This is a repost.(There should be more future SE choises than i've included)
The advances you'd need to make that SE choise is in the parentheses.
Each choise would have advantages (+) and penalties (-). the penalties and advantages i've made are only suggestions, as i'm not at all sure of what they should be.
Main groups: Government type, centralism, economic model, religion, military and others.
Government type:
Despotism (default): The original form of government with you in complete charge.
-happiness (hap), trade, production (prod) and growth.
Examble: almost every ancient civ.
Direct democracy (democracy? - an antiquity advance): Every citizen has a vote, all citizens vote directly.
+hap
-prod (a lot) due to people having to spend a lot of time in politics and therefor not working. Maybe the advance internet would reduce this penalty a lot, because people could now vote from home.
Examble: the Greek city states.
Absolute monarchy (absolute monarchy?): the king is absolute, so the aristocracy have no power. Like despotism, but with less penalties, as the king (or whatever)'s son now enheritages his fathers position. It would also have a better bureaucratic system.
+war
Examble: several European states in the rennaissance, e.g. France.
Indirect democracy (modern democracy/liberalism?): the modern democracies. The people elect a parliament and a government to rule for them.
+trade, hap, growth
-war
Examble: most countries today.
Elite control (??): the civ is controlled by an elite, being a small percentage of the population. You would then have to choose which group to place your power on. The options should be something like: The military, the wealthy, the intelligentsia, the coorporations, the religion etc. Each would have bonuses and penalties. The group you based your power on would also have to be powerful, so if you based your power on the military you'd have to have a lot of units, if you based it on the religion (you could only base it on one religion) you'd need a lot of religious people, and if you based it on the wealthy there would have to be a strong upper class in your civ etc. You could base your power on several things, which would make the system more stable, but would also give you less bonuses and more penalties.
Examble: Most middle age countries in Europe, The Soviet Union, fascist Italy, Nazigermany. Also, when democracy first came, very few people could actually vote, so this would also be elite control (in USA in 1776 only 2% of the population could vote!!).
Virtual (real) democracy (virtual democracy): The future utopia, where everybody would have equal rights. Eliminates crime and corruption.
Centralization:
Central government (default): Good with small civs, but a lot of waste with large ones.
Examble: early civs, most small modern countries.
Citystate (citystate/republic): Each city is a province.
+trade and science
-growth
Feudalism (feudalism): The civ is divided into small provinces (representing the aristocrats, who each controlled their own area) of 1-5 cities each.
+growth
-trade and science.
Federation (federalism): The civ is divided into large provinces of max 20 cities each.
+prod.
Examble: most modern large countries, including germany, USA and Russia.
Economic model:
Self suppliance (default): People produce what they need. Generally bad, but the best choise if you have very little resources (like in the beginning or after a possible nuclear apocalypse)
-trade and science.
Examble: all early civs.
Citystate economics (city state/republic?): I'm not sure about this one, but there should be an economic system connected with the citystate. you would have to choose this to have the citystate.
+trade and science.
Feudalistic economics (feudalism): You would have to choose this to have feudalism.
-trade and science.
To make it worth wile having feudalism it would have to give some huge growth bonuses.
Mercantilism (mercantilism?): The economic system of the rennaissance. I don't know much about it, but it would generate more trade than the previous ones.
Laissez Faire/free market (liberalism): would generate much more trade than the previous ones, but with huge economic booms and crisis's. It would be a very uncertain economic system. Perhabs it wouldn't let the player decide what to build or what to research. (note: no country in the world uses this system today)
-hap due to poverty.
Communism (communism): Karl Marx's utopia. Would let everybody give as they could and recieve as they needed. Not much economic progress. It wouldn't let you trade with countries with another system. If the civ didn't have plenty of all raw materials needed the economy would totally collaps.
Huge hap and science bonuses.
(note: no country in the world has ever used this economic model).
Capitalism (capitalism/keynes's economics): Like liberalism, but the government now has some role in economics too. Some boom/crisis like in liberalism, but not so extreem. Would have several undergroups, from the laissez-faire capitalism of USA to the mixed economics of Skandinavia.
-hap due to poverty.
Socialism (socialism?): The system of Eastern Europe untill 1989. Would also contain undergroups, based on the level of unequality.
Coorporate republic (?): the whole civ will be dominated by a single coorporation who rules the civ.
