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Author
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Topic: SOCIAL ENGINEERING: Managed by Bell |  |
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Bell
b.02-15-99
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posted June 24, 1999 12:34
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Social Engineering, or, If your civ appeared in the CIA World Factbook, what would it say? This is the place to discuss things like governments, religion, and other decisions you have to make that create the social underpinnings of your empire. Or, if you want to be less philosophical about it, the decisions you make to get a bonus in production at the expense of a penalty in growth.(Almost) everyone seems to agree that SMAC-style social engineering should replace CivII style governments, because of the greater flexibility and capacity to force decisions that is inherent in the SE system. So, how do you want it implemented? What SE options do you want, and what game effects do you want them to have? Or do you not want SE at all? That's fine too, post your ideas and we'll see who likes what. Once I make it, you'll be able to get to the summary for this topic in a link here. Right now I'm going back over some of the older posts in the general forum to gather some of the ideas people already submitted. Until then though, post away folks. Brian Reynolds is listening . . . |
CormacMacArt
b.02-15-99
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posted June 24, 1999 12:42
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Bell - For those of us that don't own SMAC, can you please explain the differences between how government was handled in Civ II and SMAC? Perhaps this is why I have not understood a lot of government suggestions.Thanks! |
Bell
b.02-15-99
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posted June 24, 1999 13:10
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In SMAC, there weren't governments per se. What replaced the CivII governments was a matrix of social choices, all of which together defined your government and it's effects on your faction. You had four categories that you could make choices in, politics, economics, values, and future society. Each category had four choices, for instance the politics category had frontier, police state, democratic, and fundamentalist. Each choice had some kind of effect on your empire. So, if you decided you wanted a green economy, you would have a +2 bonus to effciency and environment, but a -2 penalty to growth. When all of the pluses and minuses from each choice add up, they're translated to game effects. So, if after making all of your choices you have +2 growth, your rate of population growth would be +20%. |
Jeff
b.02-15-99
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posted June 24, 1999 15:47
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I like the social engineering method in SMAC, but I think it really needs another layer behind it. That is, selecting a social engineering choice doesn't result in an automatic bonus or penalty to a particular area (ala SMAC) but changes the direction of an underlying sentiment of the society, and then when that sentiment reaches a certain point, you get a bonus. For example I choose the "Theocracy" form of government. This increases the "Trust in Leadership" and decreases the "Tolerance of Outsiders", however the sentiments don't immediately change. As trust in leadership rises, I can perhaps build more military units without "public outcry", but as tolerance decreases the amount of trade revenue I get also decreases.These underlying sentiments would also be influenced by other factors, not just the social engineering choices. For example discovering television might increase "Contentment" but also increase "Apathy" while declaring war would increase "Patriotism" but decrease "Morality", or it might have different results depending on other underlying factors. If "Trust in leadership" is too low, you would have different effects (like the Vietnam war). This next part might fit better under "Radical Ideas," but instead of having civilizations with static bonuses (ala SMAC) you would have a pool of leaders to choose from at different ages which have pluses or minuses to altering different sentiments. |
CormacMacArt
b.02-15-99
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posted June 24, 1999 16:39
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I definitly like the idea of slowly shifting sentements. Especially, if it can be applied to a civ that constantly changes its government. |
Simon
b.02-15-99
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posted June 24, 1999 16:49
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I also like the idea of shifting sentiments..In the same direction, how would revolutions be handled? It is very infrequent that a civ changes governemnt types overnight. Look at the change from monarchy to democracy in france. Or to communism in Russia. Or to fundamentalism in Iran... The anarchy in Civ between government types is a good idea, but it should be more volatile. Perhaps revolutions should be out of the hands of the player, but they can influence public sentiment. Instead of simply becomming a democracy, the player can build propagandist units to spread pro-democracy sentiments, then allow the revolution to occur on its own, or relieve tensions in the changeover.. If the sentiments are opposed to the change, the revolution might fail or another revolution may occur, to bring the nation back to the good old days. Would also be really cool to do against an enemy, leading to real cold wars.... Hrm.. I like this idea more and more! |
DarkEagle
b.02-15-99
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posted June 24, 1999 17:01
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I think Civilization splits should occur more often, esp during Anarchy.I think we should allow the player direct control to overthrow the current government type, but they should risk the civilization splitting. Maybe some cities will remain traditionalist, forming their own civilization with the old government (assuming the old government was working well for them, maybe that would be a deciding factor). Maybe another group of cities could split into their own civ if they feel that a different government type would benefit them better. |
Spartan
b.02-15-99
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posted June 24, 1999 21:45
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I think that when you are switching to a democracy or republic, there should be a chance that you will not have anarchy. Russia and Japan seemed to do fine switching without a revolution. I also think that if you are switching from a republic or democracy to another government type that there should be no period of anarchy, because a majority of citizens has already agreed to the switch.------------------ Live your own life, for you will die your own death. -Latin Proverb We, too, born to freedom, and beleiving in freedom, are willing to fight to maintain freedom. We, and all others who believe as deeply as we do, would rather die on our feet than live on our knees. |
Octopus
b.02-15-99
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posted June 24, 1999 21:59
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Speaking of Japan -- forcing another government to change it's Social Engineering settings as part of a peace treaty agreement would be cool (maybe this belongs in Diplomacy? oh well, it doesn't exist yet...). It would have been fun in SMAC to say "Very well, CEO Morgan, I'll stop my assault as soon as you realize the error of your ways and abandon your Free Market economy...".
