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Topic: SOCIAL ENGINEERING/GOVERMENT (ver1.0): Hosted by Bell
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Bell Civer
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posted May 19, 1999 09:07
Wherein we shall discuss various methods of keeping the people firmly under our heels. I'm going to start off just by migrating the posts from the other thread over here.----------- The general concensus seems to be to move Civ to the SMAC model of social engineering. Within that broad statement: 1) Seperating the design of your culture from the design of your government, both of which would have a distinct SMAC-style Social Engineering window. 1a-Government design includes type of government and economic model. 1b-Cultural design includes many moral and social options, each with a minor effect, but which adds up to a big influence when taken as a whole. 2) Government Types: 2a-Political systems: Despotism, Monarchy, Fascism, Communism, Republic, Democracy, Tribal, Dictatorship. 2b-Economic systems: Barter, Currency, Feudalism, Banking, Mercantilism, Corporation, Labor Unions. 2c-Political structures: Federal, Confederacy, City-State 2d-Policing structure? Included in other political categories, or a set of options in and of itself? 2e-Radical changes in government incur happiness and economic penalties. 3) Religion: 3a-Religious types: Animism, Polytheism, Monotheism, Theology, Fundamentalism, Secularism, Mysticism, maltheism, agnosticism, ascetism, dualism, monasticism, pantheonic. These are not necessarily mutually exclusive. 3b-Questions about religion: What impact does it have on game play? How can micromanagement be minimized? |
Bell Civer
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posted May 19, 1999 11:14
The other problem involved in this, is what do we want for social engineering effects? I mean, saying you're a monarchy is great, but what does it do for your empire?What categories should there be for social engineering bonuses/penalties? And what should each setting do? |
Zorloc Civer
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posted May 19, 1999 11:33
One thing I would like to see is these settings affecting gameplay. For example in a state controlled economy, I would have to excert significant control over your economy to keep it working (i.e. micromanagement is necessary). But if I were to switch to Laisse-Faire Capitalism, I should not be able to control the economy (i.e. micromanagement becomes prohibited).This could be done by making the planned economy less efficient, but with good planning and some luck, the planned economy can be a focused, well oiled machine that reaches your goals. On the other hand, the unrestrained capitalism would be extremely productive, but unfocused, thus you would get what you want, but also a lot of what you don't want as well. As for Government structures I would like to see a significant growth in possibilities, especially earlier in the game. I find it odd that in Civ we have more choices later in the game than at the start of the game. But if you look at history, there was a plethora of varied government schemes is the distant past, but now most are just a flavored version of democracy, monarchy, fascist, or communist. Give us more choices earlier!!!!! |
JT Civer
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posted May 19, 1999 11:35
It should be a lot like SMAC with Govn't, values, economy, etc. There should be negatives and positives for each. |
Bell Civer
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posted May 19, 1999 11:53
quote: It should be a lot like SMAC with Govn't, values, economy, etc. There should be negatives and positives for each.
OK, but what would be positively and negatively effected? In SMAC, it was things like happiness, research, planet (obviously no good) morale, etc. How could those be translated to CivIII, and what else could be added to them? |
anachron Civer
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posted May 19, 1999 15:26
[Sorry, moved this post to the "Other" thread]A [This message has been edited by anachron (edited May 19, 1999).] |
Zorloc Civer
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posted May 19, 1999 15:54
A starting point for the Social Engineering/Government would be to start the game with a national/ethnic character. This has been implemented in MOM, MOO(2), SMAC, and Age of Empires. Each civ should have a few starting advantages/disadvantages (the ratio of adv to disad would affect score) which could be preset or custom.This idea is dangerous because it does lend itself to stereotypes that could be considered rascist. But I would welcome the addition for even early on there was a significant cultural difference between the highly structured Civ of Egypt and the chaos of Greece. |
Trachmyr Civer
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posted May 19, 1999 18:33
