Okay, time to get involved in the Revolution argument again...
Stuff2, I strongly disagree with your proposal. To clarify, here is how I see the player in Clash:
The guiding spirit of the Civilisation, in the form of the current ruler of the Civilisation.
The player is a guiding spirit because he/she outlives the lifespan of a monarchy or even an entire governmental system. However, I just hate the idea that a player can totally foul up their Civ and, when the people rise against them, magically become leader of the rebel forces, regain control of the Civ and most likely start all over again. In fact, I hate the idea that the player can "possess", if you like, whatever influential character he/she pleases. Although I see nothing wrong with seeing through their eyes (in micromanagement) or in receiving information reliably available to them (their personal spies report rebel activity near the city, maybe an attack will occur soon...).
I expect you're wondering how I define the "current ruler" of the Civ, especially when, for example, rebels occupy 75% of the territories, but a strong Royalist army holds the remainder and is unlikely to be broken. Since the rebels hold the main area of the Civ, they could be called "rulers", yet the monarchy is still the official "ruler" of the Civ as it was known before the revolution...
Quite simply, I define the "current ruler" as being the leader of whatever administration currently commands the capital. In the above example, if the Royalists still hold the capital city then the player is "stuck" with them, although if he/she wanted the rebels to win through, it would be possible to "throw" the defences and allow the rebels to capture the capital. The penalty being that on their way they would cause havoc, destruction, death, etc. and leave the place in a sorry state for whatever takes control of the Civ. Pretty much Mark's point.
This also solves the problem of what happens in the event of a split in the civilisation, causing two separate nations to evolve...the player commands the one which still holds the capital and retains the original name of the Civ.
---------------------------------------------
Stuff2, your idea about the guerilla leader is possible. If the Civ capital gets captured by a foreign power, then the player could be eliminated or forced to rule the remainder of states in anarchy until a new Civ was formed. However, most likely the Civ would surrender, etc. or be conquered, resulting in the player being "eliminated".
I would say no...this should not be the case. As Stuff2 suggested, the player could become a guerilla leader, but I see a different way out. I talked earlier of colonialism, where the player could rule under command from a foreign power as a "colony" or "empire province" or whatever. The new Mother Country would place restrictions on what could and could not be done, such as no private armies, must give 40% of all tax revenue to Mother Country, etc. but the player could still "rule".
This would give the opportunity for the player then to initiate covert strategies against their oppressors to construct a rebel force capable of taking back at least part of the Civilisation. It might take a good few turns and any mistake or detection could result in starting all over again, but nevertheless, the struggle to reclaim the Civ could continue. Exactly when the player would cease being the colonial magistrate and start being the "rebel leader" or whatever, I'm not sure. But it's just an idea at the moment.
---------------------------------------------
I still don't like TK's idea of point penalising. Although yes, I accept it is possible to have only partial, non-civil war type revolutions, such as the signing of the Magna Carta. However, it's equally possible to have vicious bloody revolutions that actually achieve very little.
I see where you're coming from. A civil war would happen when the people were very angry at a ruler's actions...but wouldn't it happen if they felt "oppressed" anyway? Even in a monarchy system where the player makes sure everyone is either happy or content or whatever you choose to say, some people will still be unhappy at the idea of one person having total control of anything that happens. The "hidden" unhappiness factor, if you like. Bear in mind that something as simple as a player imposing a quota on fishing limits might cause every fisherman in the kingdom to have this "hidden" unhappiness. That might lead to anti-govt. actions, which in turn will spark off any bad feeling elsewhere and cause visible unhappiness. This is merely the beginning of the spiral which gradually leads to the player sending in the military to control the situation and the local people making the decision as to whether they want the situation to be "controlled" or not. If the army is strong enough, or the ruler popular enough or the people content enough not to take up arms, the revolution might be quashed. Alternatively, such an action might be the spark that ignites the people against the crown, causing a Civil War. An influential rebel leader, good at winning people to his cause, would also have an effect here.
