Thanks for the elaboration Gary. I'm with you most of the way, which is good seeing as you've already coded it!
I think that a feudal lord that (mostly) controls his province within the way we are working it in Clash is an exception to this 'law'. Unless we want to allow a player in charge of a civ that has 'gone feudal' to be able to with the stroke of a pen eliminate a rebelling provice, there may need to be some restrictions. For that matter the president of a democratic society can't arbitrarily organize it how he likes either. But I think if needed we can come up with some rules governing this kind of situation. First we need to see exactly how feudalism and democracy power limitations play out in the game.
Governments controlling land was just a useful simplification made in the game rules (at least up until now). Governmental power is potentially limited in many ways by the govt/riots model itself. So I am not sure what nuanced levels of influence/control add that we didn't already have. And control has always been on a square-by-square basis. It just used to be that provinces were more fluid than they will tend to be under your approach. I do think your proposal is on balance better, but I don't think the differences you cite between what has gone before and what you're doing now are all that stark. And before you cite the real differences again between your approach and the old one, yes I admit there are some differences.
Originally posted by Gary Thomas
A province is only a book entry. It's reality is purely bureaucratic. In itself it controls nothing except perhaps lower level bureaucratic offices.
A province is only a book entry. It's reality is purely bureaucratic. In itself it controls nothing except perhaps lower level bureaucratic offices.
Personally I do not believe that a government has ever "controlled" a bit of territory.
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