In Civ2, the major effect to your people was HAPPINESS. This should be expanded to HAPPINESS, HEALTH, PROSPERITY and EDUCATION.Social choices can affect the above "population levels" plus the following: 1)Growth 2)Economy 3)Dispersal of Prosperity (Capatilism tends to create a polarized community, while socialism creates a more homoginous (sp?) community) 4)Enviroment 5)Pride (A high pride will allow people to suffer through hard times and posibly morale bounuses to units (esp. on own territory), lower pride give opposite effect, and makes a city more likely to join another civ in a revolt) 6)Control(similar to POLICE in SMAC, but also combines some of the effects of PROBE (information leakeage)) 7)Faith/Fanatcisism 8)EGO (like pride, but with bigger +'s and penalties to foreign relations) 9)Materilism (How much stuff/money your people want) 10)Conservatism/Liberalness (sp?) (How opposed your people are to change, and how easy for other civ's to influence you people) 11)Curiosity (directly affects reaserch) 12)Gregariousness (how disposed your people are to living in big populations) 13)Vengence (likeliness to forgive past transgressions, or short-comming of your goverment... but morale +'s vs. despised enemies) This list is by no means exahustive, let's brainstorm |
Trachmyr Civer
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posted May 19, 1999 19:06
Here's an idea/format for how religion can work:Name of Religion: [User Defined] Trachmyrism Basic Structure: Monotheistic Special Structure: Dualistic (Good/Evil) Afterlife: Heaven/Hell Ferver: Moderate Priesthood: Guidance [gives advice only] Tenet(1): Ascetic Tenet(2): Harsh Justice Tenet(3): Proselytic The effects:
-Name: no effect, just to discern between religions -Basic Structure: Monotheism increases adhearance to doctrine (No other god to pettition) -Special Structure: Dualism of Good/Evil, displays a Fight vs. Evil, meaning LOWERED CRIME -Afterlife: Heaven/Hell increases adhearance to doctrine (who wants to spend eternity in hell?) -Ferver: Base Level of Adhearance to doctrine. As Adhearance increases, religious facilities become more effective, modifiers due to componets of the religion (i.e. LOWERED CRIME) increase in effectiveness. However, more time is devoted to the religion and thus economy, production and reaserch suffers. -Priesthood: Guidance gives no extra bonuses to religious structures, but also no extra threat in religious revolts (if your priest are seen as divine, they have a much greater influence for good and bad) -Tenet(1): Ascetism reduces the support needed to maintain happiness amongst your people... but your markets suffer as a result -Tenet(2): Harh Justice: further LOWERS CRIME -Tenet(3): Proselytism allows your CIV to convert other nations to your religion or to your CIV... Nations with the same religion get along much better. This is just an example on how customized religion can work... |
Ecce Homo Civer
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posted May 19, 1999 19:15
Trachmyr, I like that you want more detail in religions.I would like something like a religious Tech Tree. A civ can discover these religious "techs" randomly. Commandments could reduce crime, Mission could make conversions possible, Polygamy would increase population growth and so on. When you discover a religious "tech" you could reject it with the risk of causing a religious revolt. |
Trachmyr Civer
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posted May 19, 1999 19:42
Well I want to focus not only on religion but also culture, for Civ to live up to it's name, we must be able to DEFINE our own cultures... I suggest that when cultural and/or religious tech is discovered, it is only a concept... it does NOT become part of your societies make-up automatically. Instead, the cultural choices must be implemented through "CULTURE" similar to Research. You generate CULTURE by: 1)Automatic, x points per turn 2)Relations, x points per civ you have + relations with 3)PHILOSOPHERS, a city profession like entertainers, ect. 4)WONDERS, most wonders generate A LOT of culture... after all, a wonder really is just a monument to it's people... few have real advantages Culture is pooled (like PUBLIC WORKS), but loses say, 10% of it's total per turn. Culture must be allocated to SOCIAL CHANGES, once enough culture is spent, the social change takes effect. This way, you can not only add Cultural componets, but remove them as well. This won't take much micromanegement, whenever you gain a tech that give a cultural choice you want, you open up the screen and allocate points (by a % of total & earned). Many cultural choices will be available at game start, and I agree that CIVs should start with selections already made refecting that culture. If you've got alot of choices selected, build a WONDER to get them accomplished faster. (Maybe that's why most wonders are ancient?) GOVERMENT choices would be the exception, you're free to mess with then however you want... but you're citizen may revolt, ect. (However, gradual change should NOT cause ANARCHY)
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mhistbuff Junior Civer
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posted May 19, 1999 21:06
Going back to the original post, it might be more appropriate to replace communism under the political systems with totalitarianism and place communism in the economic section, as communism is an economic system. As well, a mixed-economy (a mix of capitalism and socialism similar to that in Britain) might be a good compromise economy. Feudalism should be replaced with Manoralism, the Feudal system was political, the Manoral system was economic.Perhaps for the religion thing, how about choosing levels of toleration as opposed to the actual religion, eg state religion, tolerant, semi-tolerant(like Britain under Elizebeth, extra taxes for people of other religions), atheist state, etc. |
Trachmyr Civer
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posted May 19, 1999 21:18
