Revolting Cities + Newborn Nations
Posted: Fri Aug 31, 2018 11:33 am
-I've talked a little about my idea of revolting cities once. My idea would be to make cities which are in disorder for more than a certain number of turns actually revolt against the player, and gain independence. Basically, this would mean this new city would be a new nation/player/AI added to the game, just like what happens in civil war (but limited to a single city here). Your capital (the city containing your palace) should be immune to this, but any other city can fight for independence. Once a city gains independence, all units which call it their homecity will belong to this new nation. When it comes to gold and other factors that are nation-wide and not specific for a single city, just take a proportional part of the national treasure (if you have 200 in gold and five cities, once one city revolts, it would take 40 pieces of your gold, etc.). Also, the new players already starts with all the technologies you have researched up to that point, a new pallace is created in the city, and it starts the game already at war with you.
-My other idea would be to let huts evolve to new civilizations. Basically, any tile with a hut would have a small percentage of generating a new nation (if possible, the nature of the tile could be taken into account: plains and forests should have a hiigher chance of developing, because they naturally gives more food, while it should be harder in deserts). We could create a thershold to let the simulation decide when it starts running these dices: huts will only be able to develop into nations after a certain number of turns, so the original players have the chance to explore some of them. Given that a new techology is one of the possible outcomes when you interact with huts, when a hut becomes a civilization, it could start with one (and only one) technology already researched. Of course, one of the first technologies. About diplomacy, it would start with a "never-met" or "peaceful" instance with all players. The idea here is basically to let huts evolve into civilizations (new players) if they are let alone enough
-My other idea would be to let huts evolve to new civilizations. Basically, any tile with a hut would have a small percentage of generating a new nation (if possible, the nature of the tile could be taken into account: plains and forests should have a hiigher chance of developing, because they naturally gives more food, while it should be harder in deserts). We could create a thershold to let the simulation decide when it starts running these dices: huts will only be able to develop into nations after a certain number of turns, so the original players have the chance to explore some of them. Given that a new techology is one of the possible outcomes when you interact with huts, when a hut becomes a civilization, it could start with one (and only one) technology already researched. Of course, one of the first technologies. About diplomacy, it would start with a "never-met" or "peaceful" instance with all players. The idea here is basically to let huts evolve into civilizations (new players) if they are let alone enough