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Octopus
b.02-15-99
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posted June 24, 1999 22:27
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The economics part of Social Engineering in SMAC gave "Free Market" a bonus in economic productivity, which is good, but doesn't really address the "down side" of a Free Market economy, which is volatility. In a Free Market, there should be an element of chance or a business cycle which affects how much revenue you actually bring in (for example, you could have a variable which randomly moves between 0.5 and 1.5, and this variable is multiplied by the "normal" economic output of your cities each turn, so you are strapped for cash during depressions and swimming in dough during boom years). If this was actually a "business cycle" variable that changed over time, it could be linked to the "business cycle" variables of other civs which you have diplomatic or economic/trading ties to. This would simulate the interconnectedness of markets, and allow situations like the recent "Asian financial crisis" or the Great Depression.If this suggestion is adopted, there could also be a "Keynesian Economics" (utilizing government fical policy to mitigate the business cycle) minor social choice which could reduce the volatility of the Free Market choice at the expense of some growth (e.g. if the example above was a pure free market, then maybe a Keynesian market moves between 0.7 and 1.2, so it's more predictable, but yields lower returns).
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Flavor Dave
b.02-15-99
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posted June 24, 1999 23:23
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Wait a sec--I don't have SMAC, but a free market economy, even in a recession, does better than communism or monarchy.2nd, I could not disagree more strongly with the idea that civs should have a chance of splitting when they change governments. First of all, it would make SOL useless. OK, that's a small point, the SOL would just become like the Eiffel Tower. But the bigger point is, have you guys thought thru how this would affect a game, as it is played (as opposed to a reflection of history)? You tried to be a peaceful democracy, but those darned Carthaginians will NOT stop their sneak attacks. You decide it's time for them to go. So you need to switch to communism or fundy. But wait!!! Your civ splits in half!! Or not. Either way, you're putting waaaay too much power in the random chance of your empire splitting. 3rd, the AI changes govts all the time, when you go to war with it. If you put this feature in the game, and it affects the AI civs, the game will be too easy. It will quickly become apparent that the best way to win (I'm pretty sure about this) would be to go warmonger. Get them, and force them to switch govts, before they get to you. Why would you want to create a strategy funnel? |
Octopus
b.02-15-99
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posted June 24, 1999 23:37
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"Wait a sec--I don't have SMAC, but a free market economy, even in a recession, does better than communism or monarchy."First, monarchy is a form of government, not an economic system. Second, nobody said that it didn't (although several might dispute your claim, I don't want to start that argument right now). In the SMAC system, Free Market gave you an Economy bonus (basically more money, or "Trade" in Civ terms) while Planned gave you an Industry bonus (the productive output of your economy is more in line with what the government wants, so it is more able to give you -- since you are the government -- what you want when you want it). I feel, however, that there definitely should be variability in the Free Market system. Nobody denies that a Free Market will produce more money in the long term, but it is definitely more variable and unpredictable than a Planned economy.