Yes, communism is a ONE PARTY STATE with socialist economics.I like expaned religion/culture mainly because there is really no diffrence between civilizations in CIV, let's finally be able to define the actual Civilization. Besides, this way you can create Unique cultures, religions and goverments, not just a regurgitation of the more popular models in western history. [This message has been edited by Trachmyr (edited May 19, 1999).] |
the Octopus Civer
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posted May 19, 1999 22:14
I agree with mhistbuff that the thing that should matter from a gameplay perspective is the role of religion and religious tolerance in society, not the actual religions themselves. Trying to fit the religions of the world into a "religion tree" or give them plusses and minuses to real gameplay questions is a guarantee that Firaxis will offend somebody and mischaracterize somebody else, without much benefit to gameplay. Trachmyr's description of his religion seems more like window dressing to me -- the Throne Room as opposed to the Social Engineering screen.I also agree that we should suggest that Firaxis refrain from using the word "Communism" without being aware of the ambiguity that applies to the word (i.e. do you mean a Stalinist political system or a Marxist economic system?).
------------------ CIV3-THE MASTER LIST-TECHNOLOGY "THREAD MASTER"
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Trachmyr Civer
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posted May 19, 1999 22:38
Window Dressing?Religion plays a very important role in culture, and should be given some depth in CIV3. Could you imagine the changes in the U.S. culture, if our religion was based on Animistic beliefs? What if there was no afterlife, would people be as conservative and as reckless? No game could ever fully simulate the complexity of culture and religion, but we can cover some of the main topics. In responce to being not politically correct, or offending some group... that is why I suggest a customizable, more abstact system then using actual real-world religions, although you can certainly try to duplicate them. |
Fugi the Great Civer
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posted May 19, 1999 23:50
Instead of trying to step on someones toes, why not just base the games religions on what we have now, just change the name to protect the innocent and guilty. That way there is no one screaming sacrilege at you and threating to kill you. This whole game is fictitious anyway.So the Republic of MicroProse decides to start worshiping the great god Sid Meier because he has done marvelous works, and handed down his almighty word in a book called "Prima's Secrets of the Game", and called all of his followers, that call themselves Civers, to be ready for the final judgment of PC Gamer. Those that continue to follow him to the end will receive everlasting enjoyment of playing CIVIII forever after spending only a few months in BUG heaven. He that doth not continue in the Civil way will spend eternity playing CTP on a 486SX25. The nation really does have to have a religion or even "it's religion", even if they end up "loosing my religion" and start loosing their morals or start accepting a different one. A nations religious beliefs help determine which technology to go after, which nations are going to be our friends, which nation we will hate for all time, which WoW we build, what types of weapons we use and when we use them, how fast does the population grow, and what type of government is right for them. If a nation went truly atheist, the nation would self-destruct. |
Shining1 Civer
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posted May 20, 1999 12:49
An extension of the SMAC system, but with redundancies, is the way to go.Religion isn't enough of a government issue for it to be made a social setting. While you can have a religious government (fundamentalism), the actual effects of a religion on day to day life for any society don't really add up to anything (e.g the roman empire wouldn't have lasted any longer had they become muslim instead of christian). So, the system should probably have 4 main types of each category, and each type has an ancient and a modern setting. For instance, Republics no longer exist, instead they have become democracies. GOVERNMENT The system of government used by this civilisation. Choice of government is most important, as it will limit your options in the other areas: society, economics, and values. Government types: Totalitarian (cannot use Open society) Communist Democratic (canot use police state society) Fundamentalist (cannot use corporate society) SOCIETY Determines the freedoms and ways of living of your society. Society types: Police State ??? Open Corporate Economics: Similar to SMAC Values:
Similar to SMAC |
Shining1 Civer
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posted May 20, 1999 01:24
Global values for social settings:Order - how organised your society is. Affects number of police units allowed and effectiveness of some facilities Happiness - how happy people are to be a part of your civilisation. Health - determines population growth rate and some resource gathering penalties/bonuses. Negative for most of early game. Corruption - affects number of resources gathered and control over population. Positive for most early game options. Industry - affects resource consumption. Zero for most early game options. Economy - affects trade and commerce income. Zero for most early game options. Knowledge - society's ability to gather knowledge (can be heavily affected) Environment - affects environmental damage, and can confer movement bonuses. Positive for all early game options. Unlike SMAC, however, certain technologies should immediately affect these settings. For instance, Philosophy and Physics could both give +1 to knowledge (for the first civ to obtain them), while environment will be adversely affected by both plastics and the automobile. Other settings can be greatly affected by city improvements. Hospitals will improve health and happiness, while Court Houses improve order and reduce corruption. |