In this case, the player has made one or two decisions that didn't go down well with everybody and this has led to the starting of a revolution. I see that as how the revolutions occur, which isn't necessarily a direct fault of the player and why they shouldn't be penalised for it.
The second chance rule...hate it, always will hate it. The player has no "chances". They continue until either time ends on them or until a foreign power literally wipes them off the map. Or whatever other "ending" situations occur.
As for on-line help, I agree. I also think that there should be perhaps some kind of toggle for on-line help that informs specifically of revolutionary events, but only AFTER the trigger event has occured, citing the possibility that rebel action may happen. I don't want the help to tell the player "don't do this, you might cause a rebellion"...let them learn by their own mistakes.
Mark/Stuff2 - I'm all in favour of the player changing character, but I don't believe they should have a direct say in who/what they become. They should change character as a result of events in the game, not from their own choice.
LGJ - Your last point I disagree with. I peronally prefer the idea that the rebels are the unknown enemy. The AI controls them, maybe it makes dealings with foreign powers, ceding them territory if they are successful, etc. That way, even if the player sympathises with them and makes it as easy as possible for them to win, when he/she takes over their administration, they may find foreign powers are demanding that promises be fulfilled, etc.
Actually, I'm going to start a topic on revolutions specifically. Maybe you'll all curse me for that, but it's getting hard talking about piracy and revolutions intermittently in the same thread. It's also making my posts very very long, which isn't helping anybody.
---------------------------------------------
BACK TO PIRACY
Why should the first shipment necessarily make it through? A whopping great merchant unit taking 100K of goods across a long perilous land route and having little or no guard will automatically make it? I disagree. To set up a large caravan such as that, news will spread of your route, destination and cargo. Pirates would be waiting for you...that I could guarantee. That's why the frequency idea would come in. Pirates would attack it as soon as it went out of local territory (I don't like the idea of pirates being generated in villages themselves, etc).
I agree. A military base won't necessarily eliminate piracy, but it will reduce it if pirate morale is low (ie, the area has slim picking or pirates are new and inexperienced). This is already accounted for in the 2sq. radius of military units concept I mentioned earlier.
Norsemen were pro-pirate, but not usually against each other! Yes, there were village and clan feuds, which could be taken into account in the game, but piracy was limited to other nations. Although I like the idea that Viking cultures, for example, generate more pirate units. However, I would suggest that Norse cultures, etc. rather than generating pirates should be blessed with the ability to either be able to negotiate with all pirates, or to be able to physically command them as units, or to be able to send them around the world at reduced or even at no cost. Alternatively, piratical activity conducted by commissioned Viking pirates could add to the revenue of the Civ. Maybe their culture could build pirates the same way cultures build merchants? I don't know.
Even so, the pirates generated by merchant trade, even if Norse, would be different. I don't see the frequency equation being changed due to religion/culture, although the Civ's ability to deal with or react to pirates should be changed. If you want a culture to suffer from piracy, then make their pirate hunters worse or reduce the effect of their military to a 1sq. radius.
Success doesn't look at casualties. Success looks at whether or not the pirates plundered any value from the caravan and if so, how much. No success = no value, partial success = some value, total success = all value. To account for them recruiting, every turn they don't attack, their "strength" would return closer to its natural level (recruiting). It won't add to the game to add the element of merchant crews joining pirate bands.
Ousting the captain could occur. Actually, I like it. If the unit/group has an assigned character and morale falls, then the character could be executed in mutiny and replaced. Morale would then return to neutral. However, in independent units, I still think they should disband.
Pirate "strength"...yes, I have avoided that term. The reason being that I see pirates operating more on morale than strength. Chances are, they're not going to be that differently armed to the forces they're attacking. Certainly not after a couple of victories and weapons being stolen, etc.
