive units brought in will repress the points. Once the points are repressed, the city can begin to build again (though it can't ever be WLTKD). While there are repressed resitance points in a city, there is a 5% chance of revolt breaking out. So, you have to destroy the points. This is done with happiness (those little happy faces). One happy face destroys one resistance point per turn (troops in the city do not create happy faces, as they are busy repressing the points). So, if in this city you build one temple, which cretaes one happy face per turn, then in six turns, resistance points are gone, along with the danger of revolt.
Nationalism makes things much more dangerous. First, each resister now counts as 4 points, and it will take two happy faces to destoy one point (graphically, the hand now holds a gun) per turn. The precentage for possible revolt with unrepressed points jumps to 50%, with repressed it stays at 5%. In addition, we have what are called guerrilas, forming. guerrilas are a 3/4/1 unit that moves as an explorer. NOw, these units have various special attibutes. 1. they can't be built, only created. 2. They have enhanced terrain defensive bonuses for mountains, forests, jungles. On mountains and jungles, 200%, so that they have 12 defense there, in forrests 100%, so they have 8. They have normal bonuses everywhere else. 3. Guerrilas have a bonus attcking cities based on the resitance points. Every non-repressed resiatnce point adds +2 attack, each 2 repressed ands +1. So, if the city has 1 unrepressed point, and 11 repressed, thats 3(original)+2+5, or attack 10 into the city. The number of guerrilas formed at the outset is equal to the number of resiters (not resitance points). Each turn there are unrepressed points a new guerilla will appear near the city. There is a 10% chance that one will appear if there are resiastance points at all. Revolts work the same as before.
I think this system is good because, while keeping things challenging, gives players the knowledge of what they must do to keep a city and thus they can plan. It also makes cultural defection more dnagerous, since it might lead to war. I think that possible applications could be found for resistance points and guerrilas, dealing with internal politics, civil wars, and propaganda, but this post is long enough as is. Any comments?
I think that the suggestions being made have to keep practicallity in mind:Civ can't be EU, so instituting concepts as nuanced as those in EU is hard. Besides, we have to keep the masses in mind.
So, the point of this thread is to dicuss how cities change hands and what the people in the city do about it. There are three ways cities change hands: diplomacy, cultural 'conquest' and war.
Diplomacy: If I agree to give a city away, or someone gives me one, I think that the city should go intact to the other side, cultural borders the same (all culture points accumulated since reaching the last stage removed), cultural buildings untouched (though returning to work like new ones). The garrison of the city is transfered to the nearest city of the one that gave it away (you don't loose any troops), and the nationality of the citizens remains that of the person that gave it away (all that happened was a friendly change of government). One regular defensive unit is formed in the city for the new owner [all in all, not that different from what happens in civ3]
Cultural 'conquest': here we get two paths, peaceful and not. Lets say a city revolts and asks a neighbor to join. If the neighbor says yes, the owner of the city is given a choice- let it go, or fight. If you say let it go, it fuctions as a diplomatic hand over, though the nationality of the citizens is changed to that of the civ taking it (that's why the revolted in the first place!). If you say No, there is now war [for diplomatic purposes, the civ that agreed to take the city has committed an aggressive act]. All cultural city improvements destroyed,as are all admin ones (barracks, courthouse, police) and one regular defensive unit is formed. Your garrison is placed in a square outside the city, all having taken one HP damage. Now, it is up to the garrison to retake the city.
War: Here is the more complex part. Lets say the garrison retook the city, now what? As we said, the city citizens changed their nationality, so you are now dealing wiht a foreign people. I divide this into two eras, pre and post nationalism.
Pre nationalism: Within the city, part of the population become resisters. Now, each resiter creates 3 resistance points (graphically, little red hand holding a torch). The system of revolt functions on these points. As long as there are non-represed resistance points present, the city is in disorder, and there is a 25% chance of revolt breaking out. If a revolt occurs, your garrison is placed outside the city, having taken one HP damage. A regular defendor pops. up in the city (which has returned to the control of the original civ). To prevent this you have to repress the resisatnce points and eliminate them. To repress resitance points you need troops. Defensive units repress 2 points, offensives 1 (this is due to termperment, training, tactical differences). Lets say you have a city of 8, with two resisters (6 points). 3 defensive units brought in will repress the points. Once the points are repressed, the city can begin to build again (though it can't ever be WLTKD). While there are repressed resitance points in a city, there is a 5% chance of revolt breaking out. So, you have to destroy the points. This is done with happiness (those little happy faces). One happy face destroys one resistance point per turn (troops in the city do not create happy faces, as they are busy repressing the points). So, if in this city you build one temple, which cretaes one happy face per turn, then in six turns, resistance points are gone, along with the danger of revolt.
Nationalism makes things much more dangerous. First, each resister now counts as 4 points, and it will take two happy faces to destoy one point (graphically, the hand now holds a gun) per turn. The precentage for possible revolt with unrepressed points jumps to 50%, with repressed it stays at 5%. In addition, we have what are called guerrilas, forming. guerrilas are a 3/4/1 unit that moves as an explorer. NOw, these units have various special attibutes. 1. they can't be built, only created. 2. They have enhanced terrain defensive bonuses for mountains, forests, jungles. On mountains and jungles, 200%, so that they have 12 defense there, in forrests 100%, so they have 8. They have normal bonuses everywhere else. 3. Guerrilas have a bonus attcking cities based on the resitance points. Every non-repressed resiatnce point adds +2 attack, each 2 repressed ands +1. So, if the city has 1 unrepressed point, and 11 repressed, thats 3(original)+2+5, or attack 10 into the city. The number of guerrilas formed at the outset is equal to the number of resiters (not resitance points). Each turn there are unrepressed points a new guerilla will appear near the city. There is a 10% chance that one will appear if there are resiastance points at all. Revolts work the same as before.
I think this system is good because, while keeping things challenging, gives players the knowledge of what they must do to keep a city and thus they can plan. It also makes cultural defection more dnagerous, since it might lead to war. I think that possible applications could be found for resistance points and guerrilas, dealing with internal politics, civil wars, and propaganda, but this post is long enough as is. Any comments?
Comment