Freddz Civer
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posted May 20, 1999 05:54
Government forms should be more expensive and take more time to change the more towns you have. In SMAC, changing government type cost, for example, 40 energy whether you had 1 town or twenty. Ridiculous. This idea makes a huge empire a bit harder to handle too, and can make it a bit easier to catch up when behind or make it a bit tougher if ahead.It's important all government choices effect a lot of things: how your people consider neighbours, how your people are affected by neighbours polluting your territory. Contradicting religions could lead to crusades and very suspicious feelings if you become great friends with a completely different religion type. Government choices should go further in depth. Yes, incorporate feelings more in government choices. Societies could have have different grades on how religious they are, if they are real high grades and the nation is successful they may influence neighbours. Maybe minorities in neighbour towns could get these religions. Maybe they will get cleric units for free now and then(which I like in CTP). Having a very religious society could lead to problems: to become friends with certain civilizations would be tougher(as stated) as your high priests object and could possibly worry your people a lot leading to unhappiness, but crusades would be easier(units attacking a country in which they crusade against have a bonus depending on how fanatic they are!). I think a really succssful religious nation could get a second headquarter with a "pope"(high religious leader) and would be able to collect small taxes from devoted towns. And lastly, changing governments is easy, changing religions like a switchboard is not: Religions should be gained from other civilization and tougher to change up and down. A slavery Government should definately be included: Look at the greatness of the Roman empire. Possible effects: good effectivity, good income, okay research; but risky: small chances of slave revolts(they can become pretty serious if they happen), opponents capturing cities will be able to enlist vengeful slave recruits to their army immediately. Incorporate feeling feeling feeling in the governments, let us not just concentrate on what choices there are going to be  |
Ecce Homo Civer
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posted May 20, 1999 06:09
I think there should be a risk that a large civ splits during a Revolution. |
Mark_Everson Clash of Civilizations Project Lead
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posted May 20, 1999 06:39
*My first post on this thread*Yeah, give us Real revolutions, not these "go to sleep for a few turns" things. As Ecce Homo says there should be some chance you actually have to fight (now there's a concept ) in a revolution. Maybe the revolutions as they exist are ok for Warlord level, but by Deity you should be playing with live ammo. It would also slow down the leading civ (almost always the player) if the bigger you are the more chance there is of having a big blowup during a revolution. This would require some good play-balance to not overdo things, but that's one of the things they're getting paid for... ------------------ Mark Everson Project lead for The Clash of Civilizations (That means I do the things nobody else wants to do ;) ) This Radically different civ game needs your suggestions and/or criticism of our design. Check our our Forum right here at Apolyton...
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Frank Moore Junior Civer
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posted May 20, 1999 08:45
This was posted in the player interface thread, I think it should be here also.From Cybershy: • It must be possible to make laws. A law gets reflection on the society as well. When in 1800 the law starts to work that forbid kids below 16 years to work, but says that HAEV TO study, then production will go down for a couple of years, but soon the people will be smarter, and higher educated, which will improve your society and science rate. Other laws are possible as well. All boys between 18 and 21 have to go into the army. Drugs are not allowed, Gay-mariage, 3-day workweek, raise vacation days, forbid swimming, give drugs free, forbid divorcion etc. etc. etc. (whatever can come up in your sick mind, mister dictator hehe) |
kmj Civer
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posted May 20, 1999 12:00
quote:
A starting point for the Social Engineering/Government would be to start the game with a national/ethnic character. This has been implemented in MOM, MOO(2), SMAC, and Age of Empires. Each civ should have a few starting advantages/disadvantages (the ratio of adv to disad would affect score) which could be preset or custom. This idea is dangerous because it does lend itself to stereotypes that could be considered rascist. But I would welcome the addition for even early on there was a significant cultural difference between the highly structured Civ of Egypt and the chaos of Greece.
