Civil disorder

Civil disorder is a key feature of the Civilisation series of games, but one I find annoying.

The concept is good, because fast growth and fast conquest are limited by having to manage civil disorder (via luxuries, improvements, wonders and deployment of military units), but it is frustrating because it requires too much detailed planning for a casual gamer. For example, it is possible to plan when a city goes into disorder based on its growth rate, and build improvements in advance. But such micromanagement distracts from the joy of the game.

Civil disorder management

An alternative mechanism would be an economic cost in each city or region for Civil Disorder Management. This would allow civil disorder to be paid for at the macro level - as long as the government has money, civil disorder is not a problem.

The cost of Civil Disorder Management would be affected by:

    • Population (negatively)

    • Military success (positively) and military failure (negatively)

    • Being recently conquered (negatively)

    • Wonders (positively)

    • Trade (positively)