Assuming for a moment that "strength" is determined in the old Civ-type style of 3-attack, 2-defence, then all pirate units should start the same. Independent pirates are unlikely to change. However, groups might. A large group of pirates might attack as one rather than several small groups. In this case, their strength could be related to the number of pirate units in the group. E.g. for every 6th unit added, rather than a new unit being generated, an existing one is upgraded into a higher "strength" rating. Also, a unit carrying a character might be intitled to a strength increase as well as a morale increase.
Now, I also referred to "strength" as being, if you like, health or numbers of the unit. In this case, casualties may be replaced, etc, although I still think they should just regenerate their health/numbers over a short period of time.
Yes, I refer to the military unit in a Civ style manner. That's because I'm more familiar with that style and because I'm not entirely sure how a "unit" in the other proposed style would work. As and when I work that idea through, I'll put modifications up here.
Pirates hiding on 25-50% chance. Yes, I like that. Then they'd naturally move away if they weren't going to attack, (...live to fight another day) or ambush the military unit.
Right - I'm not making a distinction between pirates as in Carribean pirates and bandits. I call all such unit types "pirates". Simply because their motives are the same, only their terrain of operation is different.
In an island chain, after crippling a ship, you can sail away and lose pursuers. The same applies in mountains and woods. These pirates will know their terrain well...probably better than a patrolling unit. They will know about the almost invisible goat-track that takes off 2hours from the mountain ascent, allowing them to quickly escape. A patrol chasing them will go the only way it knows - the long way, and thus lose them.
Also, it's a lot easier to hide a bandit camp in a dense forest than it would be on a wide-open plain where you can see for miles.
Hmm, I'm still undecided about pirates and forts. It just wouldn't happen unless they started acting as a Mafia in the local area. If they became strong enough to build forts, they'd probably be strong enough to start a village. That village would then "build" further pirate units and add to strength of existing ones. Although I don't know if that's something good to add to the model or not.
I see your point about swamp movement, etc. However, pirates would only be restricted when moving in areas they didn't know so well. How do you define what areas they don't know? I think they should be given a fixed movement rate over all terrain. They can still be outrun by military in the open, but in the forests, they're in their element...
No. Pirates would not be positive to the village's happiness. They will always be negative. The positive effects you talk about are positive for the rebellious members of the Civ, the anti-govt. groups. Since happiness is looked at purely from the govt. perspective, people happy about pirates will be unhappy about the govt. I'm not including Norse cultures, who would perhaps be unaffected by pirates at any distance.
Ah...now a distinction is made between pirate and privateer. I agree. A pirate who becomes affiliated to a Civ (the Civ gives them two or more contracts) should be able to be bribed into becoming a Privateer unit. This is how I see this working:
A pirate unit is bribed to move locations and attack foreign merchants. It will do so and will generally avoid merchants of the nationality of its employer. However, if the employer's merchants are unguarded, etc. it will attack them and have its contracts reset to "0" as a result (their respect for the Civ is lost).
After a pirate unit has been given 2 or more contracts (depending on how much they "like" the Civ) and has made no atrocities to that Civ, it may be bribed into becoming a Privateer. Privateers are employed exactly like bounty hunters. The pirate "unit" becomes a pirate-hunter "unit" that searches for and attempts to destroy merchants of any nationality that is on poor terms with the host Civ. For every success/partial success, some of the spoils return to the Civ (when the pirate theoretically returns to sell its cargo).
NB - Privateer units cost to run and their contract has a 10-turn notice clause. Once the contract is finished, they either return to being pirates, or they "retire" and cease to exist. Also, while privateer units only attack merchants of Civs that are on poor terms with the host Civ, pirate units are not so discretionary. If news that they are under contract reaches a friendly Civ that has lost a few merchants to them, they may cease being so friendly after all...
Also, privateers work on knowledge given to them from governers, etc. of towns. If they are far from the borders of the Civ, they may not hear about changes in international relations immediately and could cause a newly-formed treaty to be swiftly broken.
