Alternative Civics: Government, Power and Organization

Killtech

Discutator
Joined
Apr 16, 2009
Messages
1,022
Location
Bonn, Germany
as the old struggle "why is there no communist government civic?" went a bit off topic and a discussion started about alternative government civics that represent reality a bit better and might render the game more interesting:

Argh... i guess i will rework the government civics myself because there is a lack of certain civic stats that are needed to get a much better large empire/small state balance so it's not a death sentence to run a smaller civ...

[...]

current version:
beta - Civics 20.07.2010

note:
for more detailed info i suggest you download & install it. then start a custom game on a duel sized map in the future era and then you can check out all the changes/new concepts for the government, power and organization changes in the civics adviser.

Government Civics:
Spoiler :
Chiefdom:
low upkeep
+25% GG occurrence in own borders
+100% more xp in own borders
-1 Trade Routes
+1 :-( in Largest Cities

Dictatorship:
low upkeep
+25% faster Improvements construction for Workers
+35% military Units production
+10 base free military Units, +25% free per population percent
-1 Trade Routes
+2 :-( in Largest Cities
:-( from buildings: +2 Forum, +3 Press Agency, +4 Info Net, +1 Censorship Bureau, +1 Propaganda Agency

Absolute Monarchy:
medium upkeep
+30% faster Improvements construction for Workers
+50% military Units production
+25% GG occurrence
+5 base free Units, +25% free per population percent
+1 :-( in Largest Cities
:-( from buildings: +2 Forum, +3 Press Agency, +4 Info Net, +1 Censorship Bureau, +1 Propaganda Agency

Constitutional Monarchy:
medium upkeep
can hurry with gold
+15% faster Improvements construction for Workers
+25% military Units production
+15% GG occurrence
+5 base free Units, +25% free per population percent
:-( from buildings: +1 Forum, +1 Press Agency, +2 Info Net, +1 Execution Place, +1 Reeducation Camp, +2 Mind Control Center

Parliamentarian Monarchy:
medium upkeep
can hurry with gold
+5% GG occurrence
+5 base free Units, +25% free per population percent
+1 :-) in Largest Cities
:-( from buildings: +1 Censorship Bureau, +1 Propaganda Agency, +2 Execution Place, +3 Reeducation Camp, +4 Mind Control Center

Single Party Republic:
medium upkeep
+10% GP modifier
+15% faster Improvements construction for Workers
+25% military Units production
+25% GG occurrence in own borders
+1:gold: per military Unit
+1 :-( in Largest Cities
:-( from buildings: +1 Forum, +1 Press Agency, +2 Info Net, +1 Execution Place, +1 Reeducation Camp, +2 Mind Control Center

Presidential Republic:
high upkeep
can hurry with gold
+10% GP modifier
+15% GG occurrence in own borders
+1 Trade Route
+1:gold: per military Unit
:-( from buildings: +1 Censorship Bureau, +1 Propaganda Agency, +2 Execution Place, +3 Reeducation Camp, +4 Mind Control Center

Parliamentarian Republic:
high upkeep
can hurry with gold
+15% GP modifier
+2 Trade Route
+2:gold: per military Unit
+1 :-) in Largest Cities
:-( from buildings: +1 Censorship Bureau, +1 Propaganda Agency, +2 Execution Place, +3 Reeducation Camp, +4 Mind Control Center

Power Civics:
Spoiler :
Elders: (no requirement)
low upkeep
+25% War Weariness
+1 :-( per 5% tax rate
+15% City Defense in all Cities

Aristocracy: (req. Aristocracy)
low upkeep
+1 :-) per military unit in city
+1 :-( in every city
+1 :-( per 20% tax rate
-20% War Weariness
+10% hammers
-10%:commerce:
-5%:science:
allows construction of: Censorship Bureau, Propaganda Agency

Feudalism: (req. Feudalism)
medium upkeep
+25% GG occurrence
-50% Improvement growth
+10 base free Units, +20% free per population percent
-10%:commerce:
+1 :-( in every city
allows construction of: Execution Place, Reeducation Camp, Mind Control Center

Military Rule: (req. Military Training)
high upkeep
+5 free xp for new Units
+2 :-( in every city
-50% War Weariness
+30% hammers
-20%:commerce:
-5%:research:
-50% culture
allows construction of: Execution Place, Reeducation Camp, Mind Control Center

Plutocracy (Money): (req. Usury)
low upkeep
+1 :-) per military unit in city
+1 :-( per 5% tax rate
+50% War Weariness
+10%:gold:
+1:gold: per Specialist
allows construction of: Censorship Bureau, Propaganda Agency

Technocracy: (req. Computer Networks)
high upkeep
+1 :-) per military unit in city
+2 :-( in every city
+25% War Weariness
+10%:science:
+1:science: per Specialist
allows construction of: Censorship Bureau, Propaganda Agency

