What a cool pair of ideas!! And if you've followed my trail thru these threads, I've dismissed alot more ideas than I've praised!! Let's massage them a little.
Bigcivfan--if I'm understanding you correctly, you're suggesting interaction between races and empires. Perhaps, you could even make it so that at the border between the reds and the whites, you have a small band of pinks; between the reds and blues are the purples. Say, a different "map view" would have colors reflecting the races.
If you, the Romans, start out as whites, and you found a city in a pink area, as time goes by, the people get whiter and whiter. If you expand further into the red area, you have a (*slight,* to preserve game balance) happiness penalty. Perhaps the city counts twice in the "riot factor," so you'd have to expand slowly outside of your home racial area.
As time goes by, the people start to turn pink, then white. And if the city goes into revolt, they turn one shade redder. Or, at each milestone, they become more "acculturated." If the red city gets a trade route going with a white city, it turns 10% whiter. When it gets a temple, another 10%. A city wall, another 10%. You get the point. But, a city never completely forgets its original heritage, so you can't completely screw up later without it coming back to haunt you.
Francis--let's have another advisor, the political advisor. Every city has a "leader" who changes over time from noble to senator to governor (democracy). Or apparatchik or priest. For certain actions, you have to get approval from the leaders. Noble George is from a size 8 city, so he gets 8 votes, while Noble Flavor from a size 2 city gets 2. Before declaring war, or starting a wonder, you have to get permission from 1/3 the nobles, 1/2 of senators, 2/3 of governors, etc. They will give permission based on happiness in their cities, or happiness + city power.
Let's take this a little further. If a city has a food surplus of +3, that's a point in your favor. If no surplus, that's a point against you. If a city feels well protected, with a city wall and 2 units, that's a point for you. No city wall and only one unit, a point against you. City wall and 4 units, that's two points for you. You ask you political advisor to do a vote count. You get a screen that tells you which cities are for you, and which against. Your vote count comes up 3 short, so you try to find a size two city that you can turn around, perhaps by rushbuilding another military unit.
I don't think this would lead to excessive micromanagement. But with both of these ideas, Firaxis would need to be careful that they didn't overemphasize happiness or the military or...anything. But what has me excited is the COMBINATION of the two ideas. The first idea makes democracy/republic stronger. These forms of government handle racial minorities better. But the 2nd idea makes authoritarian govts stronger. So, balance between govts is preserved.
Bigcivfan--if I'm understanding you correctly, you're suggesting interaction between races and empires. Perhaps, you could even make it so that at the border between the reds and the whites, you have a small band of pinks; between the reds and blues are the purples. Say, a different "map view" would have colors reflecting the races.
If you, the Romans, start out as whites, and you found a city in a pink area, as time goes by, the people get whiter and whiter. If you expand further into the red area, you have a (*slight,* to preserve game balance) happiness penalty. Perhaps the city counts twice in the "riot factor," so you'd have to expand slowly outside of your home racial area.
As time goes by, the people start to turn pink, then white. And if the city goes into revolt, they turn one shade redder. Or, at each milestone, they become more "acculturated." If the red city gets a trade route going with a white city, it turns 10% whiter. When it gets a temple, another 10%. A city wall, another 10%. You get the point. But, a city never completely forgets its original heritage, so you can't completely screw up later without it coming back to haunt you.
Francis--let's have another advisor, the political advisor. Every city has a "leader" who changes over time from noble to senator to governor (democracy). Or apparatchik or priest. For certain actions, you have to get approval from the leaders. Noble George is from a size 8 city, so he gets 8 votes, while Noble Flavor from a size 2 city gets 2. Before declaring war, or starting a wonder, you have to get permission from 1/3 the nobles, 1/2 of senators, 2/3 of governors, etc. They will give permission based on happiness in their cities, or happiness + city power.
Let's take this a little further. If a city has a food surplus of +3, that's a point in your favor. If no surplus, that's a point against you. If a city feels well protected, with a city wall and 2 units, that's a point for you. No city wall and only one unit, a point against you. City wall and 4 units, that's two points for you. You ask you political advisor to do a vote count. You get a screen that tells you which cities are for you, and which against. Your vote count comes up 3 short, so you try to find a size two city that you can turn around, perhaps by rushbuilding another military unit.
I don't think this would lead to excessive micromanagement. But with both of these ideas, Firaxis would need to be careful that they didn't overemphasize happiness or the military or...anything. But what has me excited is the COMBINATION of the two ideas. The first idea makes democracy/republic stronger. These forms of government handle racial minorities better. But the 2nd idea makes authoritarian govts stronger. So, balance between govts is preserved.
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