ianinsane
Prince
For a very long time now i have thought about a realistic and complex simulation mod of 2007's world with all its major conflicts - military, political, social, economical and ecological. However I do neither have the time nor the modding abilities to make this come true.
So I decided to post all my ideas on here and hope that some people of you find them as fascinating as I do and build a mod of it.
First, I'm gonna start listing all the major issues this mod should have and, as long as I have thought of something, write some lines about each issue.
Everyone of you is invited to discuss issues on here and bring up new ones. Feel free to post any comment.
Overview:
1. Time
2. Civilizations
3. Religions
4. Resources
4.1. New resources
4.2. Negative resources
4.3. Illegal resources/organized crime
5. Nuclear weapons
6. Global warming/climate change
7. Government debt & development aid
8. Health/AIDS
9. Refugees
10. Homeland security
11. Segregation vs. integration
12. Terrorism
13. Multinational corporations
14. Non-governmental organizations
15. Major conflicts
16. Transformation into society of knowledge
17. Civics
18. Techs
NEW: 19. The term of office
1. TIME
The scenario should be starting in the present year. Let's say january 2007.
It would be a realistic approach if one turn equals one month.
2. CIVILIZATIONS
I picked the most important nations in the world...by most important I mean who play a major role in global issues or play a major role in regional issues of global impact. I am not quite sure how many civilizations can be in a single game of CIV. I picked 32.
I'm gonna list them together wirh their "cultural orientation" (I will come back to that with the issue of "religion"):
- Western: USA, EU, Australia, Canada
- Orthodox: Russia, Belorussia
- Islamic: Iran, Egypt, Saudi-Arabia, Morocco, Turkey, Syria, Pakistan, Indonesia
- African: South Africa, Nigeria, Congo (or Ethiopia)
- Latin American: Brazil, Venzuela, Argentina, Mexico, Cuba, Colombia
- Sinic: China, North Korea, South Korea, Taiwan
- Hindu: India
- Buddhist: Japan, Thailand, Philippines
- Jewish: Israel
Note: It is also a global issue that the EU is unable to act as one nation. But I chose to ignore this problem so one can concentrate on the more interesting problems.
3. RELIGIONS
One major influence on this mod is Samuel Huntington's theory of "Clash of Civilizations" (http://en.wikipedia.org/wiki/Clash_of_civilizations)
The weak point in his argumentations is that different independent countries of one "civlization" will never act as one. Each country has its particular interests and is not gonna form an alliance with its neighbors just because of a similar cultural identity.
Nevertheless there are certain common interests between countries with similar culture.
This is why I took Huntington's "civlizations" not as civlizations in a Civ-related sense but as "religions".
I prefer this to "real religions" like Protestantism, Catholicism, Islam, Taoism etc. because "actual" religions are not always the key source of conflicts in todays world. But cultural differences are. And cultural differences mean a lot more than just religion.
So I chose 9 cultures (i.e. religions): Western, Orthodox, Islamic, African, Latin American, Sinic, Hindu, Buddhist and Jewish
Most of them are religious terms, though. But these are the terms Huntington uses. If anyone comes up with a better term I'd appreciate that.
Another major advantage of this system is that it allows to represent different ethnics in melting-pot-cities like NY or London.
4. RESOURCES
One thing that would make CIV more realistic is the quantity of resources. At the moment you need just access to "one" resource of each type. But one of the major causes of conflicts today is the shortage of resources. That means it is no longer important if you have access to one type of resource AT ALL but HOW MUCH you can get of this resource. This is why countries are fighting for oil and supporting corrupted regimes for iron.
So in this mod there should be a system to represent the quantity of resources. E.g. one resource can only be used in one city (for luxuries). Or, if you have two sources of iron, you can only build two swordmen at the same time.
Of course the number of sources of one resource on the map must be greatly increased for this. But this would make the world's economy more realistic and dynamic.
I don't know if such a system can be built in Civ IV, though....