Stuff2, I strongly disagree with your proposal. To clarify, here is how I see the player in Clash:
The guiding spirit of the Civilisation, in the form of the current ruler of the Civilisation.
The player is a guiding spirit because he/she outlives the lifespan of a monarchy or even an entire governmental system. However, I just hate the idea that a player can totally foul up their Civ and, when the people rise against them, magically become leader of the rebel forces, regain control of the Civ and most likely start all over again. In fact, I hate the idea that the player can "possess", if you like, whatever influential character he/she pleases. Although I see nothing wrong with seeing through their eyes (in micromanagement) or in receiving information reliably available to them (their personal spies report rebel activity near the city, maybe an attack will occur soon...).
I expect you're wondering how I define the "current ruler" of the Civ, especially when, for example, rebels occupy 75% of the territories, but a strong Royalist army holds the remainder and is unlikely to be broken. Since the rebels hold the main area of the Civ, they could be called "rulers", yet the monarchy is still the official "ruler" of the Civ as it was known before the revolution...
Quite simply, I define the "current ruler" as being the leader of whatever administration currently commands the capital. In the above example, if the Royalists still hold the capital city then the player is "stuck" with them, although if he/she wanted the rebels to win through, it would be possible to "throw" the defences and allow the rebels to capture the capital. The penalty being that on their way they would cause havoc, destruction, death, etc. and leave the place in a sorry state for whatever takes control of the Civ. Pretty much Mark's point.
This also solves the problem of what happens in the event of a split in the civilisation, causing two separate nations to evolve...the player commands the one which still holds the capital and retains the original name of the Civ.
---------------------------------------------
Stuff2, your idea about the guerilla leader is possible. If the Civ capital gets captured by a foreign power, then the player could be eliminated or forced to rule the remainder of states in anarchy until a new Civ was formed. However, most likely the Civ would surrender, etc. or be conquered, resulting in the player being "eliminated".
I would say no...this should not be the case. As Stuff2 suggested, the player could become a guerilla leader, but I see a different way out. I talked earlier of colonialism, where the player could rule under command from a foreign power as a "colony" or "empire province" or whatever. The new Mother Country would place restrictions on what could and could not be done, such as no private armies, must give 40% of all tax revenue to Mother Country, etc. but the player could still "rule".
This would give the opportunity for the player then to initiate covert strategies against their oppressors to construct a rebel force capable of taking back at least part of the Civilisation. It might take a good few turns and any mistake or detection could result in starting all over again, but nevertheless, the struggle to reclaim the Civ could continue. Exactly when the player would cease being the colonial magistrate and start being the "rebel leader" or whatever, I'm not sure. But it's just an idea at the moment.
---------------------------------------------
I still don't like TK's idea of point penalising. Although yes, I accept it is possible to have only partial, non-civil war type revolutions, such as the signing of the Magna Carta. However, it's equally possible to have vicious bloody revolutions that actually achieve very little.
I see where you're coming from. A civil war would happen when the people were very angry at a ruler's actions...but wouldn't it happen if they felt "oppressed" anyway? Even in a monarchy system where the player makes sure everyone is either happy or content or whatever you choose to say, some people will still be unhappy at the idea of one person having total control of anything that happens. The "hidden" unhappiness factor, if you like. Bear in mind that something as simple as a player imposing a quota on fishing limits might cause every fisherman in the kingdom to have this "hidden" unhappiness. That might lead to anti-govt. actions, which in turn will spark off any bad feeling elsewhere and cause visible unhappiness. This is merely the beginning of the spiral which gradually leads to the player sending in the military to control the situation and the local people making the decision as to whether they want the situation to be "controlled" or not. If the army is strong enough, or the ruler popular enough or the people content enough not to take up arms, the revolution might be quashed. Alternatively, such an action might be the spark that ignites the people against the crown, causing a Civil War. An influential rebel leader, good at winning people to his cause, would also have an effect here.
