Virote_Considon
Apr 30, 2007, 03:06 PM
How are we going to use governments in this mod?
1. Just like a normal game of civ. Everyone gets every form of government, and everyone is happy, etc., in other words, the "boring" method ;)
2. Just like in the Warhammer Fantasy Mod, where every civ gets one government at the start of the mod. This is useful for giving specific civs specific improvements/wonders.
3. Cross between them both: Each civ is pushed into a government at the start, but can change into other (civ- or group-specific) government later. This could create some interesting gameplay choices (do I change over to this government, with no WW, or do I stay in this government and keep all my current improvements/wonders? :hmm: ). It will also keep the religious trait at its normal level of use. However, it would mean that a lot more work would have to be done to get improvements/wonders to work right.
Oh, and I have some ideas both for governments for individual civs and for gameplay ideas for #3.
1. Just like a normal game of civ. Everyone gets every form of government, and everyone is happy, etc., in other words, the "boring" method ;)
2. Just like in the Warhammer Fantasy Mod, where every civ gets one government at the start of the mod. This is useful for giving specific civs specific improvements/wonders.
3. Cross between them both: Each civ is pushed into a government at the start, but can change into other (civ- or group-specific) government later. This could create some interesting gameplay choices (do I change over to this government, with no WW, or do I stay in this government and keep all my current improvements/wonders? :hmm: ). It will also keep the religious trait at its normal level of use. However, it would mean that a lot more work would have to be done to get improvements/wonders to work right.
Oh, and I have some ideas both for governments for individual civs and for gameplay ideas for #3.