FINAL DRAFT:
The problem of "Instant City Conversions" is that when you conquer a city, the citizens are suddenly yours, as if the city had been originally built by your civilization. They are governed by your government system, and experience the immediate benefit of your wonders and luxury rates. This is taken to the absurd extreme when a city is nuked a couple of times before being captured, and the citizens hold a "We Love The King" day the next turn after being captured.
Some possibilities for fixing this problem are:
High waste and/or corruption rates for captured cities.
Tile production penalties in captured cities. Like a "We Love The... Day" in reverse.
A specific bar against captured cities having a "We Love The... Day" for a certain number of turns.
A block against captured cities feeling the effect of your Wonders for a certain number of turns.
An increase in "naturally" unhappy people, making it difficult to keep out of disorder.
The most reasonable suggestion is the presence of "Drones" in the captured city, as in Alpha Centauri. (I haven't played Alpha Centauri, I have only had it explained to me by Korn469)
What I envision is in a captured city, a certain number of citizens become "Drones" i.e. citizens that not only are unhappy,but also do no work. So you not only have to deal with the unhappiness, but also the production drop. Partisans would appear around the city, but only as many as there are "Drone" citizens. (after all, it is essentially the drones that support the partisans)
The number of "Drones" that appear and the time it takes to "convert" the city (gradually decreasing drones) would depend on the conquering civilization's government AND the conquered civilization's government. A depotism taking a despotism's city wouldn't make much difference, but a democracy taking a despotism's city would actually reduce the drones created. The highest penalty would come from a despotism taking a democracy's (or a fundamentalist's ) city, with as much as half of the population becoming drones.
some notes:
If a city is bought, given, or conquered by a third party before being converted, its alliegance should remain to the original civilization
Despite what form of government you have, you should be able to enforce "martial law" in captured cities with your units, at least for the first phase of conversion. Note that although you make the drones less unhappy, you still can't get them to work or stop supporting partisans.
Reputation may or may not play a part in converting your captured cities. IMO, the governments and difference between would make a bigger difference.
These don't take into account any social engineering models or culture. if these are implemented in civ3, that would make a big difference.
In closing, I want to point out that these are SUGGESTIONS. I am not a programmer or playtester on civ3 (but wouldn't I like to be ) and I don't know the right balance that will be neccesary to keep the game fun. I trust team Firaxis to fix the problem, and in a way that makes the game more fun.
<font size=1 face=Arial color=444444>[This message has been edited by Father Beast (edited March 09, 2000).]</font>
The problem of "Instant City Conversions" is that when you conquer a city, the citizens are suddenly yours, as if the city had been originally built by your civilization. They are governed by your government system, and experience the immediate benefit of your wonders and luxury rates. This is taken to the absurd extreme when a city is nuked a couple of times before being captured, and the citizens hold a "We Love The King" day the next turn after being captured.
Some possibilities for fixing this problem are:
High waste and/or corruption rates for captured cities.
Tile production penalties in captured cities. Like a "We Love The... Day" in reverse.
A specific bar against captured cities having a "We Love The... Day" for a certain number of turns.
A block against captured cities feeling the effect of your Wonders for a certain number of turns.
An increase in "naturally" unhappy people, making it difficult to keep out of disorder.
The most reasonable suggestion is the presence of "Drones" in the captured city, as in Alpha Centauri. (I haven't played Alpha Centauri, I have only had it explained to me by Korn469)
What I envision is in a captured city, a certain number of citizens become "Drones" i.e. citizens that not only are unhappy,but also do no work. So you not only have to deal with the unhappiness, but also the production drop. Partisans would appear around the city, but only as many as there are "Drone" citizens. (after all, it is essentially the drones that support the partisans)
The number of "Drones" that appear and the time it takes to "convert" the city (gradually decreasing drones) would depend on the conquering civilization's government AND the conquered civilization's government. A depotism taking a despotism's city wouldn't make much difference, but a democracy taking a despotism's city would actually reduce the drones created. The highest penalty would come from a despotism taking a democracy's (or a fundamentalist's ) city, with as much as half of the population becoming drones.
some notes:
If a city is bought, given, or conquered by a third party before being converted, its alliegance should remain to the original civilization
Despite what form of government you have, you should be able to enforce "martial law" in captured cities with your units, at least for the first phase of conversion. Note that although you make the drones less unhappy, you still can't get them to work or stop supporting partisans.
Reputation may or may not play a part in converting your captured cities. IMO, the governments and difference between would make a bigger difference.
These don't take into account any social engineering models or culture. if these are implemented in civ3, that would make a big difference.
In closing, I want to point out that these are SUGGESTIONS. I am not a programmer or playtester on civ3 (but wouldn't I like to be ) and I don't know the right balance that will be neccesary to keep the game fun. I trust team Firaxis to fix the problem, and in a way that makes the game more fun.
<font size=1 face=Arial color=444444>[This message has been edited by Father Beast (edited March 09, 2000).]</font>
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