Eggman,
Happiness definitely should be a cause of refugee "units" and possible revolt, but the "grass is greener" spontaneous settler might be harder to implement.
Jakester,
The idea of spontaneous settlers is a good idea, but I have to agree with Eggman about not controlling settlement. I for one have starved and resettled many a city just because it was one square out of place to grab excellent resources. The idea of castles for settling & mayors, governors are good ones (I had my own ideas but you beat me to it! Arrgh!). Perhaps just give some kind of bonus to settling on forts/fortresses/castles, and allow cities to build them as an improvement. Naturally castles should have a maintenance cost (in or out of cities), but in feudal govts they should be able to collect revenue. What to do? I don't know! Suggestions?
Your suggestions have got me thinking about a few things. One is claiming land outside a city. I think a simple yet realistic way to get supplies from outside the 21 square "city" is make it a settler function. The settler sits on the tile, and as long as it works there it will send all the goodies from the tile to the city. This differs from SMAC in that it sends all the tile production to the city, the settler "counts" as a citizen (the pop reduction when built), and draws resources from the city. No more swarms of supply crawlers; there's a built-in limit. A connection to the city would be necessary: a river, roads, seacoast and city is port, etc. Technology would be a factor.
Another is colonies. Colonies would also be very simple. Any city you build that does not have a traceable connection to your capital is considered a colony. The "traceable connection" would be touching or overlapping borders, or using "supply" as defined by donDon in the SUPPLY thread. Benefits of a colony are it does not count in your total # of cities when figuring unhappiness due # of cities in your empire, and it counts as a one city-empire when figuring out it's unhappiness. It can have it's lux/taxes/science figured independently from your empire (might be too cumbersome though). Downside is it's more likely to revolt when unhappiness brews, and successful revolts cause greater chance of revolutions in nearby colonies. Successful colonies that revolt may join together and start a new civ...hostile to YOU.
Governors etc.,
Pax Imperia had governors & administrators who had basic % bonuses. Governors had 4 stats which were applied to the 4 basic "city structures", administrators were governors who were promoted, and they controlled one of the above for the entire empire. Bonuses typically ranged between 2-14%. They were also vulnerable to assassination & subversion. Could add a new twist to the espionage game, but I'm still figuring out how it would fit into the civ universe. Possible areas of expertise:
administration (less corruption, beware when bribed!)
taxes
religion
happiness/luxuries
research
production (reduction in cost like INDUSTRY in SMAC)
security (also a problem when subverted)
Possibly all the suggested social engineering choices
Now do people want this? Maybe just the administrators, as having a governor to look out for in each city is a bit much?
BTW, Jake, you can edit previous messages. Click on the last icon at the top of your post. It helps you change things when you've said something stupid. At least, that's what I've heard, I'd never do that...
<font size=1 color=444444>[This message has been edited by Theben (edited June 28, 1999).]</font>