Reputation
Reputation is another thing that needs to be realistically modeled in
OC3. Instead of the Civ2 system, this system actually needs to affect the way other
civilizations at towards you. Building a wonder like the Eiffel Tower, should not increase
your Reputation, in fact, something like the Cure for Cancer would be more
likely to effect it.
So this is the system I propose:
The way other civs act towards you is based on a ranking, from 0 - 100. If you are
100, then your Civilization is very trustworthy. On the other hand, if your
Civilization has a rating of 0, than everybody is bound to hate you, and you allies will
have long abandoned you, unless they are your slaves. A ranking of 0, or a ranking
of 100, should be practically impossible to get. This is to create realism.
There is no Civilization in the world that could possibly be that cruel, or that
nice. A ranking of 50 is default, if you get it up to 75-80, than you are well
respected, and others will approach you. If you have a rating of 20-25, than other
Civs will approach you with caution.
So what things effect your rating?
There are a number of things. Here are a few I can think of off the top of my head.
They are all based on, if you don't have a valid reason to do it. Also for some, it
depends on whether you get caught or not. Using spys is one example of this.
If another civ catches you doing this than you will lost reputation points, but if you
don't get caught, than you don't lose any points. The same thing would happen with
Spy's. '-' or '+' represents whether it negatively or positively affects your
ranking:
1. Taking an opposition city(-)
2. Breaking a peace treaty(-)
3. Using Slaves(-)
4. Nuclear Warfare(-)
5. Using Spy's
6. An act of goodwill ((+) (see below))
7. Refusing to aid a minor civilization in an emergency.
In the ancient age however, a
feared leader was also a respected leader. Throughout history, the world has turned more
critical to violent acts. So, concentration camps might not be an atrocity until the
Geneva Convention Wonder, for instance.
Prehaps we can go even more relistic: Up to modern age there has been small or no
penalties for war. So the year in game should affect on the amount of penalty. Small in
beginning and large in late game.
What exactly is an act of goodwill? Well, it could be anything like,
discovering a cure for AIDS, and then sharing it with the rest of the world free of cause,
or maybe it could be helping a friend in a time of need whether it be sharing units, or
something else.
You can 'undo' the effects of your act, if you want. Say you have taken Civ A's city
in 1940, and it is size 11. You had a peace treaty with them. This might cost
you 15 reputation points. (Default 10 for taking a partners city + (size)/2 - always round
down). If you give it back in 1945 as a size 8 city, then you should get
back 4 reputaion points. (5 - (size lost / 2). However if you give it back in
1960, as a size 8 than you shall get nothing back (1 - (size lost / 2). For taking a
civ's city that you have a treaty with here is the system I propose:
-Taking the city (10 + (size / 2)
+Return within 5 years (5 - (size lost /
2)
+Return within 5-10 years (3 - (size lost /
2)
+Return within 10-20 years (1 - (size lost /
2)
+Return within >20 years (0)
Note: It is possible for these to return a negative value. If this is the
case, than it should just stay at zero.
If you do this to an allied city than the penalty for taking a city is doubled, but the
bonus for returning it stays the same. This makes its:
-Taking the city (20 + size) - doubled
+Return within 5-10 years (3 - (size lost /
2) - stayed the same
Reputation shoud increase at the rate of 4 points every 100 years, without an act that
minus's from your reputation.
Riots
Riots are a spin-off of your reputation. If your reputation drops
below, say 15 for example, than there is obviously a problem with your leadership, and
your people my riot or strike. If it drops below 10, well then you could have people
leaving your cites, or you could have a military coup even.
So using this here is a hypothetical:
Civ A (Roman's) are allied with Civ B(German's). The Roman's are at
war with CivC(Turks), but the German's have a peace treaty with them. Here is an
example set in 1940(note: this is an original, in this example there were no world
wars).
Current Reputations:
Romans: 51
Germans: 57
Turks: 73
The Turks approach the Germans, asking to sign a peace treaty. The Germans are
in a tricky situation. The want the Turks to be at peace with them, as the Turks are
very strong, but they are allied with the Roman's who are at war with the Turks.
They take a risk. The Roman's find out and are enraged, cancelling there allied status,
and declaring war. Normally they would lose 5 points for declaring war, but as there
allies have betrayed them they lose just 1 point. The Germans here this, and
upgraded there treaty to a pact with the Turks, and also decare war on the Romans..
The Germans then recive 3 points for initating a treaty, but lose 1 point for declaring
war with a valid reason, and lose 5, for disobeying their allies. Their reputations now
stand as follows:
Romans: 50
Germans: 54
Turks: 73
The war rages for years until, the Roman's are on the brink of defeat. Knowing
that they are on the verge of being defeated they unleash their deadliest weapon: the
A-bomb. The drop the bomb on the Turks in 1944.
Dropping a nuclear bomb is one of the most serious offences, containing a massive 20
reputation points loss. As the Germans and Turks do not have Nuclear bombs, they
accept the Romans offer of a cease fire. The Romans will have lost 17 points. (20
for dropping a bomb - 3 for offering a cease fire), while the Germans and
Turks will both have gained 2 (for accepting the cease fire). However all is not
well. The Turks, send a diplomat to the German's capital, and find that they were
holding the Roman's in Concentration Camps. (Concentration Camps, are something that will
have a 50% chance of occuring if a war strectches for longer than 4 years, and a civ has a
reputation of <55, or maybe it could be choosen by the player.) The rest of the world
hears this and the German's lose 7 points for having slaves (I believe that
slaves/prisoners, should be treated as the same thing)
Now their reputations are like this:
Romans: 33
Germans: 49
Turks: 75
What do you think of this system? What other scenarios/examples can you come up
with, or what other point's system's can you propose (like my taking a city one).
Please post your comments.
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