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DarkEagle
b.02-15-99
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posted June 25, 1999 00:07
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"2nd, I could not disagree more strongly with the idea that civs should have a chance of splitting when they change governments. First of all, it would make SOL useless."What's SOL? "OK, that's a small point, the SOL would just become like the Eiffel Tower. But the bigger point is, have you guys thought thru how this would affect a game, as it is played (as opposed to a reflection of history)? You tried to be a peaceful democracy, but those darned Carthaginians will NOT stop their sneak attacks. You decide it's time for them to go. So you need to switch to communism or fundy. But wait!!! Your civ splits in half!! Or not. Either way, you're putting waaaay too much power in the random chance of your empire splitting." That's the challenge. I'm tired of being a peaceful democracy and not being able to afford the cost of anarchy of switching governments to keep fighting because some AI player keeps switching governments just so it can attack me, then switches back to Republic of Democracy and plays out the war. I notice the computer AI does not have to deal with a Senate forcing them to concede! "3rd, the AI changes govts all the time, when you go to war with it. If you put this feature in the game, and it affects the AI civs, the game will be too easy. It will quickly become apparent that the best way to win (I'm pretty sure about this) would be to go warmonger. Get them, and force them to switch govts, before they get to you. Why would you want to create a strategy funnel?" You just reinforced my point. The AI would have to decide to either be a warmonger, or be a Republic/Democracy, and not do both. What's to stop you from staying a warmonger gov? Nothing, except for the advantages of being a Republic/Democracy over the costs of being a Despotism/Monarchy/Communism/Fundamentalism. Which would you rather be, Libya or the U.S.? It balances itself out. Civilizations do not change governments at the tip of a hat, and they shouldn't in a game, either. And it also makes the latter half of the game more difficult. Usually, I've badly outteched every AI opponent to the point I have nuclear missiles before any of my computer opponents even have Ironclads. Its just too easy to switch governments, nuke off one AI civ at a time, switch back to come in, take over, and modernize their primitive cities and get them to blossom (the computer is a complete numbskull when it comes to placing its cities, has anyone else noticed that? I -almost never- place cities with overlapping radii, except when I place one city to take advantage of two or more special resources ... while the computer will overlap incessantly). |
Stadtchen
b.02-15-99
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posted June 25, 1999 05:48
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I'd have to agree with Flavor Dave. Splitting civs during a period of government transition wouldn't contribute to gameplay or realism. Changing governments shouldn't carry that type of excess baggage, and I honestly can't think of real life nations splitting from other than ethnic/cultural boundaries or arbitrary decisions made by the leader (if I'm worng, please let me know!). Splitting civs should occur more often, but I think a better way to implement this would deal with discontent cities and their proximity to one another. If you have discontent cities clustered in a specific portion of your empire, maybe there could be a probability of them splitting off and forming their own civ (or if they constitute a conquered civ, whose citizens would be very unhappy to begin with, splitting off and reforming their old civ). That would seem to make more sense, since you don't want a splitting civ to have cities dotted everywhere in your empire. Also, colonies, being far away and thus unhappy, could then revolt and form their own civ. This would be more realistic, I think, an might work better than the changing gov't idea, since the player could have a little more control over whether or not the empire splits. Maybe changing governments could cause more unhappiness in cities which are farter away from the capitol, leading to splitting, but shouldn't just randomly cause them. Enemy civs could also send in spys to cities close together and force them to be unhappy, maybe to even join your nation if you're next to the civ. This would also lead to more incentive to conducting covert missions, which at least in my games take back seat to other things. My $.02 |
DarkEagle
b.02-15-99
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posted June 25, 1999 09:59
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Ummm one example comes to mind of a Civ split during government transition: Breakup of the USSR upon a government change to Democracy.More examples from this century: Korea, Viet Nam upon transitions to communism (if I'm not mistaken). An example from the 19th century: United States transitioning to abolish slavery; traditionalist states formed a confederacy. It is realistic. It also adds to gameplay balance. Governments should not be changed at the drop of a hat. Falling into anarchy for any reason is risky ... there is no government, everyone is fighting for control, there are bound to be other factions that gain some control.