Religion:
Each religion should be shown, along with the percentage of your people worshipping it (in your city management screens you could see these percentages for the individual city). There should be different types of religions: animalism, polytheism, mysticism, monotheism and atheism. I think a religion should be created every time a civ discoveres one of the those advances (animalism being ceremonial burial and atheism being evolutionary theory – of cause there should be only one type of atheism). A new religion should come in one of the cities in that civ, saying that some prophet has founded a new religion and creating a religious building in that city. The city should be randomly chosen and act as the ”capital” of the religion. The name of the religion could be chosen by you. Every religion should have ratings from 1 to 10 (being randomly chosen) in the fields of: how well it converts people and how well it gets people to continue beliveing. This would create a whole lot of religions, far more than there should be in the game. But most of these religions would have relatively low ratings, and would therefor never convert any people, or would at least die out pretty soon. Religions would only spread from a civ to another if the civs were in contact with each other. Trade routes would make them spread faster.
The religions should also add bonuses and penalties to their worshippers in fields like science, war, prod etc. You would be able to see all those numbers. With time the religion with the highest 1-10 numbers would convert everybody in the world.People could also join foreign religions. In general modern religions would have higher 1-10 numbers than ancient ones.
With all religions you could choose how your civ should react to them. There would be options like: forbid, tolerate, support and worship blind. This would to some point affect how the religions evolve in your civ. You would probably support one that gives you bonusses and also has high 1-10 numbers. You could only worship blind one religion, and then max tolerate the others. If you forbid a religion people of that faith would be unhappy, possibly revolt if they were the majority in some cities, or else emigrate to other civs, but with some time most of them would convert to another religion.
The religious leaders would have some power and could tell you what they wanted (like forbid other religions or conquor the city with the ”capital” of that religion). If you didn’t obey them they could make some unhappiness among its worshippers. If the majority of your population worshipped that religion they might make revolution or rebel, splitting your empire apart. But if you systematically kept working against the religion you could weaken its leaders with time (people would keep worshipping it, but wouldn’t be affected as much by what its leaders told them). You could even, somehow, make the religion your state religion (like the reformation) so you would be in total control of the religion.
Maybe the people could have different levels of worshipping a religion, ranging from very religious to almost not religious. People who weren’t very religious would not be affected very much by what the religion told them.
Military:
Conscription (conscription): Giving you as large an army as you had people, but would generate unhappiness.
Professional standing army (?): You couldn’t make as many units, but there would be no unhappiness.
Mercenaries?
I guess there should be more options here.
Others:
There should be other, more specific cases that you could either set for low, medium or high (like with enviromental protection) or on or offentlige (like with child labor). They could be changed pretty easy, and in a democracy people could perhabs change these by themselves.
Exambles:
Freedom of speech: High giving more hap and science, but would make unpopular decisions by you harder to make. Would also make it hard to have an undemocratic government if everything (economy, war etc.) didn’t go exceptionally well and vice versa.
Hard punishments:High would give less crime but unhappiness and vice versa.
Importance of nationalism: If high in a nation of one ethnic group would give bonuses, but in a civ with many nationalities it would make unhappiness and probable rebellions.
Militaristic fascination: (it’s a bad name, but it should be in the game) High would give you more units in a professional standing army but less science(?) and vice versa.
Enviromantal protection: High giving less pollution but less prod and vice versa.
Child labor: High giving higher prod but less science.
Free education: Would cost money but give more science and prod.
Foreign hospitality?
Hospitality for coorporations?
There should be several of these to make it work, letting you fine-adjust your empire (please come with suggestions). Some of these should occur after certain advances, like welfare state to make free education.
Thing to debate:
Should there be impossible combos or should certain combos just give penalties or be hard to keep (I favor the last one)?
SE changes shouldn’t occur as soon as you’d made them, but take some time, probably giving only penalties at first (representing the anarchy between governments). Major changes (like from absolute monarchy to democracy or from socialism to capitalism) should give major penalties leaving your empire crippled for a long time – up to 20 turns or so. You would then probably swich to something in between for a period.
The people could also conduct a revolution by itself (like most democratic revs in Europe and the iranian rev). You could then try to work against it by using force, propaganda etc. or you could go with the revolution and support it. A revolution could very well lead to a civil war if a part of the population is against it - possibly splitting up an empire (espessialy a large one).