Break away cities

I was pondering the possibility of breakaway cities--- cities that are part of a channeler's empire that aren't particularly loyal, and will switch sides or declare independance under a variety of circumstances (too much oppression, their channeler is losing a war, not enough money is spent in the city despite high taxes, the city having belonged to another channel or was neutral in the past, etc.)  A garrison of soldiers of the channeler's soldiers would obviously discourage such a breakaway.  

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Reply #1 Top

the classic culture/happiness scale is fairly common in strategy games.  I'm not even really sure what to say, since its pretty standard.  Not enough money is directly related to the generic "happiness" of a population.

 

I'm more interested in events that would cause it.  Like the jagged knife from Gal Civ (though I'd want more preventive measures, because it always pissed me off)

Reply #2 Top

I wouldn't mind it at all, as long as you don't have to normally fight it off like some goddamn plague. I want my people to be reasonably loyal, with the chance to make them both overzelously devoted or backstabbingly hangable.

I think that cities will be a very major thing in Elemental, though. I somewhat doubt there'll be something like this in the game, barring a major event, for that reason. Loosing or gaining a city will probably be a fairly major thing, able to decisively change the ongoing situation.

But I wouldn't mind it, as long as it's fairly rare, not too hard to work against, and is a huge 'thing'. And if it happens, I want the option of going there, and having the citizenry devoured by my bears.

Reply #3 Top

I hate when it happens in such a way that converts your "death stack" of army sitting on the city to the other faction as well.