I've recently been just writing up some test governments in Notepad to try out some different options we have. One thought I had was the adaptability of our government, or more specifically, the leaders, and how dynamic they are through the game. One thought I had was sort of a 'hierarchy', or maybe a more complex (I hate to use that word in this situation) deputy system. It's not really a deputy, per se, and it's not really complex. It's just ... different.
Most of the government (Judicial + Legislative) was kept the same: 3 judges, and governors (who can appoint mayors (who can have town assemblies -- good for early game fun, when there aren't many cities. Expansion is slow in Civ4). This is just one example of a 'hierarchy'). The only branch I fiddled with was the Executive Branch.
In previous Demogames, we had set positions throughout the game - a culture advisor was sometimes unneeded in the first term, or a trade advisor had no role early on (ie; in Civ4, you cannot trade until a bit into the tech tree, at Alphabet). Similarly, a science advisor wouldn't have much to do when the game was pretty much in hand, or we turned science off as we rushed for a domination victory. Early in other DGs, one proposal was to have the officials change with our government in-game. I thought that would become too hectic. One solution I came up with: seperate the branches of the Executive Branch into two: Internal Affairs and Foreign Affairs. (There is still a President).
Each Affairs branch would have its own 'leader' (ie; Internal Affairs Leader or FA Leader). However, how they wanted to customize this branch would be up to them. For example, early in the game, the FA Leader might not have many helpers (maybe only a Secretary of Exploration or such). The IA Leader might have a Secretary of Expansion and a Secretary of Technology. Once they were elected (there would be 3 elections for the Exec. Branch: Pres, IA, FA), they would appoint their fellow officials as needed.
As the game progresses, say we build up a military, become able to trade technologies, and build a stable economy. The IA Leader could then abolish the Secretary of Expasnion, as all available land disappeared. They could start the positions of Secretary of the Treasury and of War, now more important than Expansion. Inside the Secretary of War, they could have sub-positions, like General of the Army. As we build a navy and an air force, those could be accomadated too. All the officials could have sub-officials, and so on. Later, there could be a Secretary of Espionage for the FA, etc, etc. You catch my drift now.
How would elections be done, then, if positions are constantly changing? Well, as I wrote, there are three major positions in the Exec. Branch: Pres., and the IA and FA Leaders. President would be regularly elected in terms, as would the IA and FA Leaders. However, all the Secretaries would be appointed by their respective Leader, and could have term threads, and start all the usual discussions. This allows the government to adapt to the progress of our nation.
I realize this gives an enormous amount of power to the IA and FA leaders. Perhaps we could have a system to check + balance their power (or two systems). (1) Make all appointments be approved by the President, or (2) if the citizens don't like an appointment, one could start a poll that would require X% of voters to overturn the appointment, and make them choose someone new.
Why would this system be better than an old one? In our old system, deputies had no real 'role'. This gives them a clear-cut role. Rather than be 'Deputy of War', you could be 'Secretary of War Planning' (ie; strategies + war plans) or 'General of the Army' who would give advice on how to use the army. With the old system, you didn't really have a job to do, unless the real leader couldn't effectively continue because of time constraints. Also, it doesn't limit our positions, creating useless positions in the early game that later will become productive, and early one ones that are important, but then fade. This one eliminates deputies, and gives them a more meaningful position.
Lastly, as seen with the Civ3 DG, participation always drops at the end of games. This would be a way to deal with it: as people disappear, you can consolidate positions to fit in with the # of people. Thanks for reading this proposal. I realize it was really long, and it might've taken awhile. I truly feel this could be a good idea, however, and welcome your input.
Most of the government (Judicial + Legislative) was kept the same: 3 judges, and governors (who can appoint mayors (who can have town assemblies -- good for early game fun, when there aren't many cities. Expansion is slow in Civ4). This is just one example of a 'hierarchy'). The only branch I fiddled with was the Executive Branch.
In previous Demogames, we had set positions throughout the game - a culture advisor was sometimes unneeded in the first term, or a trade advisor had no role early on (ie; in Civ4, you cannot trade until a bit into the tech tree, at Alphabet). Similarly, a science advisor wouldn't have much to do when the game was pretty much in hand, or we turned science off as we rushed for a domination victory. Early in other DGs, one proposal was to have the officials change with our government in-game. I thought that would become too hectic. One solution I came up with: seperate the branches of the Executive Branch into two: Internal Affairs and Foreign Affairs. (There is still a President).
Each Affairs branch would have its own 'leader' (ie; Internal Affairs Leader or FA Leader). However, how they wanted to customize this branch would be up to them. For example, early in the game, the FA Leader might not have many helpers (maybe only a Secretary of Exploration or such). The IA Leader might have a Secretary of Expansion and a Secretary of Technology. Once they were elected (there would be 3 elections for the Exec. Branch: Pres, IA, FA), they would appoint their fellow officials as needed.
As the game progresses, say we build up a military, become able to trade technologies, and build a stable economy. The IA Leader could then abolish the Secretary of Expasnion, as all available land disappeared. They could start the positions of Secretary of the Treasury and of War, now more important than Expansion. Inside the Secretary of War, they could have sub-positions, like General of the Army. As we build a navy and an air force, those could be accomadated too. All the officials could have sub-officials, and so on. Later, there could be a Secretary of Espionage for the FA, etc, etc. You catch my drift now.
How would elections be done, then, if positions are constantly changing? Well, as I wrote, there are three major positions in the Exec. Branch: Pres., and the IA and FA Leaders. President would be regularly elected in terms, as would the IA and FA Leaders. However, all the Secretaries would be appointed by their respective Leader, and could have term threads, and start all the usual discussions. This allows the government to adapt to the progress of our nation.
I realize this gives an enormous amount of power to the IA and FA leaders. Perhaps we could have a system to check + balance their power (or two systems). (1) Make all appointments be approved by the President, or (2) if the citizens don't like an appointment, one could start a poll that would require X% of voters to overturn the appointment, and make them choose someone new.
Why would this system be better than an old one? In our old system, deputies had no real 'role'. This gives them a clear-cut role. Rather than be 'Deputy of War', you could be 'Secretary of War Planning' (ie; strategies + war plans) or 'General of the Army' who would give advice on how to use the army. With the old system, you didn't really have a job to do, unless the real leader couldn't effectively continue because of time constraints. Also, it doesn't limit our positions, creating useless positions in the early game that later will become productive, and early one ones that are important, but then fade. This one eliminates deputies, and gives them a more meaningful position.
Lastly, as seen with the Civ3 DG, participation always drops at the end of games. This would be a way to deal with it: as people disappear, you can consolidate positions to fit in with the # of people. Thanks for reading this proposal. I realize it was really long, and it might've taken awhile. I truly feel this could be a good idea, however, and welcome your input.