4.1. NEW RESOURCES
One important new resource should be drinking water. In the future, without any doubt, there will be wars for clean water. Not only in the future but now: The current NATO-operation "Achilles" in Afghanistan tries to get hold of an important dam in the South. (http://www.spiegel.de/international/0,1518,470083,00.html)
The lack of enough clean water could stop food growth, impact health and might even raze whole cities.
Sources of the clean water resource could be rivers and lakes...but there has to be a way to pollute it and destroy the resource. Also should global warming have an effect on water.
Another resource that needs a change is fish. One important issue on that is the growing overfishing of the oceans. Intensive fishing should cause fish sources to disappear. Very slowly when fishing in a certain area has stopped due to lack of fish it could reappear. But very slowly.
Here we come to food in general. There should be the ability to trade food. This is how megacities can grow and underdeveloped countries can be supported and corrupted. Maybe it would be enough to make the quantity of weed, cattle etc. more important like mentioned above.
But there are even more issues concerning food. After developing technologies like genetically modified food or organic food there are more possibilities for producing food.
GM food farms might increase the food output but add some unhappy faces, maybe even a health malus.
Organic food farms might decrease food output but add happy faces and healt bonuses.
And there is the major issue of hybrid seed that can only be seeded once. Maybe hybrid seeds could be a resource produced by a citie's laboratory and sold to another civ will provide them A LOT of food so the civ can use their farming squares to build mines etc.
On the contrary this civilization becomes very dependend on the hybrid seeds of the producing civilization...
4.2. NEGATIVE RESOURCES
I don't know if this is possible but another great feature would be negative resources. This means resources you don't wanna have. You produce it but you wanna get rid of it and build improvements or technologies to avoid or remove them or you pay your opponents to take your waste.
At the moment I can think of three negative resources:
Nuclear Waste:
Each nuclear power plant produces nuclear waste. If you can not get rid of it it greatly affects happiness and health of your city. The solution might be final disposal sites (very expensive, affecting health much less and happiness a little less), nuclear reprocessing sites (even more expensive, affecting health and happiness less, produces uranium) or paying your neighbors to take it (no health affecting anymore, just a little happiness loss but you opponents can produce uranium with a nuclear reprocessing site...).
Waste
The bigger a city the more waste it produces. This greatly affects health and hapiness. With recylcling and other modern technologies you can reduce waste, you can produce electricity with it (effects on health and hapiness), you can dispose it (health and hapiness issues) or you can pay your neighbors to take it. Like at the moment Asia takes all the electronic junk and the old ships from everywhere in the world.
Several production sites as well as supermarkets (instead of markets) produce additional waste.
Carbon dioxide
This is something for the later game. A UN resolution could establish global emissions trading. This means every country can pay its opponents to take their CO2. The reason why a country might wanna do this is that each country can produce a certain amount of CO2-"sources" before it starts to cause unhappy faces. Maybe this could also be solved with a civic...
Of course there is the global amount of CO2 which will cause global warming...but more on that later.
4.3. ILLEGAL RESOURCES/ORGANIZED CRIME
To represent global organized crime i think there should even be illegal resources. I'm not quite sure how this might be possible. Maybe they are not spread under the control of civlizations but spread automatically. A government can support it or fight it. Supporting means harm his opponents while making a little extra money but cause some unhappy faces or less healt in own cities. Fighting means the opposite.
Possibilities of the implementations of illegal resources are e.g. trafficking in human beings and drug trade.
If people (prostitutes, slaves etc.) are smuggled into a country it might increase corruption but produce some extra happy faces.
If drugs are smuggled it increases corruption, reduces production and causes some extra happy faces.
5. NUCLEAR WEAPONS
The starting amount of nuclear weapons should be as ridiculous as it is in reality and shoud truly resemble the possibility for mankind to destroy the world several times.