Meritocracy (Experts): (req. Mathematics)
high upkeep
+10% GP modifier
+1 :-( per 13% tax rate
+1 :-) in every city
+20% War Weariness
-10%:gold:
+1 Free Specialist in every City
allows construction of: Forum, Press Agency, Info Net

Democracy: (req. Representative Democracy)
medium upkeep
+100% Improvement growth
+5 :-)
+1 :-( per military unit in city
+50% War Weariness
+1 :-( per 10% tax rate
:-( penalty for Civs without Democracy
-10% hammers
+25% culture
+25% City Defense in all Cities
allows construction of: Forum, Press Agency, Info Net

Soviets (Councils): (req. Labor Union)
high upkeep
+4 :-)
+1 :-( per military unit in city
+100% War Weariness
+1 :-( per 12% tax rate
:-( penalty for Civs without Soviets
+15%:commerce:
-10%:gold:
+25% culture
+50% City Defense in all Cities
allows construction of: Forum, Press Agency, Info Net

Organization Civics:
Spoiler :
Unorganized: (no requirements)
low upkeep
+100% Maintenance for Distance to Capital
+100% Maintenance for Number of Cities

City State: (req. Alphabet)
low upkeep
+300% Maintenance for Distance to Capital
+300% Maintenance for Number of Cities
+5% food for Capital -5% for Cities
+90% hammers for Capital -10% for Cities
+90%:commerce: for Capital -10% for Cities
+100%:gold: for Capital -50% for Cities
+100%:science: for Capital -50% for Cities
+100% culture for Capital -50% for Cities
allows construction of: Polis (unlocks 3rd economy radius for cities)

Imperial: (req. Bronze Working)
high upkeep
+50% Maintenance for Distance to Capital
+0% Maintenance for Number of Cities
-5%:commerce: for all Cities
-5%:gold: for all Cities
-10% culture for all Cities
allows construction of: Capital Administration (unlocks 3rd economy radius for cities, buildable only in capital)

Centralized: (req. Vassalage)
medium upkeep
+200% Maintenance for Distance to Capital
+50% Maintenance for Number of Cities
+5% food for Capital
+75% hammers for Capital
+75%:commerce: for Capital +5% for Cities
+25%:gold: for Capital
+25%:science: for Capital +5% for Cities
+100% culture for Capital
allows construction of: Capital Administration (unlocks 3rd economy radius for cities, buildable only in capital)

Federal:
high upkeep
+50% Maintenance for Distance to Capital
+50% Maintenance for Number of Cities
+5%:commerce: for all Cities
+10% culture for all Cities
allows construction of: Province Administration (unlocks 3rd economy radius for cities, req. 5 City Councils)

Colonial:
high upkeep
-25% Maintenance for Distance to Capital
-10% hammers for all Cities
-15%:commerce: for all Cities
-10%:gold: for all Cities
-5%:science: for all Cities
-10% culture for all Cities
allows construction of: Province Administration (unlocks 3rd economy radius for cities, req. 5 City Councils)

Society Civics:
Spoiler :
Tribal:
Caste:
Slavery:
Nobility:
Liberal:
Marxist:
Nationalist:
Totalitarian:


to clarify: fascist and communists states had either a single party government (NSDAP - nazi party in germany, KPSS - communist party in soviet union) or were simply dictatorships. their power was usually founded on the military or a totalitarian system. the main difference between these fascism and communism lies in the ideology and economy civics which are not a part of this discussion.

Civic Buildings concept: (for Power Civic buildings)
there are three different approached to free opinion:
Freedom of Opinion: Forum => Free Press Agency => Info Net
Suppression of Opinion: Censorship Bureau => Propaganda Agency
Enforced Opinion: Execution Place => Reeducation Camp => Mind Control Center
each power civic unlocks one of these three chains depending on how it handles the right for opinion (but stay active with other civics except for Mind Control Center).
they are also used to simulate synergies between government and power civics: e.g. with democracy you can build a Free Press Agency that will unlock further economic boni for the democracy civic. but if you also run dictatorship government you will be severely punished from unhappiness from this building.

the Free Opinion buildings grant yield changes for specialists, GP production but reduce espionage defense.
the Oppression buildings reduce War Weariness and increase happiness but strike on your research output.
the Enforcement buildings boost production at the cost of research. they also increase espionage defense and the mind control is even able to null out any unhappiness!

General Civic Stats Idea:
the plan is that civics in the same category should modify the similar boni thus it is possible to characterize each civic group (e.g Government) with associated modifiers the civics they contain change.
for example all organization civics will restrict themselves to modifying city maintenance and capital/global commerce & production income. and revolution stats too.
for the power civics i understand some as a measure for how emancipated/free a civilization is. thus these civics will modify empire happiness agains war weariness (free civics give happiness but increase war weariness).

The balancing concept behind the Organization Civics:
smaller states run centralized or city state organization which has high maintenance cost for number of cities and/or distance to capital but increases commerce and production for the capital/n largest cities. thus smaller states don't fall back that easily in technology and economy and therefore cause much more of a challenge for larger empires. they also aim to make it possible to win the game with a small empire.

at the other hand large empires will be forced to run a federal or colonial organization due to the many cities they and their maintenance cost. thus they won't be able to get the boni for the small empire civics and must compensate that by acquiring more resources and more developed cities.

