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#1 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Three new governments plus lots of other changes!
Edit: Updated to latest version.
I'm working on a little mod with three new government types and lots of other (hopefully) desirable changes. Two of the new governments are intended to be transitional governments, and one is a future type of government. Here is a description of the governments: Martial Law: This government is intended to be useful during prolonged military campaigns by civs who would otherwise prefer Democracy, and becomes available when military tradition has been researched. It has a higher draft rate, and military police limit than democracy or communism. Workers work at 200% rate, compared with 150% under Democracy. When martial law is in effect, the civ is immune to having a spy planted, and its own spies are 'veteran'. This government must still pay upkeep for improvements, and must pay for military units, but does get some free. Free units are 2 per town, 4 per city, and 8 per metropolis. War weariness is 'low', corruption is 'problematic'. Coalition: The main feature of the coalition government is its high assimilation rate of 20%, compared with 4% for democracy. This is the chance each turn that a citizen of another nationality in one of your cities will switch to your nationality. This government is most similar to Democracy, but does not allow a draft, and does not allow military police. Corruption and waste are slightly higher, at 'nuisance' level vs. 'minimal' in Democracy. This reflects the need to divert resources from production towards 'bringing everyone together'. This government would be appropriate if your civ has recently acquired citizens of other nationalities, or if it is surrounded by more powerful civs. It is more resistanct to propaganda from other governments, and there is more resistance to other forms of government than under Democracy. Diplomats are elite, but spies are conscript, and it is immune to 'expose spy'. Radio technology is required for this form of government. Coalition is shunned by Egypt, Aztecs, and Zululand, but preferred by France and India. Oligarchy: This is the 'government of the future' available when genetics has been researched. Knowledge of genetics help in selecting the 'right person for the right job'. This applies to both laborers and the government leaders. Workers are genetically engineered to perform their jobs better, allowing a 250% worker rate. The leaders, selected for their genetic superiority, govern with minimal corruption and waste, and keep war weariness at 'low' level. Spies and diplomats are 'elite' (of course). The civilization under oligarchy is immune to 'steal technology'. While the chosen few are happy with this type of government, the inferior masses are susceptible to propaganda from other civs, and don't resist as much as they would under other types of governments. Although the citizens enjoy the efficiency and wealth of their oligarchy, deep down they resent being categorized as 'genetically inferior' to their leaders. The assimilation chance is a low 1%, as citizens of other nationalities are not readily accepted. Oligarchy is the preferred form of government in Germany and Japan. There are some changes I hope people will like to explorers, marines, and paratroopers, among all the other things. Here is the current readme for this mod: New Forms of Government Martial Law form of government added, requires military tradition Police station available with military tradition instead of communism Coalition government available with radio Oligarchy available with genetics Germany favorite government changed from republic to oligarchy Japan favorite government changed from republic to oligarchy Aztecs shunned government changed to coalition from republic Zululand shunned government changed to coalition from republic Egypt shunned government changed to coalition from republic France preferred government changed from republic to coalition India preferred government changed from democracy to coalition Communism unit support cost changed to 2 Monarchy unit support cost changed to 2 Changed to one ruler title for each government Anarchy - "Chief" Despotism - "Great One" Monarchy - "Royal Highness" Communism - "Comrade" Republic - "Prime Minister" Democracy - "President" Martial Law - "Adjutant General" Coalition - "Secretary General" Oligarchy - "Minister Supreme" Tech Costs Increased Democracy cost changed from 60 to 90 Invention cost changed from 