This means:
Pakistan: 1 ICBM / India: 1 ICBM / Noth Korea: 1 ICBM / Israel: 4 ICBMs / China: 8 ICBMs / EU: 10 ICBMs / USA: 100 ICBMs / Russia: 148 ICBMs
(Source: NTI; "Bulletin of the Atomic Scientists", FAS; Natural Resources Defense Council; Educational Foundation for Nuclear Science; CEIP)
6. GLOBAL WARMING/CLIMATE CHANGE
Global warming depends on the production of CO2. A certain amount of CO2 is produced by every city depending on its size. Extra CO2 is caused by several city improvements and the use of oil and coal. The production of CO2 can be reduced by development of many many little (actually appearing superflous) technologies and improvements. A civ has to overcome its doubts to save the climate. It must not be a side-effect.
The effects of global warming shoud be a quite random change of terrain...not only grassland becoming plains becoming deserts.
And in the later game the sea should be rising and taking coast squares and even razing cities on coasts.
7. GOVERNMENT DEBT & DEVELOPMENT AID
To create a realistic simulation of the civilization's dependences there must be the instrument of government debt. Therefore the amount of gold in a civilization's budget and treasury must be greatly increased so rich civlizations can give poor ones a lump sum and get gold per turn in return. Including interests. E.g. USA gives 10000 gold to Nigeria and receives 60 gold/turn. This must also be popular among AI civilizations. Therefore I think the lump sum must be high enough and on the other side the interests as well.
Also it must be commen for rich nations to give poor nations a small amount of gold/turn as development aid. This will greatly increase the poor leaders mood and make him more open to sell his resources to the noble donator.
8. HEALTH/AIDS
Probably the most important health issue is AIDS in developing countries. I don't have any idea so far how to simulate this in a realistic way...
9. REFUGEES
Whereever there is a difference concerning economy or happiness in two adjacent countries there will be refugees. This means, cities in the more developed civilizations that are near the border or have an airport will become new citizens that will consume food but won't work for a certain amount of rounds (maybe 12). As long as that they will cause unhappy faces and corruption. And they'll bring their culture into the city. After 12 rounds they will become normal citizens.
There are certain ways to prevent refugees from coming and ways to reduce the negative impact (refugee camps) but double the integration time, as well as ways to make the integration faster.
10. HOMELAND SECURITY
There should be a way to spend a certain amount of the income on homeland security, just like science and culture. The more you spend on it, the less problems you'll have with crime/illegal resources and terrorism. And it prevents refugees from coming over your border.
If you choose to spend too much on homeland security, people will start to become unhappy and eventually to revolte.
Homeland security effects are smaller in cities with other culture than the "state culture".
11. SEGREGATION VS. INTEGRATION
Different cultures in one city cause unrest/unhappy faces. The development of certain techs and the activation of certain civics will reduces the unhappy faces:
Segregation will halve the unhappy faces but there is the chance of a city revolting.
Integration will remove the unhappy faces but cost a lot of money.
12. TERRORISM
The terrorist unit can be built by every civ with a certain civic (fundamentalism?) and they are very cheap. It has the stealth abilities of a spy and can attack a cities improvements or wonders or reduce a city's population. In any case this will cause A LOT of unhappy faces for a certain period.
Also there must be Barbarian terrorists appearin within a civilizations borders. The chance for this rises the more other leaders are furious at you. Maybe a chance of 1/32 per round per furious opponent? But also depending on the amount of money spent for homeland security.
Some units like spies and special forces can see terrorists and bust them.
13. MULTINATIONAL COROPRATIONS
There should be a way to resemble the growing importance of multinational corporations. MNCs are on the way to become more powerful than single states. I didn't have an idea how to simulate this but here are some thought on that issue:
- MNCs provide happy faces, a great amount of hammers, science and some taxes.
- They can leave a city or civ and stay somewhere else
- They go where the taxes are the lowest, the infrastructure isn't the worst, where the resources are, where the science is high and the homeland security isn't too low
- Maybe we'll need besides a control for expenses (science, culture, homeland security) one for income, i.e. corporate tax...but I'd be glad if there was a more elegant way to simulate this without another control...
- I could think of maybe 32 MNCs in this game that may switch their headquarter once ever 24 turns but don't have to.