NOOOOOOO!!!!!!! no no no no no no no no! Please no! If this was implemented the way it was in smac, it would ruin CivIII! (at least for me) Don't get me wrong, I don't mind nations having character, but giving civ's advantages and disadvantages is not the way to go, IMO. This should be done by giving civs personality via the AI. One possibility is giving the OPTION of only allowing certain techs to specific civs. (ie, only japan gets samurai) By giving certain civ's advantages and disadvantages, your railroading players into a specific type of game. Yuck! To keep CivIII interesting, you must allow for any tactic a player wants to use, not push them this way or that way. (And the same holds true for the AI.) So I say that if you want this game to properly follow in the tradition of the Civilization series, you must allow it to be played the way CivI and CivII have been played (in this respect). I wouldn't be upset if I saw an option to allow this; options never hurt anybody. |
23 Skidoo Civer
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posted May 20, 1999 12:33
Dynasties. Or an option for same.The way this might work is by modifiers to gold, production, trade, military effectiveness; positive for good rulers, negative for poor rulers. I'd even like to see succession squabbles and dynastic crises, over-throws, et cetera. This should be even more significant for democracies and republics - societies that are almost constantly frought with leadership variation. Constitutional crises etc. Theocracies could be wracked by heretical movements. Facist leaders are subject to assasination and intrigue. Might even have the equivalent of the CIA knocking off a leader here or there - mostly causing a couple of turns of chaos. Then there're coups... Also, Generals. After Leadership & Tactics perhaps General units could spontaneously appear. Build a military institute and you could produce Officers, speeding the appearance of Generals. |
Frank Moore Junior Civer
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posted May 20, 1999 13:18
It would be nice to be able to adjust tax/science/lux on a city level. for example, I'm having trouble keeping one city from going into disorder, I just jack up the luxury setting and I'm back in business.------------------ Frank Moore - Civ3 Player Interface Thread Master |
Fugi the Great Civer
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posted May 20, 1999 15:17
If we stay with the city concept, then I second the motion of individual tax rates for each city. Maybe even a sort of tax incentive to relocate to a frontier area (speeds growth), or get the work done faster. |
Bell Civer
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posted May 20, 1999 15:24
(Fighting off one micromanagement problem before it starts...)Sounds good, but the interface must include the ability to set values for multiple cities at the same time! |
Zorloc Civer
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posted May 20, 1999 15:33
KMJ,I understand your concerns about the "national-character." I agree that a nation should not be railroaded into a specific arch-type. The initial benefits/limitations should all be very minor +1 or -1 on a couple of the "social categories". Something like that. By the end of the game these initial starting points should be insignificant. There should NOT be units limited to certain nations (like Samurai for the Japanese). As you progress in the game social-tech's discovered should change your starting "national character." For example, take "the Alphabet." This tech has always bothered me because much of the world's great Civs never used and alphabet, many used Heiroglyps or Word Characters. This could be used to modify your civ: Alphabet - wide spread literacy, greater social chaos. Word Characters - limited literacy, greater social control. This one tech could then nullify or magnify an initial-national character. In addition to preset or custom national character, geographical could be added as well. Civs on islands will be bigoted, but with greater social coheason. Civs in Steeps would be militaristic and chaotic. Civs in river grassland would be peaceful and productive, etc. Additionally as in SMAC there should be a large checklist of rules one can nullify, this could certainly be one. |
Depp Civer
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posted May 20, 1999 16:21
It should not be only japan that could make samurais, but maybe some techs should only be for the first one to discover them? and they should give certain advantages but not to big. And take a long time to research and demand certain cultural/politacal/religious system....And by the way, the citizens should be colorcoded after what civ they are from so that the serbs and croatians can hate each other and break out from other civs. having all these nationalites in one empire is really hard and that would allow civs to be reborn and continue the game |
Singularity Junior Civer
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posted May 20, 1999 16:45
