Tue 28 Dec 2010 02:37:44 PM UTC, comment #3:
(words to comment #1 and comment #2)
> Wow, this is something that's been on my wish-list for years. :)
The idea is from the greyciv patch from 2004 ([1]; last patch[2]; more discussion [3] and [4] ); but I started from scratch as the code base changed a lot and I want a clear implementation which can be (de)activated by a ruleset option
> The concept of citizen nationality could add some interesting
> dynamics if applied appropriately. Some ideas...
But this has to be discussed carefully; I did implement or plan to implement some of your ideas. Here are my comments:
> -A city with only 'foreign' citizens gets an additional
> unhappy citizen. (Ruled by foreign oppressor)
>
> -A city with mixed 'foreign' and 'domestic' citizens gets two
> additional unhappy citizens. (Ethnic tensions)
> I prefer the way it was done in civ3: citizens of an ethnic
> group at war with the leader start as angry. It makes things
> more challenging to capture a decent size city and not have it
> go into disorder right away.
I do plan a new feeling level after cities which adds additional unhappy / angry people if you are at war with this nation.
> -A city with majority 'foreign' citizens breaks out and
> rejoins its 'original' owner after X turns of civil unrest.
> (Underground independence movement)
OK; I did plan a random element but do it after a time of civil unrest (disorder) is a good idea. The city will go to the nation with the most citizens
> -When a city grows, the nationality of the added citizen is
> that of the majority in the city. (Build settlers and send to
> a conquered city to 'colonize' it)
Here I do add new citizens with the nation of the owner. It is easier for game play. Furthermore, after x turns (ruleset option) one foreign citizen is converted and if you conqueror a city half of the foreign citizens convert to your nation.
I think this will be changed to an effect. Thus, it can be different for different goverments as well as wouders with such an effect are possible.
> -Re-imagining civil war: New player is not created. Instead,
> any city with more than X% foreign population reverts to the
> player of the majority nationality in that city.
OK; this was also my plan (plus the new city counts as conquered; see above)
> -Introducing wonder that gradually 'converts' citizens to your
> 'domestic' nationality (in city or on continent.)
see above; needs this as effect and not as direct ruleset option.
> -Certain governments have effects on nationality; e.g. under
> Communism or Democracy, 'foreign' citizens does not cause
> unhappiness in cities.
needs it as effect (see above)
Links:
[1] http://forum.freeciv.org/viewtopic.php?t=204
[2] http://download.gna.org/freeciv/contrib/modpacks/greyciv/greyciv-0.3/
[3] http://forum.freeciv.org/viewtopic.php?t=206
[4] http://forum.freeciv.org/viewtopic.php?t=6125
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