In this case, the player has made one or two decisions that didn't go down well with everybody and this has led to the starting of a revolution. I see that as how the revolutions occur, which isn't necessarily a direct fault of the player and why they shouldn't be penalised for it.
The second chance rule...hate it, always will hate it. The player has no "chances". They continue until either time ends on them or until a foreign power literally wipes them off the map. Or whatever other "ending" situations occur.
As for on-line help, I agree. I also think that there should be perhaps some kind of toggle for on-line help that informs specifically of revolutionary events, but only AFTER the trigger event has occured, citing the possibility that rebel action may happen. I don't want the help to tell the player "don't do this, you might cause a rebellion"...let them learn by their own mistakes.
Mark/Stuff2 - I'm all in favour of the player changing character, but I don't believe they should have a direct say in who/what they become. They should change character as a result of events in the game, not from their own choice.
LGJ - Your last point I disagree with. I peronally prefer the idea that the rebels are the unknown enemy. The AI controls them, maybe it makes dealings with foreign powers, ceding them territory if they are successful, etc. That way, even if the player sympathises with them and makes it as easy as possible for them to win, when he/she takes over their administration, they may find foreign powers are demanding that promises be fulfilled, etc.
Actually, I'm going to start a topic on revolutions specifically. Maybe you'll all curse me for that, but it's getting hard talking about piracy and revolutions intermittently in the same thread. It's also making my posts very very long, which isn't helping anybody.
---------------------------------------------
BACK TO PIRACY
Why should the first shipment necessarily make it through? A whopping great merchant unit taking 100K of goods across a long perilous land route and having little or no guard will automatically make it? I disagree. To set up a large caravan such as that, news will spread of your route, destination and cargo. Pirates would be waiting for you...that I could guarantee. That's why the frequency idea would come in. Pirates would attack it as soon as it went out of local territory (I don't like the idea of pirates being generated in villages themselves, etc).
I agree. A military base won't necessarily eliminate piracy, but it will reduce it if pirate morale is low (ie, the area has slim picking or pirates are new and inexperienced). This is already accounted for in the 2sq. radius of military units concept I mentioned earlier.
Norsemen were pro-pirate, but not usually against each other! Yes, there were village and clan feuds, which could be taken into account in the game, but piracy was limited to other nations. Although I like the idea that Viking cultures, for example, generate more pirate units. However, I would suggest that Norse cultures, etc. rather than generating pirates should be blessed with the ability to either be able to negotiate with all pirates, or to be able to physically command them as units, or to be able to send them around the world at reduced or even at no cost. Alternatively, piratical activity conducted by commissioned Viking pirates could add to the revenue of the Civ. Maybe their culture could build pirates the same way cultures build merchants? I don't know.
Even so, the pirates generated by merchant trade, even if Norse, would be different. I don't see the frequency equation being changed due to religion/culture, although the Civ's ability to deal with or react to pirates should be changed. If you want a culture to suffer from piracy, then make their pirate hunters worse or reduce the effect of their military to a 1sq. radius.
Success doesn't look at casualties. Success looks at whether or not the pirates plundered any value from the caravan and if so, how much. No success = no value, partial success = some value, total success = all value. To account for them recruiting, every turn they don't attack, their "strength" would return closer to its natural level (recruiting). It won't add to the game to add the element of merchant crews joining pirate bands.
Ousting the captain could occur. Actually, I like it. If the unit/group has an assigned character and morale falls, then the character could be executed in mutiny and replaced. Morale would then return to neutral. However, in independent units, I still think they should disband.
Pirate "strength"...yes, I have avoided that term. The reason being that I see pirates operating more on morale than strength. Chances are, they're not going to be that differently armed to the forces they're attacking. Certainly not after a couple of victories and weapons being stolen, etc.
