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Colonialism and autonomous territory Idea

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4 years ago
Oct 14, 2020, 11:02:50 AM

Colonialism

It can be unlocked by a tech tree, I suggest that when we capture a city or occupy a territory we can have an option like making it a colony or not.

The colonies have an approval rate which shows approval to your rule.

This can be gain by killing rebels and giving services.

I also suggest that there should be a separate civics policy for the colony. 

We can enact a policy like:


Secret police: It helps us to save us from huge rebellion by reporting earlier.

Religious freedom

Colonial rights

Trade rights


But this cannot last forever if an anti-colonialism law passed in the UN and then  territories which are under you will stay if approval is above 50% 

If your approval rating is above 50% you can give territory autonomy or as your own territory.

If it is below 50%  then the territory gain independence but it can only happen if you approve, the region will have a risk of the rebel, if you disapprove your territory will get autonomy or can be part of your territory.


Autonomous Territory

It can also be unlocked by the tech tree or UN resolution of anti-colonialism.

You can also separately enact civics policy which tells how much territory government can take the decision for territory like policy or city district development or enacting civic policy.    

The player can remove autonomy but can risk rebel.


If you like the idea please click on g2g points to vote.


Updated 4 years ago.
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4 years ago
Oct 15, 2020, 9:51:43 PM

This seems like a good idea, perhaps colonialism as a technology to build cities across oceans might be a good gameplay implemention of colonialism, without the more problematic moral and ethical issues such a element entails.

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4 years ago
Oct 20, 2020, 1:19:17 AM

I love this idea.

I think having the ability to have colonies, vassals, junior alliance members etc... all cool mechanics that make a game more interesting and more realistic.

I also think by having a colonialism system that only lasts for a certain period, you are encouraging something like what we saw in real human development. If you are a successful ruler, you can turn your colonies into a supportive Commonwealth like the British did... and if you are a bad colonial ruler, you will see all of your holdings violently revolt.

This could be a setting in the difficulty selector, as I imagine some folks would prefer a more "CIV" style of play where you own what you conquer. I think Amplitude is already kind of going in the right direction if you look at ES2 and influence and how that mechanic is quite similar in concept to what you are proposing.

Upvoted!

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4 years ago
Oct 22, 2020, 10:47:08 PM

As far as I can see Portuguese or even Iberian cultures are not present which severely damages the idea of colonialism as a culture choice. Miscigenation was always a thing as Portugal was very small. On another side of the spectrum, and much later, we would have the English with a strategy much closer to your idea. I believe that by missing some of the capital cultures the game will be limiting the notion of colonialism to the 19th and 20th centuries.


We could have a sort of apoikia colonies by having the greek and phoenecian cultures with a much more independent colonization which might not be exactly what is intended for this sort of game.


Cheers

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