NOTE: IK this is long and kinda messy, but I hope it will really 'spice' the game a bit, especially for harder players. Please read all the way through and give me some kudos and comments! I also plan to update the formula again later to reflect the exponential decay/forgetfulness and the addition of coutering forces like monuments to the new rules and upgrades.
In harder game modes, at the capitals of conquered tribes, revolutions or revolts may occur. These revolts could result in a variety of events, but I think it would be best that the capital will become contested or revert to its original tribe, some or all units generated in the capital will defect, it holds its turn immediately before your own, and the stars made by the capital at that turn will go to the dead tribe.
I realize this might be a bit too powerful, so the consequences could be changed. Also, if you take the capital by the next turn, your defected units will all return to your side, but if you fail, when/if you do eventually recapture the capital, the units will continue fighting you, and if they were able to capture any other cities, they keep them.
The likelihood of a revolt could be determined by a few things. After the initial capture, revolution becomes increasingly less likely. Monuments to the original tribe slows this down significantly. In addition, if the original tribe ever manages to enter, if not recapture the city, revolution becomes increasingly likely, and the turn timer restarts. If it gains levels, it is less likely to spark revolution, and if it loses large amounts of levels or stays in the red, it becomes very likely. If a revolt survives the initial turn, it is more likely to repeat.
To prevent revolts, capitals should be leveled up a bit, or if you are evil, ransack the city, destroying as many monuments as possible. This might result in a revolt in the immediate future, since you just removed much of the support for the city's population, but it will make the city much less likely to revolt in the long term. Monuments will also be harder to remove now, taking an entire turn and costing maybe 5 or 10 stars. Also, crush any revolt quickly so it doesn't become more likely.
In multiplayer mode, vanquished players stay in the game as observers until they choose to leave or get the opportunity to revolt. If they choose to leave, any revolt will be conducted by AI instead.
I saw the fact that tribe monuments and steeples in capital cities remain after conquest. Unless the occupants of a city are massacred, it seems unlikely that they accept their fate indefinitely and send their opponents soldiers. This provides a bit of a challenge for holding on to larger territories, and it requires players to invest in captured cities (to some degree).
EDIT: to simplify this, I think an actual formula could be used to determine when revolts occur, as opposed to influenced probability, similar to the damage counts of units. Every turn, a quantity is calculated using a formula, for example (3red_bar+6monument+12removal_of_monument)(1/1.1)^turn. The first turn since conquest in listed as turn zero, and every turn after, the result of this calculation is added to the previous ones until a number, for example 60 is reached, but even if nothing is changed, the amount the city is weakened by exponential decay (meaning it decreases by a smaller and smaller amount every turn). IK this is complicated, but for the player, it would be a bit simpler, since this is all under the surface.
Tachos Quebecos wrote:
Leaving city red for a while should be enough to start a revolution, isn't it? It would be nice if some units could appear nearby to protect it, at least one inside.
This feature could stop making money farms from conquered cities. I think revolution event shouldn't occur only in tribes' capitals, but also in other minor towns.
I don't think revolutions could start in cities earlier maintained by friendly tribe, for instance when Imperius invaded Xion-shi and now lives in peace with Xin Xi, there shall not be any return.
why won't this save drafts???
Lol I just wrote out a really long comment.
Anyways, I thought of a better way to determine when cities revolt, as I wrote in the original post. The other points you make, I agree with some.
I think it should spawn a unit inside the revolting city, say a giant, or maybe a special unit, or maybe the revolting tribe gets some bonus stars plus its usual city stars which it can use for units, but adding more troops outside the walls is a little excessive in my opinion, since we already have all units generated in the capital reverting to that tribe. Just imagine if you generated knights in one of the capitals and had them near your catapults, or if you generated mindbenders to heal a group of your battleships. Even if you put down the revolution in a turn, the results would be catastrophic.
IDK your point about the Xionshi. I honestly think revolutions should only start in capitals because again, they might be too OP otherwise, and these capitals are the places that A. are centers of cultures, cultural hearths. Even in the game, they continue to display their identity. B. are supported by large systems of mercantilistic trade. When this trade is removed, they don't have enough resources to feed their populations. C. are (usually) positioned central to the tribe's other cities. This can have the effect of a war for independence, where although the revolution starts in the capital, it quickly spreads to the other cities in the area through the normal methods of conquest, or if that isn't strong enough, cities originally owned by the revolting tribe convert immediately without a turn in between a unit entering and it being captured(or maybe the unit doesn't have to stay in the city to capture it). Thanks for the input though!
I am honestly sold! What Polytopia needs is more random events. I want each game to be unique or it will get boring very easily. Maybe traveling tradesmen or even some more advanced things like wildfires or city issues.
Maybe a way to implement your idea simply would be that you would lose control of your city if you keep it in red for more than a few turns. For example, it could start burning if it's red at the end of a turn, and you would lose on the next turn if the situation is not solved.
I honestly think it might be a great mechanic, buuuuuuut... there is the fact that it is indeed a too complex system to implement might and will break polytopia simplicity, and its this simplicity that made the game a cool quick play game, I mean, we have civ for that kind of strategy, although I can't say I haven't think about it myself, so here's my opinion/idea, it's really odd to see that whenever you capture a small town, there is a message that says "villagers accepted to join your tribe" so, a minor change that I would make, that (in my opinion) wouldn't break the simplicity of the game is that there is a small chance of villagers revolting against your empire, kind of a 30% and that maybe the bigger your empire is, the less is the probability of villagers revolting against you, and, for those about to coment about the complex mechanic this would be, I have to say that what I think of revolting, is just that the village itself would train a warrior (and maybe a swordsman in advance game) and you'll have to defeat it in order to capture the village, now, for those thinking "if a small village revolts against the player, it would make lots more sense that player cities would revolt against other players trying to conquer the city, right?" Well, yes.... and no, I'll tell you why, when a village is already taken and turns into a city, all the villagers join your side, but if a player is attacking this city the city owner will make as much as he cans to defend the city, so, not only he is kind of "revolting" but he is also in some way attacking back, so, what I'm pointing here is that when a player captures a city, you can take by fact that all the revolting villagers that weren't ok with you taking their city, defended it and died in their attempt of attacking the enemy troops, so, it doesn't even break with the logic of the game, anyway, this is a mechanic that I'll explain witch more detail in a post that I will make called "Features, updates and new tribes No. 1" yeah I know, the title is really similar to another post called "Future updates and new tribes" but I'm the same guy that wrote that post and the second part also, so yeah, I'm back, and with all this quarantine I have plenty of time to write as much as I want, so I'll start remaking those post with more details that ever, I've been also talking witch some friends about the new tribes and so they are completely remade, and because of that, I'll post some some individual posts about each tribe, starting witch the Vulcan witch also have a posible name change, so be sure to check that out.