Heheh. I'm not one for reviving old threads, but I've recently been playing A LOT of Civ III and felt that it is as a game, better than ever. I have my thread relating to Independence here:http://apolyton.net/forums/showthrea...threadid=52255
On a closely related note, I was recently inspired by an interesting new concept. This is definately a Civ IV suggestion, but the current Civ IV thread is too broad and I'd like comments and feedback from you guys on this one idea exclusively instead of constantly switching topics.
The idea i am proposing is (City) States / Provinces.
Think of it as being able to build an infinite amount of forbidden palaces.
The idea is simple and I think a far more interesting alternative to the corruption fiasco when the game was first released in 2001.
-Civilizations will have the Palace. As usual, it will have it large radius of effect. It is your Capital City.
-But as empires expand players can further subdivide their empires into provinces. These provinces will have a flag indicator (so they are easy to identify) and each province or state will have a capital city.
-Here is the catch. A provincial capital will have vastly reduced corruption fighting power, and its power is a factor of its distance from the actual capital. Thr further away from the capital, the less effective these provincial capitals are.
-Max/Min number of cities required for each Province / State can be adjustable by the player depending on map size. But an obvious suggestion would be from a minimum of 1 city to a maximum of 10. In the lower extremes, 1 city provinces are effectively city states. Much like the Italian model, or mordern Vatican City, Singapore or Hong Kong.
Advantages
- No more rushing Courthouses/Police stations for each city. Instead, once players decide on a provincial configuation (I'm assuming they manually select cities to be included) They get to choose a capital and immediately it begins building a provincial capital palace. This will be a costly building 300 to 500 shields.
Like small wonders it cannot be rushed, but some other rememdy could be applied if players absolutely need to hurry the building of the capital for military or other considerations. -- perhaps paying a higher than normal rushing fee.
-No more swing a ling Palace placement. One of the things that annoy me is the Palace swing startegy where on large maps, players are forced to swing their palaces to a new land area to control corruption. For a lot of players, moving the palace from its traditional home city could cost years in research and lots of gold. And there are emotional considerations too.
-Ability to trade /barter entire provinces. Or better yet, go to war because of a province. New diplomacy options is always a plus. The idea of strategic resources can be tied into this. Given luxuries tend to cluster, players who build provinces containing a minimum number of a resource gain commercial or shield bonuses or are able to build unique buildings.... think of "Textile mill" for a province that has a minimum required # of silk or dyes. And this certainly introduces a whole new resource. PROCESSED GOODS. Civs could now trade silk (the raw materials) and silk cloth
more trading and more diplomacy = good.
-Entire provinces may succed and form new nations.
(** This is where a related idea of separation comes into play. The introduction of minor tribes. For the American civilization for example, the candidates for minor tribes could be the 50 states. For the Romans, it could be the classical Italian city states. We could then have a scenario where the guy who is playing American civ could potentially experience a situation where a far off province declares independence to form the nation of California Or they could choose to keep the name of the province given by the player.
All the majors Civs currently in Civ III have provinces and historical precedents that can be used as minor tribe candidates. I don't see this will be a problem as far as trying to get enough names. And as I've already said, the game could just choose to keep the name of the province given by the player. So yes, we could see the nation of Ass :/
-New improvements related to the management of the provincial capitals.
What doesn't Change
-It doesn't encourage the kind of virus like growth found in Civ II where corruption and waste wasn't a big a deal. Since it takes time to build the provincial capitals, war mongers will have to stop and spend serious cash to take care of their new conquests or risk rebellion and succession.
-It stays true to Civilization and includes the advent of a visual border system as represented by "Culture" in Civ III. For Civ IV, I'd like to see the idea retained, but instead of culture, it will be called "Sphere of Influence" and instead of relying solely on cultural imrprovements in the city, a City's culture will instead by a function of 5things: 1) Military force in the city 2) cultural buildings in the city 3) distance from the capital 4) economic power of the city as measured by pre corruption gold output 5) overall power Cultural and economic of the Civ. This makes sense. A player that establishes a colony close to home gets a bonus in sphere of influence expansion. At the same time, the whole border system is not so constraining and unrealistic that a powerful civilization setting up a colony somewhere has to essentially start from scratch.
