and stealing features from other games.
First, levels of international involvement and relations.
Isolationist: Where a nation pretty much stays away from the other major civs, but interacts/interferes fully with the minor nations (ie the US in the early 20th century).
Regional Power: Big shot in your local area, but not much of anything elsewhere (China in about five years)
Great Power: 19th century Europe. No further explaination should be needed.
Superpower: You reach the level of the US and Soviets during the Cold War
Hyperpower: You reach the level the US currently is at.
The last two can only be obtained near the end of the game. These are more than just diplomatic descriptions, but can be a way a country operates in relation to other nations.
Second, I was playing Imperialism and I was thinking that it would be interesting if the minor nations could attack the other minor nations. Basically, the minor nations shouldn't be benign tracks of land. They should operate forign policy, wars, sabotage, etc.
Third, Emperor of the Fading Suns brought something interesting to the game. The Church was a power, and was fully available for diplomatic overtures. Multiple religions could vie for the dominant sect of most of the nations.
Introduce language as a cultural factor. Have a 0-5 scale where 0 is the language of your original settlers and five is a completly foreign language. As the game goes on and your nation expands, the level of difference will increase and decrease based on assimliation, distance, and makeup of the population. People in a far flung city, that's close to another nation may have a rating of 3 or 4, which would make it easier for that other nation to take it away from you (subversion, conquest, or the city freely leaving).
Increasing literacy and education would maintain the standard language (0-2) (as well as assimilate conquered cities) and would keep cities with your civ. Also, developing the area with more cities would make them less of a far flung city and more a central area.
First, levels of international involvement and relations.
Isolationist: Where a nation pretty much stays away from the other major civs, but interacts/interferes fully with the minor nations (ie the US in the early 20th century).
Regional Power: Big shot in your local area, but not much of anything elsewhere (China in about five years)
Great Power: 19th century Europe. No further explaination should be needed.
Superpower: You reach the level of the US and Soviets during the Cold War
Hyperpower: You reach the level the US currently is at.
The last two can only be obtained near the end of the game. These are more than just diplomatic descriptions, but can be a way a country operates in relation to other nations.
Second, I was playing Imperialism and I was thinking that it would be interesting if the minor nations could attack the other minor nations. Basically, the minor nations shouldn't be benign tracks of land. They should operate forign policy, wars, sabotage, etc.
Third, Emperor of the Fading Suns brought something interesting to the game. The Church was a power, and was fully available for diplomatic overtures. Multiple religions could vie for the dominant sect of most of the nations.
Introduce language as a cultural factor. Have a 0-5 scale where 0 is the language of your original settlers and five is a completly foreign language. As the game goes on and your nation expands, the level of difference will increase and decrease based on assimliation, distance, and makeup of the population. People in a far flung city, that's close to another nation may have a rating of 3 or 4, which would make it easier for that other nation to take it away from you (subversion, conquest, or the city freely leaving).
Increasing literacy and education would maintain the standard language (0-2) (as well as assimilate conquered cities) and would keep cities with your civ. Also, developing the area with more cities would make them less of a far flung city and more a central area.
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