As I said I don't have any idea how this can be implemented...maybe via wonders? Or great people or resources? Or is it even less complicated?
14. NON-GOVERNMENTAL ORGANIZATIONS
I am noth quite sure what role they could play in this mod. Certainly they have an impact on our world but I'm not sure how to simulate it. They could provide happy faces, help building infrastructure in underdeveloped countries or transfer technologies from developed into developing countries...
15. MAJOR CONFLICTS
Here I am gonna list some major conflicts that are or might become of importance in this world. They should be determined by starting positions, leader relations, starting civics, cultureal mixtures in cities etc:
- Iraq
- North Korea
- Israel/Palestine
- USA/Venezuela/Cuba
- Conflicts wherever there is oil
- India/Pakistan
- Afghanistan....
16. TRANSFORMATION INTO SOCIETY OF KNOWLEDGE
Interesting for the late game. Eventually in the 21st century some developed societies who are now societies of production will turn into societies of knowledge. Then production will be so cheap that it is not HOW to produce but WHAT to produce (look at this: http://www.kurzweilai.net/meme/frame.html?main=/articles/art0574.html?). In Civ, in the late game hammers should be losing their importance more and more and science should become more important. I don't have any idea how to do this...but we'll see about that.
17. CIVICS
I guess there should be a huge amount of civics....we should make a list
18. TECHS
Many techs are to be developed....not only military or scientific techs but more important social and cultural techs...
---NEW---
19. THE TERM OF OFFICE
If the player chooses a democratic civic, like representation there has to be a way of simulating the term of office. Every 4 years, or 48 turns there should be an election. If a lot of citizens are unhappy a fictional opponent will be elected as leader of your civilization. Then you'd have to turn over control to the AI for a couple of turns. Next time you'd win the election automatically and are in charge again...
The same system should work for AI leaders. If one AI leader loses the election, the leader name could change and there could be random but slight effects on the relationship to other leaders. Maybe even one leader trait changes...
For the human player this should simulate the pressure on a leader to neglect important issues for the sake of winning an election.
There are a lot of great mods concerning more realistic combat and units out there...they are good, let's use them, if they let us...
Let's go, let's discuss all this!
So I decided to post all my ideas on here and hope that some people of you find them as fascinating as I do and build a mod of it.
First, I'm gonna start listing all the major issues this mod should have and, as long as I have thought of something, write some lines about each issue.
Everyone of you is invited to discuss issues on here and bring up new ones. Feel free to post any comment.
Overview:
1. Time
2. Civilizations
3. Religions
4. Resources
4.1. New resources
4.2. Negative resources
4.3. Illegal resources/organized crime
5. Nuclear weapons
6. Global warming/climate change
7. Government debt & development aid
8. Health/AIDS
9. Refugees
10. Homeland security
11. Segregation vs. integration
12. Terrorism
13. Multinational corporations
14. Non-governmental organizations
15. Major conflicts
16. Transformation into society of knowledge
17. Civics
18. Techs
NEW: 19. The term of office
1. TIME
The scenario should be starting in the present year. Let's say january 2007.
It would be a realistic approach if one turn equals one month.
2. CIVILIZATIONS
I picked the most important nations in the world...by most important I mean who play a major role in global issues or play a major role in regional issues of global impact. I am not quite sure how many civilizations can be in a single game of CIV. I picked 32.
I'm gonna list them together wirh their "cultural orientation" (I will come back to that with the issue of "religion"):
- Western: USA, EU, Australia, Canada
- Orthodox: Russia, Belorussia
- Islamic: Iran, Egypt, Saudi-Arabia, Morocco, Turkey, Syria, Pakistan, Indonesia
- African: South Africa, Nigeria, Congo (or Ethiopia)
- Latin American: Brazil, Venzuela, Argentina, Mexico, Cuba, Colombia
- Sinic: China, North Korea, South Korea, Taiwan
- Hindu: India
- Buddhist: Japan, Thailand, Philippines
- Jewish: Israel
Note: It is also a global issue that the EU is unable to act as one nation. But I chose to ignore this problem so one can concentrate on the more interesting problems.