Course, something like the Pyramids from the original Civ or the Statue of Liberty from Civ2 could give one Civ relief from it all. |
DarkEagle
b.02-15-99
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posted June 25, 1999 10:03
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And if that's not convincing, ask yourself what your country's people would do (whether you are in Russia, Canada, U.K., U.S., wherever) if the government suddenly switched to Dictatorship. You saying its unrealistic to think factions would splite off? I am fairly certain that in the U.S., states would group off to form their own countries to defy a dictatorship. |
Jeff
b.02-15-99
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posted June 25, 1999 12:11
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I like the idea of civilizations splitting off much more frequently. In all these Civ games the only obstacles come from outside -- that is other civilizations. Managing your own civilization is EASY and it shouldn't be. Look at history, you don't have a single dominant empire that lasts forever. You don't have civilizations retaining "identity" for thousands of years. In my ideal Civ III it would be a fun game to play without opposing civilizations because simply maintaining your own would be difficult.Here's how I think it should work (at least the social engineering part): Each population unit (10,000 people or whatever) should have a racial identity (caucasian, hispanic, etc.), religious identity (Christian, Moslem, etc), and cultural identity (American, Chinese, etc) and a strength associated with each, that is the strength of that unit's association with a particular "identity". Each type of identity has a bias toward certain sentiments. Each unit also has a number of sentiments which are how the unit feels about different areas/ideas/philosophies/desires. There would be 15-20 of these sentiments grouped in a few categories such as the following: Government: Trust in leadership Accepting of meddling by Desire for input in Patriotism Outsiders (other races, cultures, religions): Tolerance of Identification with Self: Work Ethic Morality Desire for Freedom Contentment Future: Desire for growth (of civilization) Desire for change (This is definitely just a rough outline to present the idea.) So the basic idea is this. All the sentiments are non-linearly related and the best you can hope for is a good balance. Your job is to choose your social engineering (as well your actions and research) to influence your population to the sentiments you want. In the beginning it's easy due to the homogenous nature of your people and the small number of them, but as time goes on the balancing is more difficult. You may decide to fight a war because it's a good way to get people to "rally round the flag," but you may be limited in your choice of targets based on who your population identifies with or fears. Take the "revolution" from Civilization. If you want to change governments, the results will depend on how your population feels about it. If the people don't support it you may have to enforce it with military (although your military might revolt with them). If 80% support the change, then bloodless revolution, immediate change. If however, the remaining 20% are concentrated in a particular region then a group of cities may split off and form their own civilization or join another. |
humaloidi
b.02-15-99
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posted June 25, 1999 13:28
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I like your idea, Jeff!Adding to your idea: As the city grows, Game would decide which ethnic group, etc. the new "unit" would be. For example: Population increases in LA, changes are for ethnic groups: 40% caucasian, 20% black, 40% hispanic (percentages are based on fractions of the population varied by advantages and disadvantages of the groups). So during 50 years population of LA grows by 5 units, 2 caucasian, 1 black, and 2 hispanic.
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SnowFire
b.02-15-99
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posted June 25, 1999 15:02
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You folks are wandering off topic and making it waaay too complex. Let's return to simplicity:Conquered nations, especially if their social engineering was more englightened than yours, hate you when you take over. Any troops built from there retain their tag of ethnicity. So the Germans have conquered the Czcechs and accepted Austria in as part of the Anschluss (in game terms, unification between a major and a minor nation). The Austrians are Germans, there's very little discontent, and military units built from their cities are mostly loyal. The Czechs on the other hand, a democracy, hates the Germans. The Germans can recruit Czech units if they like, but should the Czech cities revolt, those units will probably come with them. So German units are probably best for keeping order safely in Czech cities. That way, you don't have to keep track of ethnicity, merely the old nationality of the city or area. Besides, would you decide ethnicity based on nation or location? Decide by location, and you might end up with Asian Vikings. Decide by nation, and the "racism" and hostility from two different ethnicities wouldn't make sense- why should the Danes and the Sioux hate each other when they've been living peacefully side by side for 4000 years (in this random map game)? On revolution: I know it's an abstraction, but I think that the current SMAC model with perhaps a "slow burn" on settings change would be best. That way infant democracies easily lapse back to dictatorships (Germany) but strong democracies that have been that way for hundreds of years survive the worst of times easily (England, Scotland, USA) without revolution. In other words, you can call a revolution whenever you want, but sometimes the revolution will call you, whether you want it or not. I think a good variation on what DarkEagle refers to- if you have a revolution, that's a common time for conquered civs to hold independence movements, proclaiming freedom, justice, etc., when you try and become a dictatorship again (England trying to exsert more control over the US). Alternatively, you want to be a democracy, and they demand self-determination (like Russia in the 90's.). It's not something arbitrary, it's just that oppressed peoples know that a revolution is a great time to strike. If you switch to a more liberal form of government, then they might agree to stop the revolution. The only time I see cities founded by you, your own people rebeling is an Americas type situation- colonies