Assuming for a moment that "strength" is determined in the old Civ-type style of 3-attack, 2-defence, then all pirate units should start the same. Independent pirates are unlikely to change. However, groups might. A large group of pirates might attack as one rather than several small groups. In this case, their strength could be related to the number of pirate units in the group. E.g. for every 6th unit added, rather than a new unit being generated, an existing one is upgraded into a higher "strength" rating. Also, a unit carrying a character might be intitled to a strength increase as well as a morale increase.
Now, I also referred to "strength" as being, if you like, health or numbers of the unit. In this case, casualties may be replaced, etc, although I still think they should just regenerate their health/numbers over a short period of time.
Yes, I refer to the military unit in a Civ style manner. That's because I'm more familiar with that style and because I'm not entirely sure how a "unit" in the other proposed style would work. As and when I work that idea through, I'll put modifications up here.
Pirates hiding on 25-50% chance. Yes, I like that. Then they'd naturally move away if they weren't going to attack, (...live to fight another day) or ambush the military unit.
Right - I'm not making a distinction between pirates as in Carribean pirates and bandits. I call all such unit types "pirates". Simply because their motives are the same, only their terrain of operation is different.
In an island chain, after crippling a ship, you can sail away and lose pursuers. The same applies in mountains and woods. These pirates will know their terrain well...probably better than a patrolling unit. They will know about the almost invisible goat-track that takes off 2hours from the mountain ascent, allowing them to quickly escape. A patrol chasing them will go the only way it knows - the long way, and thus lose them.
Also, it's a lot easier to hide a bandit camp in a dense forest than it would be on a wide-open plain where you can see for miles.
Hmm, I'm still undecided about pirates and forts. It just wouldn't happen unless they started acting as a Mafia in the local area. If they became strong enough to build forts, they'd probably be strong enough to start a village. That village would then "build" further pirate units and add to strength of existing ones. Although I don't know if that's something good to add to the model or not.
I see your point about swamp movement, etc. However, pirates would only be restricted when moving in areas they didn't know so well. How do you define what areas they don't know? I think they should be given a fixed movement rate over all terrain. They can still be outrun by military in the open, but in the forests, they're in their element...
No. Pirates would not be positive to the village's happiness. They will always be negative. The positive effects you talk about are positive for the rebellious members of the Civ, the anti-govt. groups. Since happiness is looked at purely from the govt. perspective, people happy about pirates will be unhappy about the govt. I'm not including Norse cultures, who would perhaps be unaffected by pirates at any distance.
Ah...now a distinction is made between pirate and privateer. I agree. A pirate who becomes affiliated to a Civ (the Civ gives them two or more contracts) should be able to be bribed into becoming a Privateer unit. This is how I see this working:
A pirate unit is bribed to move locations and attack foreign merchants. It will do so and will generally avoid merchants of the nationality of its employer. However, if the employer's merchants are unguarded, etc. it will attack them and have its contracts reset to "0" as a result (their respect for the Civ is lost).
After a pirate unit has been given 2 or more contracts (depending on how much they "like" the Civ) and has made no atrocities to that Civ, it may be bribed into becoming a Privateer. Privateers are employed exactly like bounty hunters. The pirate "unit" becomes a pirate-hunter "unit" that searches for and attempts to destroy merchants of any nationality that is on poor terms with the host Civ. For every success/partial success, some of the spoils return to the Civ (when the pirate theoretically returns to sell its cargo).
NB - Privateer units cost to run and their contract has a 10-turn notice clause. Once the contract is finished, they either return to being pirates, or they "retire" and cease to exist. Also, while privateer units only attack merchants of Civs that are on poor terms with the host Civ, pirate units are not so discretionary. If news that they are under contract reaches a friendly Civ that has lost a few merchants to them, they may cease being so friendly after all...
Also, privateers work on knowledge given to them from governers, etc. of towns. If they are far from the borders of the Civ, they may not hear about changes in international relations immediately and could cause a newly-formed treaty to be swiftly broken.
Comment