Quote:
|
Originally posted by Zachriel
When Jerusalem rebelled against Rome, they killed the garrison. When the news arrived on the Emperor's desk, it just said that the city was lost. There was no chance for the Emperor to prevent it. Those decisions and battles were made by Roman authorities in Jerusalem. He could only reorder its recapture.
A sudden notification of a city flipping is both imaginable and historical. Of course, I'm not against some sort of game mechanic for rebellion. It would add much to game play.
|
This actually sounds like a good idea - the mechanics might be government-style dependent or era dependent, maybe even road/railroad connection dependent (as these help information spread faster - the telegraph poles, e.g., were usually built along RRs). In the ancient era, you lose the city with no possibility to prevent it, as news take very long to get to the capital (i.e. to you - see the good Jerusalem example). As you progress through eras, more sophisticated means of communication (i.e. of control) and also more "civilized" methods of negotiation appear and you get the chance to either prevent the bloodshed altogether by recalling your troops home or order your troops to quell the rebellion with brute force.
I admit that the flip as it works now is understandable and justifiable in the ancient and to some extent in the medieval eras... Even lightly armed citizens, especially when in large numbers, can overrun garrisons (even relatively strong ones) consisting of warriors, spearmen, archers... up to, say, swordsman, pikemen, knights... but when it comes to cavalry and riflemen... well, uh... and then infantry, tanks, mechanized infantry, modern armor etc. Imagine what a single machine gun operated by three soldiers can do to a crowd of rebelling citizens... How could people with small arms or light machine guns stop tanks? Cities successfully rebelling against strong garrisons of modern troops do not really look realistic or historical to me... Especially if the rebels are able to win with virtually no losses, beating the whole modern garrison to ashes.
I would like to stress that I do not ask that Civ3 mirrors the real world closely. I do realize it is a game and I just love it. But on the other hand I think that adding a bit more complexity to the flipping would actually add to the playability, while pushing Civ3 a small step towards some degree of reality resemblance. And this reality resemblance is what helps players feel immersed in the game world, it helps them imagine events that happen in the game world.
While allowing navies to cross vast oceans in a single turn/year might add to the reality resemblance, it would significantly spoil the gameplay, overpowering the naval forces. Twisting the city flip mechanics a bit would - IMHO - add to the reality resemblance, while having a little or no impact on the game balance issues.