I think that there should be specific government types each with its own group of setting within social engineering. This will give you more flexibility within a government. |
23 Skidoo Civer
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posted May 20, 1999 17:00
Re: Civ character.I'd really like to see this, but have to admit that I wouldn't want to play it this way every time. So how about an option to play this way, or a setup control panel that provides for Civ/Gov attribute settings including unit specializations & tech advances/benes? Actually, I think all this is really more in the realm of Mods than anything else. If Firaxis builds everything into CivIII that we want, what will we do for Mods??? |
Trachmyr Civer
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posted May 20, 1999 17:25
Definately LAWS must be included, just give us a big list to pick and choose from. We decide what we want to enforce, and all the little +'s and -'s add up. Don't forget INTERNATIONAL LAW, especially with the U.N.[This message has been edited by Trachmyr (edited May 20, 1999).] |
Trachmyr Civer
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posted May 20, 1999 17:28
I Agree with "Sub-Set" choice once a certain goverment is chose... You Choose Democracy, Sub-Set: Athenian, Represenative, "Pretend" (everything is rigged), ect.Slavery must be included in CIV3, I commend CtP for their bravery to included this very NON-PC but Important part of history, even if they did a poor job of it. The Roman Empire would've been nothing without slaves. I don't like including pre-set fictional religions... reminds me of the cheesy televangilist from CtP, And I won't pray to the evil Microsoft God. And the Roman Empire would have been VERY diffrent if they were Muslim... one fact would be the absence of the crusades and very likely the absence of the Dark Ages. Since the Holy Roman Empire spread their religion to those they conquered, and when those countries expanded and colonized... well needless to say, we (the U.S.) wouldn't be messing with Iraq, and Jersulem would have no freinds (It WOULD be Palastine by now) |
Shining1 Civer
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posted May 20, 1999 21:07
Some overlap from the city interface topic:Regional centres: Each civilisation is now divided up into regions, each of which has its own capital. I've suggested that, while government type cannot change across a civilisation, both Social Values (social engineering, or whatever the currently agreed equvilient here is) and the tax rate can be changed according to regional requirements. This raises the prospect of an entire region revolting against you in the game. Which could split your empire in half, either creating a new civ (as in CivII), going barbarian (no leadership) or joining another civ. 2) Specialist citizens Drones are now less effective at work than happy citizens. This sounds like a reasonable definition of a slave or serf to me (someone working against their will). Ctp's slavers were a really bad idea - no one walks into a rival city and steals population. With CivII's city based approach, this makes slavery more of an implict concept - you capture a city and the populace does go to work for you, after all. And with the SMAC concept of a captured city, it sounds like this is already enough to make the issue 'real' enough in the game. (at any rate, I vote against slavery as a weapon in CivIII, and religion as a distinct social setting as well). |
Shining1 Civer
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posted May 20, 1999 21:07
Some overlap from the city interface topic:Regional centres: Each civilisation is now divided up into regions, each of which has its own capital. I've suggested that, while government type cannot change across a civilisation, both Social Values (social engineering, or whatever the currently agreed equvilient here is) and the tax rate can be changed according to regional requirements. This raises the prospect of an entire region revolting against you in the game. Which could split your empire in half, either creating a new civ (as in CivII), going barbarian (no leadership) or joining another civ. 2) Specialist citizens Drones are now less effective at work than happy citizens. This sounds like a reasonable definition of a slave or serf to me (someone working against their will). Ctp's slavers were a really bad idea - no one walks into a rival city and steals population. With CivII's city based approach, this makes slavery more of an implict concept - you capture a city and the populace does go to work for you, after all. And with the SMAC concept of a captured city, it sounds like this is already enough to make the issue 'real' enough in the game. (at any rate, I vote against slavery as a weapon in CivIII, and religion as a distinct social setting as well). |
the Octopus Civer
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posted May 20, 1999 21:38
A "Free Market" economy shouldn't just be "increased money", it should also have a boom/bust cycle like real uncontrolled economies. The greater state control over the economy, the less it should be susceptible to a business cycle (for good or ill).