very far off that have substantially better living conditions may "break off" if you're still a monarchy and become a democracy. But, this would be no big deal since they would automatically be your very best friends still and good trading partners (the British made more money after the war than before). Of course, you could attack and surpress them, if you really wanted to hold on, but given the problem of logistics... it's better just to let them run free. By the way, SOL=Statue of Liberty. Which reminds me. Russia's revolution was extremely bloody, Spartan. I also would like to force Social Engineering on governments as a term of a treaty, a la Versailles. And on Keynesian Economics... a good idea Octopus, but people will simply follow the American model and use it in times of want to get the higher floor, and not counter-cycle in times of plenty so they can get elected (and the player gets the higher ceiling). The end result is that your economy is constantly primed for growth. You need someway to represent the debt resulting from such a strategy or the possibility of 70's style "Stagflation." |
humaloidi
b.02-15-99
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posted June 25, 1999 22:17
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I came here to just for this as I remembered somebody (Spartan) here saying that russian revolution was simple, but as I found out that SnowFire had corrected that point already. Russian revolution (a.k.a. Red October) is known to be the bloodiest revolution there ever was. During that revolution more countries were created than in any other war. Countries such as Estonia, Byelorussia and many other soviet countries which became independent only after Soviet Union (which was not country but union of republics) and Finland which never belonged to USSR. Also would like remind you that no country this far has been communistic in this world. As Communism is Carl Marx's utopia and Soviet goverment was Socialistic which is combination of Communism, Democracy and Dictatorship. As not to make this Reply completely off-topic I'd like to say that I don't like this idea of borrowing ideas from SMAC. I don't have SMAC but I think that as SMAC is game about the future of mankind, and Civ about the history of mankind, SMAC ideas don't fit completely for CIV. (For Example there is no proves that something called advanced trade ever existed and there is no examples of word "Terraforming" before late 70's. |
Spartan
b.02-15-99
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posted June 25, 1999 22:24
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humaloidi- I know all about the Russian Revolution, and I never said it was simple. Did it ever cross you mind that I was talking about the SECOND Russian Revolution? With the fall of the USSR, and the creation of independent republics in it's place? Because that's what I was referring to. And there was no period of anarchy there.------------------ Live your own life, for you will die your own death. -Latin Proverb We, too, born to freedom, and beleiving in freedom, are willing to fight to maintain freedom. We, and all others who believe as deeply as we do, would rather die on our feet than live on our knees. -Franklin Roosevelt
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Simon
b.02-15-99
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posted June 25, 1999 22:29
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Hrm.. speaking of the fall of the USSR...Yet another reason why effects of social engineering should be long lasting. Russia has left communism for almost 10 years now, and they're still in terrible economic shape. Pervious choices should have an impact on the current situation. |
SnowFire
b.02-15-99
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posted June 25, 1999 22:37
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Humalodi: But even if you simply go government/economics, that's a step forward from one-size-fits-all.CTP had the right idea with it's "improvements" on governments, but they botched it. I'd like to see more along the lines of what was posted at Apolyton, with many economic systems, many governments, and many stats of the nation that these all effect (yes, with an e, not an a). |
eNo
b.02-15-99
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posted June 26, 1999 00:39
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Some sort of unrest during a Social Engineering/Government Change makes sense but cities splitting off seems kind of extreme. Perhaps increased barbarian raids or partisan "barbarians" popup within the country? |
Jeff
b.02-15-99
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posted June 26, 1999 10:34
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eNo: What do you mean by too extreme? In gameplay or for what really happens in history? I assume you mean gameplay. In reality both reactions are quite common -- splitting off a new civilization as well as maintaining a cohesive nation with a new government. I suspect that the determination to break up or not could be modeled based on the underlying social structure such as cultural assimilation and how well the people thought they were treated by the government as compared to how disposed they were to the new proposed government.Overall this shouldn't be too significant a threat to gameplay if it happened often enough. Sure, you changing governments and losing 1/3 of your cities would be devastating in a Civ II game, but if happened to everyone and fairly often, it wouldn't be unbalancing. A fragmentation could happen whenever the right combination of sentiments occurred, not just during a governmental change. Then of course the new faction would have diplomatic representation so you could declare "peace" after a few turns, and they might even decide to rejoin your nation if you secretly got another civilization to attack them. After all, you still have a lot in common with the group that split off. |
DickK
b.02-15-99
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posted June 26, 1999 18:11
