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[Freeciv] R: Cultural domination (was: Wonders)

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To: "Lalo Martins" <lalo@xxxxxxxxxx>, <Freeciv@xxxxxxxxxxx>
Subject: [Freeciv] R: Cultural domination (was: Wonders)
From: "Gianni Ciolli" <giciolli@xxxxxx>
Date: Mon, 27 Dec 1999 12:45:01 +0100

Lalo Martins wrote:

>My idea is basically adding a third way of winning the game
>which consists on culturally obliterating the other players.
>I'm not very sure how that could translate into game terms,
>yet. But perhaps at some point in the game the dominated cities
>start to spontaneously change sides to the dominating civ.
>
>Perhaps this would mean each city keeping a score of how much
>it's influenced by each civ. In the early stages, all would be
>100% influenced by your civ and 0% by all others; but trade
>routes, roads, and later mass communication start to change
>that. Those wonders above and other stuff we may come up with
>can then affect this cultural influcence balance. And there
>probably would be some measures a ruler can take to preserve
>national identity, but of course these measures would be
>costly, so most would not take them (like in real word).


The government type can also be a parameter in foreign influence. For
example: non-democratic nations can have less chances to be influenced from
the outside, due to the restriction of personal freedoms and/or human rights
(of course this is *NOT* 100% true in real world, but if we used only
100%-real rules, we never had Freeciv).

By implementing this effect, we give also a little "handicap" to Democracy,
balancing the actual situation in which a government different from
Democracy is useful only for making wars.


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