Civ VII should go deeper on loyalty mechanics and ideologies
Inspired by the recent post about adding deeper geopolitics, I started thinking about how Civ can actually improve for the next game, and my conclusion was improving how loyalty works, having civs be able to split into two different civs, allowing civil wars and rebellions. Further, ideologies should be expended as well, and adding some more stuff for diplomacy.
My idea is basically the following;
\- When you lose loyalty with a city, the potential for rebellion could occur, and this could lead to civil war if mutiple cities turn against you.
\-There will need to be mutiple sources of loyalty to balance it out and make rebellions not the only result, so depending on where the loss of loyalty and how it is occurring, resulting in different results
\-If there is a civil war, the other civ will either be led by an alternate leader from that civ. If there is a rebellion instead of a civil war, it could work so that you could choose to change leader.
\-Civil wars and rebellions could be encouraged by other civs by spies and culture influence, and ideology influence, and you can than help the side you prefer, and by helping them you get a diplomatic boost from that side. Governors will also help with loyalty and preventing rebellions, or possibly make it harder to maintain for a larger boost.
\-This ties into my proposed changes to diplomacy where you can form coalitions starting in the industry era, which are stronger bonds between civs. In council votes, they will tend to vote for each other, they will all join in if one has a war declared on them, and it's easier to make them help you in your wars. This could be them sending units, money or other aid.
\-City states will be able to join these coalitions, and develop ideologies as well, and will help as civs will. This could lead to a potential war where one civ has a coalition made of city states vs other civs.
\-Civs are more likely to join your coalition based on how much they like different civs, which will result from if you share an ideology, if you have helped them in war in the past, and other factors.
\-Ideology should be made, but work differently than it did in civ v. Starting in the classical era, you get to choose a philosopher, who helps boost your civ in one direction, but hurts it in another way. Early philosophers should be more limited in what they do. You can also generate more of them if you are generating a large amount of one type of yield, with that yield having an influence to what philosophers you can choose.
\-in the industrial era, you can choose an ideology, similar to civ v, but instead of having predetermined policies, you have different type of philosophers you get to choose from. So for example, if you choose order, you can choose between Karl Marx or Proudhorn, or someone else, but if you choose Freedom, you choose between Bastiat or Burke, and you can see how moderate/extreme each philosopher is, maybe on three levels.
\-Each ideology type results toward different benefits and penalties, with the more extreme you go toward an ideology results in higher benefits but worse penalties. For example, if you go hard on the freedom ideology, you might be able to generate more gold, culture, food, etc. but you can't maintain a military outside of war, it is easier to spy on you, and you have less control over your cities. Maybe similar to Venice in Civ V. Order would have stronger spies, and has much more stability, and have really high production, but has worse food production.
This will have a bunch of drawbacks, but I feel like the benefit of having a way more dynamic game, and having more things to do in the late-game will outlay those drawbacks. You could be trailing for much of the game, but than you help to push a more powerful civ toward civil war and than take adventage of it. Or form a coalition of smaller, weaker civs against a more powerful civ and take them down through diplomacy and war.
And mixing this with the natural disasters and you could have a game where a civ is super powerful early on, but experiences a series of bad disasters and fall into civil war and the like. And than rise back up later on with shrewd diplomacy and strategy.