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Revolts, revolutions and civil wars.Few, if any, civilizations in history survived for long before they began experiencing all of these. If Civ3 is to going to recreate the "feel" of the things that have shaped the history of civilizations and nations then they have to be there. Civ 1 had a feature where the computer player's cities would occasionally decide to defect to your civ, let's put that back in an improved form. It should depend on things like the geographical proximity of the city, the two forms of government involved and the personalities of the leaders. At one extreme, its easy to see how an unhappy city on the far edge of an empire led by an aggressive, militaristic leader might find it attractive to defect to a nearby, prosperous empire led by a perfectionist or a human with a good reputation. Of course, the situation should work in reverse too-the human's peripheral cities might find an adjacent AI civs attractive in the same way! Second, there should be some danger of civil war for any civ which pursues a long war with lots of losses, or has lots of unhappiness from any cause, or (if leaders are important) has a rival leader rise up within it. A resulting civil war could mean that a fraction of the empire would split off or a portion of the empire could split off and become part of some other player. Again, this would have to apply to both the computer players and the human. The role of individual leaders is greatly under represented in Civ2, especially when it comes to leadership/government succession. Look at all the times in history that a powerful civ rose up only to collapse because a key leader died with no successor or a weak successor. Wars of succession have been common and one of the key advantages of representational governments is this ability to replace a leader or a whole government peacefully. I suggest that Civ3 needs to have a system of leaders, one or more per civ, built into it that give advantages and disadvantages to you. In all the one-person governments, succession should be an issue. |
Ecce Homo
b.02-15-99
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posted June 26, 1999 18:54
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New form of government: Military DemocracyYou who have seen Starship Troopers know what I mean. A Military Democratic government combines the best of Fascism and Democracy. |
eNo
b.02-15-99
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posted June 26, 1999 19:08
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Jeff: I meant gameplay. It would just be really fustrating to have your empire reduced by about a third whenever you changed governments. If it happens to the other players too it might be fair but it still won't make it fun. |
Hugo Rune
b.02-15-99
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posted June 26, 1999 20:06
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So what governements should be available except those already in the game? Fascism, definately, although how to make it balanced is a major question. Democracies and Republics, as well as all socialist states (I'll return to this later) would hate them, and they'd lose out on certain types of production and efficiency.Now, I'm considering three types of socialist state. (1) The "Traditional" Communist one, e.g. The Soviet Union. (2) An Ecologist/socialist one that would curb growth but decrease pollution (aikin to Green Economy in SMAC), and finally (3) A utopian communsitic one. It was in SMAC as "eudaimonia", so why not include it here? It would gain some major advantages such as increased production and no corruption or waste, but would be extremely hard to control, much more so than a democracy. People would be extremely hard to keep in check, no police units would be allowed, people would get angry at military units and imminent anarchy would constantly reign. It would be difficult to master but ultimately worth the pain. ------------------ "Tragedy is when I cut my finger. Comedy is when you fall down an open manhole cover and die." -Mel Brooks |
Ecce Homo
b.02-15-99
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posted June 27, 1999 17:01
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Fascism should get a science penalty. If ethnicity is included, ethnic minorities could be a problem to take care of with diplomatic atrocities as a consequence. |
humaloidi
b.02-15-99
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posted June 28, 1999 03:17
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I like this idea about civs dividing in revolutions, even without revolutions. Historic Examples: Alexander died, Greek empire divided up into many pieces... Some Roman Emperor left half of his empire to both of his sons, Eastern & Western Roman Empires were formed (also divided the christianity). Charlesmagne died, gave third of his empire to all of his sons. These empires were greatest of their time, their people liked their leadership, they had already slowed down in their expansion, but their leader died! This doesn't happen in Civ but should it be included? Should you be able to die naturally as a leader? maybe you could inherit the power as you son, daughter, son-in-law, uncle, etc. Also after WWII there was a huge flow of independencies in Africa and Asia. This downfall of imperial empires of Europe wasn't encouraged by any revolution. It was just a application of new idea in 3rd world countries, Independence. So what I'm trying to say here is that Empires divide, even without revolutions, but even better with revolutions. Dividing up shouldn't be that rampant. Lets say that your civ was in a long war with your worst enemy and the county is run-down, the economy is at it's lowest in 1000 years, your science is so stuck up that you play Civilization in candle light (not really ) and 90% of your citizens are unhappy. So you got a great idea to give up fundamentalism and turn into democracy, Well your citizens have heard about that great democratic country over seas where people have Electricity and Cable TVs and they think that maybe they'll get that too with the revolution. So are they gonna run away with some Fundamentalist Terrorist Commander and form their own nation? HECK NO! It's a different thing when you're a some dumb monarch in 1500's, you inherited your power from your mother-in-law, and you don't give a S*** about how bad is your people's living conditions are . There was a revolution in a another nation, they used this great new idea about Republic. But you don't care, you declared war on them just for the heck of it. Well, your citizens think that maybe they should give shot on that republic of the Zulus, so they come to you and ask for revolution but all you do is kill 'em all! So you think they're not gonna start burning prisons and military forts and then come to kill you? i think that's what they'll be planning... This idea doesn't belong on this one but there should be kinda "real world history generator" that would give you a change to play as any leader of any civilization... Like wouldn't it be cool to stop the fall of roman empire before it started as Emperor Augustus? Or rematch WWII? All that, WITHOUT MAKING A SCENARIO! 