3. RELIGIONS
One major influence on this mod is Samuel Huntington's theory of "Clash of Civilizations" (http://en.wikipedia.org/wiki/Clash_of_civilizations)
The weak point in his argumentations is that different independent countries of one "civlization" will never act as one. Each country has its particular interests and is not gonna form an alliance with its neighbors just because of a similar cultural identity.
Nevertheless there are certain common interests between countries with similar culture.
This is why I took Huntington's "civlizations" not as civlizations in a Civ-related sense but as "religions".
I prefer this to "real religions" like Protestantism, Catholicism, Islam, Taoism etc. because "actual" religions are not always the key source of conflicts in todays world. But cultural differences are. And cultural differences mean a lot more than just religion.
So I chose 9 cultures (i.e. religions): Western, Orthodox, Islamic, African, Latin American, Sinic, Hindu, Buddhist and Jewish
Most of them are religious terms, though. But these are the terms Huntington uses. If anyone comes up with a better term I'd appreciate that.
Another major advantage of this system is that it allows to represent different ethnics in melting-pot-cities like NY or London.
4. RESOURCES
One thing that would make CIV more realistic is the quantity of resources. At the moment you need just access to "one" resource of each type. But one of the major causes of conflicts today is the shortage of resources. That means it is no longer important if you have access to one type of resource AT ALL but HOW MUCH you can get of this resource. This is why countries are fighting for oil and supporting corrupted regimes for iron.
So in this mod there should be a system to represent the quantity of resources. E.g. one resource can only be used in one city (for luxuries). Or, if you have two sources of iron, you can only build two swordmen at the same time.
Of course the number of sources of one resource on the map must be greatly increased for this. But this would make the world's economy more realistic and dynamic.
I don't know if such a system can be built in Civ IV, though....
4.1. NEW RESOURCES
One important new resource should be drinking water. In the future, without any doubt, there will be wars for clean water. Not only in the future but now: The current NATO-operation "Achilles" in Afghanistan tries to get hold of an important dam in the South. (http://www.spiegel.de/international/0,1518,470083,00.html)
The lack of enough clean water could stop food growth, impact health and might even raze whole cities.
Sources of the clean water resource could be rivers and lakes...but there has to be a way to pollute it and destroy the resource. Also should global warming have an effect on water.
Another resource that needs a change is fish. One important issue on that is the growing overfishing of the oceans. Intensive fishing should cause fish sources to disappear. Very slowly when fishing in a certain area has stopped due to lack of fish it could reappear. But very slowly.
Here we come to food in general. There should be the ability to trade food. This is how megacities can grow and underdeveloped countries can be supported and corrupted. Maybe it would be enough to make the quantity of weed, cattle etc. more important like mentioned above.
But there are even more issues concerning food. After developing technologies like genetically modified food or organic food there are more possibilities for producing food.
GM food farms might increase the food output but add some unhappy faces, maybe even a health malus.
Organic food farms might decrease food output but add happy faces and healt bonuses.
And there is the major issue of hybrid seed that can only be seeded once. Maybe hybrid seeds could be a resource produced by a citie's laboratory and sold to another civ will provide them A LOT of food so the civ can use their farming squares to build mines etc.
On the contrary this civilization becomes very dependend on the hybrid seeds of the producing civilization...
4.2. NEGATIVE RESOURCES
I don't know if this is possible but another great feature would be negative resources. This means resources you don't wanna have. You produce it but you wanna get rid of it and build improvements or technologies to avoid or remove them or you pay your opponents to take your waste.
At the moment I can think of three negative resources:
Nuclear Waste:
Each nuclear power plant produces nuclear waste. If you can not get rid of it it greatly affects happiness and health of your city. The solution might be final disposal sites (very expensive, affecting health much less and happiness a little less), nuclear reprocessing sites (even more expensive, affecting health and happiness less, produces uranium) or paying your neighbors to take it (no health affecting anymore, just a little happiness loss but you opponents can produce uranium with a nuclear reprocessing site...).