Thoughts, comments, suggestions? All welcome.
On a closely related note, I was recently inspired by an interesting new concept. This is definately a Civ IV suggestion, but the current Civ IV thread is too broad and I'd like comments and feedback from you guys on this one idea exclusively instead of constantly switching topics.
The idea i am proposing is (City) States / Provinces.
Think of it as being able to build an infinite amount of forbidden palaces.
The idea is simple and I think a far more interesting alternative to the corruption fiasco when the game was first released in 2001.
-Civilizations will have the Palace. As usual, it will have it large radius of effect. It is your Capital City.
-But as empires expand players can further subdivide their empires into provinces. These provinces will have a flag indicator (so they are easy to identify) and each province or state will have a capital city.
-Here is the catch. A provincial capital will have vastly reduced corruption fighting power, and its power is a factor of its distance from the actual capital. Thr further away from the capital, the less effective these provincial capitals are.
-Max/Min number of cities required for each Province / State can be adjustable by the player depending on map size. But an obvious suggestion would be from a minimum of 1 city to a maximum of 10. In the lower extremes, 1 city provinces are effectively city states. Much like the Italian model, or mordern Vatican City, Singapore or Hong Kong.
Advantages
- No more rushing Courthouses/Police stations for each city. Instead, once players decide on a provincial configuation (I'm assuming they manually select cities to be included) They get to choose a capital and immediately it begins building a provincial capital palace. This will be a costly building 300 to 500 shields.
Like small wonders it cannot be rushed, but some other rememdy could be applied if players absolutely need to hurry the building of the capital for military or other considerations. -- perhaps paying a higher than normal rushing fee.
-No more swing a ling Palace placement. One of the things that annoy me is the Palace swing startegy where on large maps, players are forced to swing their palaces to a new land area to control corruption. For a lot of players, moving the palace from its traditional home city could cost years in research and lots of gold. And there are emotional considerations too.
-Ability to trade /barter entire provinces. Or better yet, go to war because of a province. New diplomacy options is always a plus. The idea of strategic resources can be tied into this. Given luxuries tend to cluster, players who build provinces containing a minimum number of a resource gain commercial or shield bonuses or are able to build unique buildings.... think of "Textile mill" for a province that has a minimum required # of silk or dyes. And this certainly introduces a whole new resource. PROCESSED GOODS. Civs could now trade silk (the raw materials) and silk cloth

more trading and more diplomacy = good.
-Entire provinces may succed and form new nations.
(** This is where a related idea of separation comes into play. The introduction of minor tribes. For the American civilization for example, the candidates for minor tribes could be the 50 states. For the Romans, it could be the classical Italian city states. We could then have a scenario where the guy who is playing American civ could potentially experience a situation where a far off province declares independence to form the nation of California Or they could choose to keep the name of the province given by the player.
All the majors Civs currently in Civ III have provinces and historical precedents that can be used as minor tribe candidates. I don't see this will be a problem as far as trying to get enough names. And as I've already said, the game could just choose to keep the name of the province given by the player. So yes, we could see the nation of Ass :/
-New improvements related to the management of the provincial capitals.
What doesn't Change
-It doesn't encourage the kind of virus like growth found in Civ II where corruption and waste wasn't a big a deal. Since it takes time to build the provincial capitals, war mongers will have to stop and spend serious cash to take care of their new conquests or risk rebellion and succession.
-It stays true to Civilization and includes the advent of a visual border system as represented by "Culture" in Civ III. For Civ IV, I'd like to see the idea retained, but instead of culture, it will be called "Sphere of Influence" and instead of relying solely on cultural imrprovements in the city, a City's culture will instead by a function of 5things: 1) Military force in the city 2) cultural buildings in the city 3) distance from the capital 4) economic power of the city as measured by pre corruption gold output 5) overall power Cultural and economic of the Civ. This makes sense. A player that establishes a colony close to home gets a bonus in sphere of influence expansion. At the same time, the whole border system is not so constraining and unrealistic that a powerful civilization setting up a colony somewhere has to essentially start from scratch.
Thoughts, comments, suggestions? All welcome.
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