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DrFred
b.02-15-99
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posted June 28, 1999 16:27
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Coupe Things ------------------------------I do not like the idea of Revolutions DIRECTLY causing a Civ to split, for these reasons, 1. This would really hurt gameplay.. I would hate having such catastrophic effects occuring when I decided to take a diffrent couse in my gameplay. 2. This could be totally and easily remidied realistically. All you would need is a SE factor (like econ, effic, police etc in SMAC) that directly effected happiness. Take for instance, every revelolution to Democracy (as we know it today) has been reletively non-violent. Why? Because people are happy in a democracy, whereas a revolution from Democracy to Monacrchy should raise some unhappy citizens. Therefore, Democ should have a +2 hap, monarchy -1 hap, depotism - 2... etc.. (this could also be offset by the police factor in some governments... That way you are not at a horid happiness disadvantage at the begining of the game. With that said, I think unchecked unhappy civilizations should be a lot more likely to split than in the other games, that way if someone goes from Democracy to Depotism, they still have a good chance of splitting if the player doesnt do something to stop it. |
DrFred
b.02-15-99
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posted June 28, 1999 17:21
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Ok, heres my second thing ---------to replace the future society part of the SMAC SE tree, I recomend we have religeon be part of SE. We wont need to have a difrent seting for every religeon out there, just basic setings for characteristics of each religeon... Here is the basic outline of what I'm thinking.. ----- Simple Spirtual Real world exapmpe: Pre-historical religeon.. Belief in spirits and such, but not organized god/gods. Game effect: wouldn't really effect the SE tree at all, just the default at the begining of the game ----- Offering (There has got to be a better name for this one) Real world example: Aztec's (Animal sacrifices), Greek/Roman. In these religeons, people sacrifficed or offered material possesions to the gods to please them, or quell their anger. Game Effects: a signifigant damper on trade, but here's the fun part: This religeous choice should increase the likely-hood of good random events, and decrease the likely-hood of bad ones. Maybe we could even make the likelyhood of bad things happening to enemy civilizations higher. Here's a more specific example of what I'm talking about: Trimeme's ttpically have a 25% (?) chance of sinking when thet leave shore, Having this religeos choice would reduce that to 10-15%... Another: This would be a great choice early in the game, because it would effect what is found in the village squares, with this religeon, the chances of finding a tech or a free city in a village would be greatly increased. Note: this reliegeos choice should not effect happiness positively or negitivly. Because most religeons of this type did not believe in an afterlife for common-folk, they did not really make people happier, but I don't see any reason why they would be sadder than in simple spirtual. --- Monotheistic (??) Real world examples: Judasim, Christianity Game effects: this would increase happiness signifigantly (+2), and probably decrease police a bit (-1) (look at christianity durng the Roman Empire. Becasue of a belief in the after-life death was no long a signifigant threat to keep people in line.) It should have some other negative as well, but I cant think of one that would work right now (The ability to easily keep people happy needs to be offset to keep the challenge on hight dificulty levels. --- Re-incarnationism Real world example: ??? I cant remember what religeon belives in reincartion.. Game effects: +1 know, (this would come from people somewhat "remembering" past lives, therefore not having to realearn stuff). It should also increase hapiness maybe +1... needs a couple minuses too... --- Atheism Real world example: "Reliegeon is Opium for the masses" -- Lennin or Marx.. can't recall. Game effects: -2 to hapiness... plus temples etc have have no effect (but colessuems, stadiums etc still work). +2/ maybe even +3 police (death is a real threat). ---- anyway, its something to toy with.. I really like the effecting random events thing. Of couse none of the stats should be set in stone. What do you guys think
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Simon
b.02-15-99
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posted June 30, 1999 07:10
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On the apolyton forums (http://apolyton.net/civ3/) there is a forum devoted entirely to religion and CivIII... since the two forums exist in parallel, there is no reason not to post this here, but you might want to take a look.. interesting ideas, and a lot of discussion there..Also, I think that is was Mao who described religion as the Opium of the masses, China having been a world supplier for Opium before the revolution, with workers kept addicted. |
SnowFire
b.02-15-99
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posted June 30, 1999 08:57
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Dr. Fred: believing in things makes them true? If I believe in past-lives, I'll start remembering things and getting a bonus in knowledge?This is not a fantasy game. Perhaps past lives are true, but if they are, then they affect everyone equally. P.S. Actually, that would probably damper science. One of the best things about science is that people eventually get old and die. The people who said that the radio was immoral, impractical, and impossible died and the inventors of the radio said that TV was never a possibility and the people who made TVS and got their young generation to accept them scoffed at the idea of landing on the moon. Death is a major mover in science. Besides, aren't most old people conservative (except when it comes to getting them hand-outs)? 'nuff said. |