42 to 60 Military Tradition cost changed from 68 to 100 Theory of Gravity cost changed from 64 to 104 Tech rates: Tiny - 40 Small - 80 Standard - 120 Large - 200 Huge - 280 New Resources Luxury - Bananas, found in Jungle Gives +1 food, +1 commerce Strategic - Cobalt, found in mountains Gives +2 shields, +2 commerce appearance ratio 50, disappearance 0 Culture changes Change border multiplier to 5 instead of 10 Change level multiplier to 500 instead of 1000 "repulsed by" when culture ratio is 1:4 added "confused by" when culture ratio is 4:1 added "selling their kidneys to" when culture ratio is 5:1 added "unaware of" when culture ratio is 1:5 New Railroad and Oil Requirements Oil available with industrialization Railroad needs iron and oil and industrialization instead of steam power, iron and coal. Railroad turns to complete changed from 12 to 16 (this is done to require more workers to get the job done in the 'usual' amount of time) Espionage cost reduced Sabotage production base cost reduced from 10 to 2 Steal plans base cost reduced from 10 to 2 Steal technology base cost reduced from 10 to 1 Investigate city base cost reduced from 10 to 3 Initiate propaganda base cost reduced from 100 to 60 Expose enemy spy base cost reduced from 80 to 50 Chance of intercept increased Chance to intercept air missions increased from 50% to 80% Chance to intercept stealth missions increased from 5% to 10% SAM battery air power changed from 8 to 12 Jet fighters can do precision strikes when the tech is available Explorer and Ship Changes Explorer available with Map Making instead of Navigation Explorer requires 40 shields and two population instead of 20 shields and no pop Explorer moves 4 instead of 2, but does not get all terrain as road Explorer can build cities Explorer upgrades to rifleman (to make them obsolete) Scout cannot upgrade to explorer Galley - no change, upgrades to caravel Caravel available with Feudalism, has no attack or defense strength Caravel can travel safely in the ocean Caravel upgrade to galleon Privateer no longer hidden nationality Privateer attack/defense of 2.1, requires iron and saltpeter Privateer can transport 2 Privateer upgrade to frigate Corruption Changes Walls reduce corruption Barracks reduces corruption Bank reduces corruption Harbor reduces corruption (transportation costs) Airport reduces corruption (transportation costs) Unit Changes Modern armor requires cobalt instead of rubber Radar artillery requires cobalt ICBM requires cobalt Nuclear sub requires cobalt Jet fighter requires cobalt Stealth fighter requires cobalt Stealth bomber requires cobalt F-15 requires cobalt SS Thrusters requires cobalt SS Engine requires cobalt Strategic missile defense requires cobalt All artillery bombard strength increased by 4 Marine defense strength changed from 6 to 8 Marine cost changed from 100 to 110 shields Paratrooper attack strength increaed from 6 to 10 Paratrooper defense strength lowered from 8 to 4 Paratrooper op range increased from 6 to 8 Paratrooper given blitz ability Paratrooper cost changed from 100 to 140 shields Paratrooper movement changed from 1 to 2 Swordsman change to upgrade to rifleman Horseman upgrades to knight Longbowman upgrade to rifleman Musketman upgrade to rifleman Knight upgrade to cavalry Cavalry has no upgrade Cruise missile ranged changed from 2 to 4 Cruise missile bombard strength increased from 16 to 20 Ironclad upgrades to destroyer Frigate upgrades to ironclad Submarine attack strength changed from 8 to 10, movement changed from 3 to 4 Submarine given zone of control Nuclear sub attack strength changed from 8 to 12, movement changed from 4 to 5 Nuclear sub given zone of control AEGIS cruiser changed to allow blitz Mech infantry changed to allow blitz Helicopter transport capacity increased from 1 to 2 Helicopter operatioanl range increaed from 6 to 8 Jet fighter op range increased from 6 to 8 Stealth fighter increased from 6 to 8 Legionary can upgrade to rifleman Immortals can upgrade to rifleman Rider can upgrade to cavalry Mounted warrior can upgrade to cavalry Samurai can upgrade to rifleman Civilopedia Updated
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Marzipan Last edited by Marzipan; Mar 07, 2002 at 12:49 AM. |
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#2 |
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Chieftain
Join Date: Feb 2002
Posts: 8
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I enjoyed it and hope you post when finished... i would like to try it
-Thrawn out (heh...selling body organs to...)
