View Full Version : Government


vladmir_illych_lenin
Apr 01, 2001, 07:52 PM
Simple Q from a newbie at scenario making (don't worry, I wont be of any competition to you guys http://forums.civfanatics.com/ubb/smile.gif). How the heck do you edit governments?

Arius
Apr 03, 2001, 07:17 AM
I'm pretty new to this myself, but this is what I've gathered so far:

You can change the names of the governments in rules.txt. Before you get to the list of different tribes, and their rulers and attributes, there is a list of the governments and the default titles for these. In this list you can change the names and titles. As a simple change I changed:
Fundamentalism, High Priest, High Priestess
to:
Theocracy, High Priest, High Priestess

I'm also trying to make further changes, and implementing a government called "Imperium" (Imperial Rome).

Some of the attributes for governments can be altered at the top of rules.txt. These are:
-Unit support for cities under Monarchy (def:3)
-Ditto for Communism (def:3)
-Ditto for Fundamentalism (def:10)
-How much science is lost under Fund.
-Communism equal to what Castle distance (def:0). Distance of 0 equals no corruption.
-Max effective science rate in fundamentalism

With this you can make some changes to you governments. I don't know if it is possible to make more in-debth changes...

Arius

Arius
Apr 03, 2001, 07:22 AM
I haven't studied the Fascism-modpack (yet!), but I suspect that studying it should give some pretty good hints at what is possible. http://forums.civfanatics.com/ubb/smile.gif

willemvanoranje
Apr 03, 2001, 07:35 AM
That's about all I figured out as well. Arius, are you really from Alexandria, Egypt?

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Concordia res parvae crescunt.

oryx
Apr 03, 2001, 04:19 PM
In the cheat menu, there is the force government option where you can select the form of government you wish a tribe to start with. The tribe doesn't even need the prerequisite advance either.

In the scenario parameters part of the cheat menu, there is a section called special rules. One of the options there is "forbid government switching", something you may or may not want to use. This option is usually used in historical scenarios of short duraction.

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"There is no tiddle-taddle nor pibble-pabble in Pompey's camp."

vladmir_illych_lenin
Apr 04, 2001, 03:06 PM
Thanks guys, but how do you mess around with some of the finer attributes such as how much unhappiness caused by troops, how much trade bonus, etc. etc. I saw in some scenarios Republic was edited so it didn't cause unhappiness at all.

oryx
Apr 04, 2001, 03:49 PM
You have to manage happiness the same way you do it the standard game, wonders, luxuries, city improvements. There is no option for changing the amount of unhappiness caused by troops in the field. There is no option for changing trade bonus by government type. You could always fool around with the terrain entries in the rules file if you want more trade. However, everyone will gain the same amount.

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"There is no tiddle-taddle nor pibble-pabble in Pompey's camp."

Arius
Apr 05, 2001, 05:33 PM
Originally posted by willemvanoranje:
That's about all I figured out as well. Arius, are you really from Alexandria, Egypt?



No, I'm from Scandinavia actually!

But Arius (founder of "the Arian )Heresy") was from Alexandria, so... http://forums.civfanatics.com/ubb/smile.gif

-Arius