DrFred
b.02-15-99
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posted June 30, 1999 18:08
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Snowfire:You're points are very well founded. You're right. This is not a fantasy game, so in retrosepect, maybe my idea's for relegeon wouldn't stand.. But with that said, I think that religeon must simply be generic like it is in previous civ games... well, maybe certail religeons could effect the police rating as well, because of death being a threat under athiesm or what not, but I'm not sure this would be enough to make relegion part of SE. |
DickK
b.02-15-99
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posted June 30, 1999 21:00
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Religion very definitely belongs in Civ3 and social engineering is one of the ways it should show up. No matter what I or you feel about religion, the fact is that it has had a consistent and powerful effect on nations, people and civs throughout history. For that reason alone it must show up in the game--but that doesn't mean we need any particular religion or belief system to be there, that I'd avoid like the plague.The religiously-based societies (theocracy is one definition) are and were important and quite different from a monarchy, much less a republic. Although similar to some of the warlord-based societies, there are still enough differences to mean that it should show up differently. For the game's purposes it really isn't important what the religion believed, what's important is that it was a way to organize society, it created a set of leaders (hmmm... or was it the other way around?) and a system of leadership succession. The trick is figuring out just how a theocracy is different from the other ways to organize society and how to make it useful in the game. If its not different and useful for the game, then it doesn't need to be there. Theocracies have come in many, many flavors, but if we just go with the stereotypes and generalities, I think it would mean we'd have a civ that: -- has a strong leader class -- is a well organized, highly controlled society -- has education generally restricted to the leader class -- has wealth concentrated in the leader class -- can raise strong, often fanatical army -- resists change, contact with the outside -- instant dislike for other theocracies -- often resists technology (forces of change) -- tends to be expansionist -- maybe allow them to raise small fanatic armies with little or no support to represent various kinds of holy wars or crusades I don't think it has much if any impact on population growth or militarism vs. pacifist characteristics--too many examples in both directions. Here we'd let the particular leader in power determine how the civ behaved. [This message has been edited by DickK (edited 06-30-1999).] |
CormacMacArt
b.02-15-99
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posted July 06, 1999 15:40
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I agree that each civ must decide for itself how it will interact with the various religions that are out there (I am sponsering religions as AI players) and within the empire, so I am generally against any sort of "bonus" system when it comes to which religion dominates your civ.As for the ethnic side of this: why not simplify this and say that each city retains the ethnic "flavor" of the civ that founded it? Religion can change (eg - "Hindu Indian city vs. Buddist Indian city), and these different groups would be able to influence (vote in a senate) and be influenced by the government. Revolutions and civil wars. - The U.S.S.R. did not split up - it became the C.I.S. (the Confederation of Independant States). I think that there should be reformations of the government (actions taken by the player, AI or otherwise) and revolutions, actions taken by the people. The former should be safe, with little fear of revolt. The latter should have the possibility of civil war, minority rule, or colonial revolt. |
n.c.
b.02-15-99
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posted July 06, 1999 15:51
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A very good idea- not all gov't changes are the same. For example, changing from republic to democracy should not cause as much discord as democracy to fundamentalism. Beyond that example I am hard pressed to think of how to implement this concept in a historically realistic manner. |
CormacMacArt
b.02-15-99
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posted July 07, 1999 08:52
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One example that I was thinking of was the progression of the English Monarchy to its present parlimentary system. Some parts were done rather peacefully; others not so. I think that it would be very possible for a government to progress from tribal to republic/democratic without great bloodshed. The ancient Irish form of government was not yet to a full republic, but had peacefully progressed to the point that most members of society had rights and priviliges under the law. In fact, the advanced state of the system (the kings being subject to the law and the people, as an example) was what led the feudal English to see the system as "evil" or "upside down". Had the island been left alone, it is quite possible that it would have progressed to another form of constitional monarchy. | |