Waste
The bigger a city the more waste it produces. This greatly affects health and hapiness. With recylcling and other modern technologies you can reduce waste, you can produce electricity with it (effects on health and hapiness), you can dispose it (health and hapiness issues) or you can pay your neighbors to take it. Like at the moment Asia takes all the electronic junk and the old ships from everywhere in the world.
Several production sites as well as supermarkets (instead of markets) produce additional waste.
Carbon dioxide
This is something for the later game. A UN resolution could establish global emissions trading. This means every country can pay its opponents to take their CO2. The reason why a country might wanna do this is that each country can produce a certain amount of CO2-"sources" before it starts to cause unhappy faces. Maybe this could also be solved with a civic...
Of course there is the global amount of CO2 which will cause global warming...but more on that later.
4.3. ILLEGAL RESOURCES/ORGANIZED CRIME
To represent global organized crime i think there should even be illegal resources. I'm not quite sure how this might be possible. Maybe they are not spread under the control of civlizations but spread automatically. A government can support it or fight it. Supporting means harm his opponents while making a little extra money but cause some unhappy faces or less healt in own cities. Fighting means the opposite.
Possibilities of the implementations of illegal resources are e.g. trafficking in human beings and drug trade.
If people (prostitutes, slaves etc.) are smuggled into a country it might increase corruption but produce some extra happy faces.
If drugs are smuggled it increases corruption, reduces production and causes some extra happy faces.
5. NUCLEAR WEAPONS
The starting amount of nuclear weapons should be as ridiculous as it is in reality and shoud truly resemble the possibility for mankind to destroy the world several times.
This means:
Pakistan: 1 ICBM / India: 1 ICBM / Noth Korea: 1 ICBM / Israel: 4 ICBMs / China: 8 ICBMs / EU: 10 ICBMs / USA: 100 ICBMs / Russia: 148 ICBMs
(Source: NTI; "Bulletin of the Atomic Scientists", FAS; Natural Resources Defense Council; Educational Foundation for Nuclear Science; CEIP)
6. GLOBAL WARMING/CLIMATE CHANGE
Global warming depends on the production of CO2. A certain amount of CO2 is produced by every city depending on its size. Extra CO2 is caused by several city improvements and the use of oil and coal. The production of CO2 can be reduced by development of many many little (actually appearing superflous) technologies and improvements. A civ has to overcome its doubts to save the climate. It must not be a side-effect.
The effects of global warming shoud be a quite random change of terrain...not only grassland becoming plains becoming deserts.
And in the later game the sea should be rising and taking coast squares and even razing cities on coasts.
7. GOVERNMENT DEBT & DEVELOPMENT AID
To create a realistic simulation of the civilization's dependences there must be the instrument of government debt. Therefore the amount of gold in a civilization's budget and treasury must be greatly increased so rich civlizations can give poor ones a lump sum and get gold per turn in return. Including interests. E.g. USA gives 10000 gold to Nigeria and receives 60 gold/turn. This must also be popular among AI civilizations. Therefore I think the lump sum must be high enough and on the other side the interests as well.
Also it must be commen for rich nations to give poor nations a small amount of gold/turn as development aid. This will greatly increase the poor leaders mood and make him more open to sell his resources to the noble donator.
8. HEALTH/AIDS
Probably the most important health issue is AIDS in developing countries. I don't have any idea so far how to simulate this in a realistic way...
9. REFUGEES
Whereever there is a difference concerning economy or happiness in two adjacent countries there will be refugees. This means, cities in the more developed civilizations that are near the border or have an airport will become new citizens that will consume food but won't work for a certain amount of rounds (maybe 12). As long as that they will cause unhappy faces and corruption. And they'll bring their culture into the city. After 12 rounds they will become normal citizens.
There are certain ways to prevent refugees from coming and ways to reduce the negative impact (refugee camps) but double the integration time, as well as ways to make the integration faster.
10. HOMELAND SECURITY
There should be a way to spend a certain amount of the income on homeland security, just like science and culture. The more you spend on it, the less problems you'll have with crime/illegal resources and terrorism. And it prevents refugees from coming over your border.