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Victory needs no explanation, defeat allows none. |
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#3 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Edit: Updated to latest version
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Marzipan Last edited by Marzipan; Feb 28, 2002 at 07:23 PM. |
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#4 |
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I don't care.
Join Date: Feb 2002
Location: I'm not there anymore.
Posts: 3,929
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Hmmm...
Some items look good, some items look questionable, and some items look undesirable. In depth:
Martial Law: This is different than what you proposed in the thread where you first brought up the idea. I was intrigued by it then, but I don't think I would implement the govt as it is now. Immunity to "Plant Spy???" Whoa. VERY unbalancing. For that reason alone, there would be no reason to use any other form of govt. I also am wary of the 200% worker rate. Coalition: Immune to "Expose Spy." That alone will bong this govt in my book. In the the "real world" no intelligence agency is so good that counterintelligence ops against it automatically fail. This govt and the Martial Law govt above are "Democracy, only different (better)." Oligarchy: This is the one I come closest to liking, though the worker rate of 250% is a bit much. Unlike the other two govt types you've presented, there are disadvantages to this one that will balance out the advantages. Set the worker rate down to 200% (still reflecting a genetically enhanced workforce), and it might be a winner. Note: It isn't a contradiction to suggest a 200% worker rate in Oligarchy, but not like it in Martial Law. "Genetic engineering" is a good excuse for the high worker rate (which M-Law lacks), and Oligarchy has a better balance of advs/disadvs than the other. Culture Changes: By setting the border and level multipliers lower, you are making a cultural victory much easier to achieve. Not necessarily a complaint, just an observation. I like your new categories. "Selling their body organs to??" ![]() Rail and Oil Requirements: I still don't get it. Espionage Costs: Good ideas. Intercept Changes: Good ideas. Explorer Changes: Making explorers available with Map Making is a good idea. The rest of it is... a little odd. Unit Changes: Mostly good, except where you have Longbowmen, Swordsmen and Swordsmen-based UUs upgradable to Rifleman. You are upgrading an offensive unit to a defensive one. Something about that doesn't work for me. Anyway, just my opinions, FWIW. |
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#5 | |||||||
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Re: Hmmm...
Quote:
Sometimes they still use Communism though. The immune to plant spy just means that you can't plant a spy while a government is in martial law. Any spies you currently have stay there doing their job.Quote:
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Marzipan |
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#6 |
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Graulich
Join Date: Feb 2002
Location: Jerusalem, Israel
Posts: 3,081
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Could you please release a version that only adds Oligracy and the oligracy-balancing touches?
I think that it's a great idea and would really like to use it, but I don't like making massive changes. And what does "Olig" mean??? Thanks! |
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#7 | |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Quote:
Sure I'll put together a bic with just the Oligarchy added. Here's an interesting link with many kinds of "-archys" and "-ocracys" Government Types
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Marzipan |
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#8 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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I updated the download above to the latest version. Here are the most significant tweaks:
Explorer has movement of 4, but does not treat all terrain as roads. Scout can't upgrade to explorer. France and India preferred governments changed to Coalition. Paratrooper given blitz and movement of 2, cost increased. Old ships given upgrades. This is mainly so they don't appear on your menu once they are obsolete. I know it doesn't necessarily make sense mechanically, but there isn't an option to make things obsolete or increase their maintenance cost after a certain point, so this will have to do. Communism and monarchy unit maintenance cost increased to 2 from 1. This is something I'm trying out in an effort to make these behave in the game more like they do in real life. The logic behind making the unit cost (which is only paid on units exceeding the free limit) higher than it is on other government types is that communism and monarchy are centralized forms of government, and will collapse under their own weight if the military gets too large for the overall size of the civ. Sound familiar? hehe I've got a game going now to try these settings out, and of course I welcome feedback if anyone else tries this.