------------------ CIV3-THE MASTER LIST-TECHNOLOGY "THREAD MASTER"
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Trachmyr Civer
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posted May 20, 1999 22:46
On the Idea of diffrent tax setiings for each city, each city should be able to be varied slightly from the national norm... but this would probally hurt happiness more than if raised (assuming we'll use a REAL tax system) nationaly... "Hey, why do we have to pay 22%... Athens only pays 21%" |
Depp Civer
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posted May 21, 1999 03:59
CTP,s slavery is really adding something to the game.Slaves could be captured when you win a battle and a slaver is present or when a slaver takes a settler away i agree that taking slaves from a city is really hard. I should demand that the city is undefended |
Bell Civer
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posted May 21, 1999 22:49
I think I like the idea of civil wars starting because of social settings, but how would you handle it? Would it actually split off into a separate civ, or would it be handled as an internal conflict? So, if you adjusted your social settings so they were more palatable to your entire civ, would that end the war, or is it too late? And if your regions have different settings and split into different civs, do you get to choose which one you go with? |
Trachmyr Civer
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posted May 21, 1999 22:54
I think in a civil war the "Rebels" should be thusly named, if a truce is reached but w/o retaking the cities then they are renamed.You keep the side with the captial in it. |
Bell Civer
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posted May 21, 1999 22:57
So the civil war requires a fight to the finish, or it splits off into another civ? What if you adjust your social settings to match the rebels? |
Trachmyr Civer
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posted May 21, 1999 23:01
I say that if you can ally yourself with the rebels, they automatically rejoin your civ. Perhaps make this a time frame, you must ally within x turns... after that they have already become "independant" enough that they will permenatly succede. |
NotLikeTea Civer
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posted May 22, 1999 10:17
Coming late to this thread, so forgive the non-linearity of this post  Communism - Should be an economic choice, not a government choice. Granted, all communist states we've seen have been totalitarian, but it is not a necessary truth. A democratic communist nation should be POSSIBLE, but a totalitarian one should be a lot easier to implement and keep going. This, combined with other choices, could allow all the different flavours of communism.. Maoism, Leninism, Stalinism, and others never implemented. Same goes for other governemnt types, too... Continuing with choices, I saw in another thread that only totalitarian fascist nations should be able to commit genocide. Any government should be ABLE to commit genocide, but it should be a lot easier for some than others. My point in this is not to limit the player in any strict way. Any combination should be theoretically possible, but some should just be too ackward to really be viable. |
Armageddon Junior Civer
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posted May 22, 1999 14:21
Perhaps this should go in the "Radical Ideas" thread, but is it even half realistic to pick and choose (cafeteria style) governments and social values, and then have those choices take an immediate effect after you have made some payment? Governments and social engineering choices/values come about in an "organic/evolutionary" way. Even if there is a revolution that results in an immediate government changeover, chances are that the reasons for that revolution have been building up for decades. Over time organizations, institutions and intellectuals within society determine the course the government takes. This process is by no means without friction. Each institution/organization and members within, pull a society in the direction it sees as the most beneficial. Government changeovers(not always as a result of a revolution) occur when the government is ineffective, weak and unresponsive to the institutions/organizations within the society. Those that are prospering under the old government will defend it. Outside pressures also bring about government changeovers. A conqueror will generally install a puppet government.(not necessarily the same government it has.) One government might support or prop up another country's government or it might support factions or institutions that are striving to overthrow it. In any case, I hope that I made the point that government/society values are not chosen as in SMAC or CivII but are the result of competing internal and external interests. The following proposal is just a starting point for a debate. It should be expanded on. In CivIII we should be able to allocate money in various amounts to institutions that will support what government/values we want in our society. If we want fundamentalism we should be able to allocate money to an orthodox, right wing sect.(See the religion thread). If we want democracy we should be allocate money to education. Maybe even liberal arts education. If we want a high tech society we should be able to spend more money on math and physics. If we want despotic/militaristic/values we should be able to allocate more money for the military. If we want capitalistic society, let us allocate our money towards free market institutions( market, bank, stock exchange etc.) If we want communism, we can allocate more money to the labor unions, or starve the lower classes so that they rise up and take over. For example, if we allocate 90% of our CivIII budget to some right wing Islamic or Christian sect, after few years the government will de facto become a fundamentalist government. The social engineering values (whatever they maybe) of this religion will become part of this society. The allocation budget matrix we choose should determine what our government and what our values are.
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Trachmyr Civer
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posted May 22, 1999 17:54
That is why I sugessted that "CULTURE" must be generated, like REASERCH, by Philosophers and the Construction of many WONDERS (There would also be an automatic gain based upon the # of civs you have friendly relation with) |
Bell Civer
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posted May 23, 1999 19:33
***THREAD CLOSED*** ***THREAD CLOSED***(Continued at Social Engineering v1.1) | |