It looks good; but a thing is not clear to me, please:
Actually who decides the build queue and work force position of a city (and
things like pop rush or forest rush) : the Governor/Elder or Domestic/Interior
Ministry?
Best regards,
Traditionally (I know many old-timers hate that word, too - there's essentially two camps of us old-timers), governors could give the order to pop-rush, since it had to do with their cities. The Domestic Advisor/Minister was in charge of cities without a governor, creating provinces, and drawing up plans for growth/productivity/commerce.
Way back when, this is how it would idealy work - (this is harking back to the Civ3 DG1/2 days)
President/VP - The president was elected, and the VP was the runner up. They were also the first two in the Chain of Command to play the save. (It went President, VP, Domestic, Foriegn Affairs, Military, Trade, Science, Culture - Military took over (defacto-president) in the event of mobilization. We had a few mobilization votes, but none ever passed I think). The president could draw up plans - and in Civ3 DG1, we had tons of fun with acrynyms - for helping the civ grow. "PEP", for example, was Passive Expansion Plan, (worked along side Domestic) which had to do with settling in gaps when the Greeks and Iroquois were razing each other's cities.
Domestic Advisor - The 3rd most powerful advisor. They created provinces (citizens would vote on the borders) after an area had 3 cities. The domestic advisor would also write the build queues for provinces without governors (happened a lot at the end of a game when there were 10+ provinces), and for cities not in a province. They would draw up general plans on how to increase production/growth/commerce, units like workers, and where to settle the next cities. An example would be, we're approaching the industrial age, and we needed atleast 30 shields per city (this is Civ3, now). The Domestic Advisor -- also done by an office of the Domestic Advisor, the Office of Infrastructure in later games -- would draw up which tiles need to be worked, roaded, and what the ideal spt should be. This is the type of long term planning that should go on. Domestic was also in charge of the resources to some degree.
Foreign Affairs - Early on, they only did things like sign treaties and declare war. Later on, they did more trade. They would also make discussion threads (and semi-roleplay) how to treat each civ (i.e., they had a forum based reputation scale). This helped add to the roleplay, too.
Military Advisor - They would keep track of the number of troops, and be in charge of upgrades. In some games, they would take over in times of war to move the units around.
Trade Advisor - This was nerfed in Civ4 (I think Civ3's trade advisor had potential). They would review all trades, and check the resources of each civ to see who had what. I think, if anything, Trade should atleast be an office in the Ministry of Foriegn Affairs.
Science Advisor - Their main goal was to promote discussion on research, and tech trades.
Culture Advisor - In cities that did not have a full 21 tile radius, Culture could intervine and give the city a cultural building. In Civ4, this isn't nearly as important if you have certain wonders, or religion in your cities. They could also create plans - i.e., in DG1, we won by culture (would have gotten spaceship the same turn if we switched a wonder, actuallly), and Culture had a program called "CAP" (Culture Assimilation Program), which started gobbling up many cities on the eastern border. We had a city - Strider's City I think, or a neighboring one, which flipped 6 cities around it. The funny thing is, this one Roman city which was entirely in our borders (only 1 tile) never flipped the entire game -- until 1 turn after Falcon played the game after the game was finished. Culture was also in charge of placement of Wonders early on.
Now that we have Civics, Culture can be combined as a "Culture & Civics Advisor". That would be in charge of culture, civics, Great Artists, and even landmarks. (Landmarks, I think, should greatly add to the roleplay).