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Marzipan Last edited by Marzipan; Feb 26, 2002 at 08:26 PM. |
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#9 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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. . . made a few more little changes, most important is upping the explorer cost to 40 instead of 30, so it costs more than a settler.
If you find the idea behind my Oligarchy government intriguing, you may be interested in reading this story that appeared in the news today . . . Genetically Selected Baby Born Free of Alzheimer's Tue Feb 26, 4:13 PM ET By Michael Conlon CHICAGO (Reuters) - In a case that raises ethical issues, a woman who may be doomed to develop Alzheimer's within 10 years has given birth to a baby who was genetically selected to be free of the disease, researchers said on Tuesday Full Story
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Marzipan |
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#10 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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. . . mainly ship changes, caravel can travel on ocean, available with feudalism. Privateer no longer hidden nationality. I'll update the zip when we can upload again.
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Marzipan |
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#11 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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You can pick up the latest version down below.
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Marzipan Last edited by Marzipan; Mar 07, 2002 at 12:50 AM. |
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#12 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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. . . fixed some civilopedia issues, and upped the hit points of catapults thru cruise missles by 4. I think you deserve more of a reward if you go to the trouble of dealing with artillery than you get with the stock settings. I don't think I'm gonna make any more changes now, just tweak what I already have if necessary.
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Marzipan |
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#13 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Ok well I decided to add a new luxury resource, bananas. It is found only in jungles and gives +1 food and +1 commerce.
Another change is I upped the cost of some techs, they are: Democracy cost changed from 60 to 90 Steam power cost increased from 120 to 140 Industrialization cost increased from 120 to 130 Besides that just a little more wrenching on the governments. I think this is going to be all set now, I'm going to play one whole game with these rules and if it looks good, call it "finished".
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Marzipan |
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#14 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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First banana deal!
Ahhh, I can taste those fine Egyptian bananas now. . . banana cream pie, banana frikese, banana splits, just think of the possibilities. . .
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Marzipan |
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#15 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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I decided to crank up the cost of some techs, and make some corruption reduction changes. The corruption changes are to have walls, barracks, harbors, and airports reduce corruption as well as the usual things. I've also updated teh civilopedia to refer to these losses as "transportation costs, corruption, and waste".
I'm going to add another strategic resource too. The US at least is fairly dependent on imports of certain industrial metals, and so I'm going to add this to my mod as a requirement for the most modern weapons. Here is an interesting link about strategic metals: Strategic metals I'll post an updated zip with these changes soon. Almost done though promise!
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Marzipan |
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#16 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Ok here is the latest and hopefully final version! If anyone notices civilopedia or other issues please pass them on, thanks!
The main changes in this version over the last are: I gave some additional improvements the "reduce corruption" characteristic (see the readme at the top of the thread for details). Increased cost of some techs, and changed tech rates a bit for different map sizes. This is for two reasons, 1) it looked to me like the pace of technology was a little too fast at some points, and 2) with less corruption, I thought it would be necessary to increase the overall tech rate for different size maps so the lack of corruption doesn't result in faster overall technological progress. I added a new strategic resource, cobalt (see readme for details). This is intended to represent modern "industrial metals" like cobalt and others from the platinum group. This is required for some of the most modern weapons, and for the SS Engine and SS Thrusters. Unlike the other strategic resources, though, you will see this one long before you can use it, since it becomes visible with the metalurgy advance. Enjoy!
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Marzipan Last edited by Marzipan; Mar 10, 2002 at 07:18 PM. |
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#17 |
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Warlord
Join Date: Dec 2001
Location: Georgia
Posts: 205
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Ok this mod has been completed! The final version is available in the completed mods section.
I made a few more little changes since the last version. The main one is to make ironclads available after industrialization instead of steam power. These things were always showing up too soon! I also increased the cost of a few techs to get the transition into the industrial age at closer to the right time.
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Marzipan |
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