If you choose to spend too much on homeland security, people will start to become unhappy and eventually to revolte.
Homeland security effects are smaller in cities with other culture than the "state culture".
11. SEGREGATION VS. INTEGRATION
Different cultures in one city cause unrest/unhappy faces. The development of certain techs and the activation of certain civics will reduces the unhappy faces:
Segregation will halve the unhappy faces but there is the chance of a city revolting.
Integration will remove the unhappy faces but cost a lot of money.
12. TERRORISM
The terrorist unit can be built by every civ with a certain civic (fundamentalism?) and they are very cheap. It has the stealth abilities of a spy and can attack a cities improvements or wonders or reduce a city's population. In any case this will cause A LOT of unhappy faces for a certain period.
Also there must be Barbarian terrorists appearin within a civilizations borders. The chance for this rises the more other leaders are furious at you. Maybe a chance of 1/32 per round per furious opponent? But also depending on the amount of money spent for homeland security.
Some units like spies and special forces can see terrorists and bust them.
13. MULTINATIONAL COROPRATIONS
There should be a way to resemble the growing importance of multinational corporations. MNCs are on the way to become more powerful than single states. I didn't have an idea how to simulate this but here are some thought on that issue:
- MNCs provide happy faces, a great amount of hammers, science and some taxes.
- They can leave a city or civ and stay somewhere else
- They go where the taxes are the lowest, the infrastructure isn't the worst, where the resources are, where the science is high and the homeland security isn't too low
- Maybe we'll need besides a control for expenses (science, culture, homeland security) one for income, i.e. corporate tax...but I'd be glad if there was a more elegant way to simulate this without another control...
- I could think of maybe 32 MNCs in this game that may switch their headquarter once ever 24 turns but don't have to.
As I said I don't have any idea how this can be implemented...maybe via wonders? Or great people or resources? Or is it even less complicated?
14. NON-GOVERNMENTAL ORGANIZATIONS
I am noth quite sure what role they could play in this mod. Certainly they have an impact on our world but I'm not sure how to simulate it. They could provide happy faces, help building infrastructure in underdeveloped countries or transfer technologies from developed into developing countries...
15. MAJOR CONFLICTS
Here I am gonna list some major conflicts that are or might become of importance in this world. They should be determined by starting positions, leader relations, starting civics, cultureal mixtures in cities etc:
- Iraq
- North Korea
- Israel/Palestine
- USA/Venezuela/Cuba
- Conflicts wherever there is oil
- India/Pakistan
- Afghanistan....
16. TRANSFORMATION INTO SOCIETY OF KNOWLEDGE
Interesting for the late game. Eventually in the 21st century some developed societies who are now societies of production will turn into societies of knowledge. Then production will be so cheap that it is not HOW to produce but WHAT to produce (look at this: http://www.kurzweilai.net/meme/frame.html?main=/articles/art0574.html?). In Civ, in the late game hammers should be losing their importance more and more and science should become more important. I don't have any idea how to do this...but we'll see about that.
17. CIVICS
I guess there should be a huge amount of civics....we should make a list
18. TECHS
Many techs are to be developed....not only military or scientific techs but more important social and cultural techs...
---NEW---
19. THE TERM OF OFFICE
If the player chooses a democratic civic, like representation there has to be a way of simulating the term of office. Every 4 years, or 48 turns there should be an election. If a lot of citizens are unhappy a fictional opponent will be elected as leader of your civilization. Then you'd have to turn over control to the AI for a couple of turns. Next time you'd win the election automatically and are in charge again...
The same system should work for AI leaders. If one AI leader loses the election, the leader name could change and there could be random but slight effects on the relationship to other leaders. Maybe even one leader trait changes...
For the human player this should simulate the pressure on a leader to neglect important issues for the sake of winning an election.
There are a lot of great mods concerning more realistic combat and units out there...they are good, let's use them, if they let us...
Let's go, let's discuss all this!