I have an idea for a very "unique" CIVILIZATION game. However while streamlining the game, I have "removed" the whole MILITARISTIC side of the game... This makes the game MORE of a "Medium Eurogame". Yes you can mess with other player's plans and yes there is a large map to explore and build upon.
Victory is achieved computing three (3) categories: Economic, Scientific and Cultural.
However as I have explained, you do eXplore, eXpand and eXploit. But it's the "eXterminate" which I don't want as part of my game.
I'm still working on the design and while I believe that cities may be "conquered", I'm not 100% certain about how that aspect of the game will work.
What I don't want: is everything regarding Military Units, a tech tree for troops and things like that. My goal is to achieve a more "Euro" type of game (which I think would be very unique...)
Cities are represented by a "City Card" and the player who HAS the city's card in his HAND, is said to "control" that city. Cities are used to eXpand your borders and you use "Diplomats" to allow your different classes of "workers" to gather/collect resources.
So I WANT a way that a CITY can be "captured"... Without a "too heavy" amount of "Militarism"... It could have something to do with the "Diplomat" and some way of having a "revolt" or "rebellion"... Not sure TBH!
Anyone have any ideas how this could be achieved ("Conquering Cities" from an opponent...)???
Indeed. Yes I guess the "Diplomat" may be used by moving around the map to incite all kinds of "chaos" (and would be one of the "sources" for messing with another player's civilization)...
Perhaps if EACH city had a "Loyalty value" from 1 to 10 for example... And you might need to ROLL a 1d12 with a HIGHER value... Otherwise your "revolt" fails and the "Diplomat" is send back HOME (To your Capitol).
Or maybe instead of "Loyalty value", maybe each city "Loyalty" is determined by the DISTANCE from the Capitol. So a city 12 spaces away is more liable to "defect" to another King than a city only 2 or 3 spaces away(!?)
But I need to avoid a "flip-flop" mechanic that goes from one (1) Player to another in a couple of turns. Like Player #1 "converts" a city that used to belong to Player #2. On Player #2 turn, "converts" it BACK to one of his own cities...
Something to think about there...