-----------
feel free to post your ideas, critiques and opinions.
 

Attachments

I'll continue our discussion from the other thread.

i also was thinking about a specific organization type for a military dictatorship which is what you think about. but for now i can't fit it correctly to the other civics and i lack a proper name. imperial isn't the word.


I can't think what it could be either. Wait, how about Feudalism? It could be the step between Centralized and Federal, couldn't it? It's not exactly a military dictatorship but it seems like a system of organization.

to be honest i didn't ever install these civics so i can't tell. however ideology sounds like something much different then state organization.

It is pretty different but the Ideologies do affect maintenance costs and distance modifiers (at least, the first few do) but its a pretty boring Civic class overall compared to the several others.

The Theocracy Power civic is a nice touch as well.
 
I can't think what it could be either. Wait, how about Feudalism? It could be the step between Centralized and Federal, couldn't it? It's not exactly a military dictatorship but it seems like a system of organization.

It is pretty different but the Ideologies do affect maintenance costs and distance modifiers (at least, the first few do) but its a pretty boring Civic class overall compared to the several others.

The Theocracy Power civic is a nice touch as well.
problem with feudal is that is also descries part of the economy and society. and the civic is already there. then again your idea to use imperial isn't all that bad when one thinks back on e.g. the assyrian empire. if one understand the term in context of imperialism is might be most fitting for both antique expansive empires and the modern military dictatorships. the problem i still have with imperial is that it conflicts with the term colonial especially in case of the british empire. but as colonializm and imperialism aren't so far from each other it might not be that bad at all.

the fact is that there is a lack of an early expansive civic that is opposite to the city state concept. so i think you conviced me after all. i'll use imperial for that purpose.
 
the fact is that there is a lack of an early expansive civic that is opposite to the city state concept. so i think you conviced me after all. i'll use imperial for that purpose.

I'm sorry I couldn't think of something better. True, colonial and imperial is rather close but I figure that the two different civics can reflect the difference between say an empire which is confined to one particular area of the world like the Roman and Mongol Empires and the later colonial powers of Spain, France, England, and maybe even Japan.

Edit: The only other organization civic I could think of that may have been able to replace Colonial was Hegemony.

http://en.wikipedia.org/wiki/Hegemony
 
I'm sorry I couldn't think of something better. True, colonial and imperial is rather close but I figure that the two different civics can reflect the difference between say an empire which is confined to one particular area of the world like the Roman and Mongol Empires and the later colonial powers of Spain, France, England, and maybe even Japan.
lol, nothing to excuse for. i didn't thought it over completely which is why i was against it first. in the end it's quite fitting.

EDIT:
Edit: The only other organization civic I could think of that may have been able to replace Colonial was Hegemony.

http://en.wikipedia.org/wiki/Hegemony
interesting. i'll wait for what others have to say and what they find better fitting. for now i concentrate on the elaboration of the stats of the different civic categories and the specific civics.

the plan is that civics in the same category should modify the same kind of boni. for example all organization civics will restrict themselves to modifying city maintenance and capital/global commerce & production income. and revolution stats too.

for the power civics i understand some as a measure for how emancipated/free a civilization is. thus these civics will modify empire happiness agains war weariness (free civics give happiness but increase war weariness). some economic boni will be in place here too but i'm not quite sure which. furthermore i plan some civic specific buildings/building-upgrade-chain representing the communication in a society granting further boni/mali depending on the power and government civic you run:
Agora => Forum => Free Press Agency or State Press Agency or Propaganda Agency => Info Net or Mind Control Center
all of these buildings require specific power civic to be buildable (but stay active with other civics). they will also be used for the purpose to simulate synergies between government and power civics. e.g. with democracy you can build a free press agency that will unlock further economic boni for the democracy civic. but if you also run dictatorship government you will be severely punished from unhappiness from this building.

EDIT2: added this thoughts to the first post.
 
l
for the power civics i understand some as a measure for how emancipated/free a civilization is. thus these civics will modify empire happiness agains war weariness (free civics give happiness but increase war weariness). some economic boni will be in place here too but i'm not quite sure which. furthermore i plan some civic specific buildings/building-upgrade-chain representing the communication in a society granting further boni/mali depending on the power and government civic you run:
Agora => Forum => Free Press Agency or State Press Agency or Propaganda Agency => Info Net or Mind Control Center
all of these buildings require specific power civic to be buildable (but stay active with other civics). they will also be used for the purpose to simulate synergies between government and power civics. e.g. with democracy you can build a free press agency that will unlock further economic boni for the democracy civic. but if you also run dictatorship government you will be severely punished from unhappiness from this building.

What would be the difference between a State Press Agency and Propaganda Agency? Does a SPA have less propaganda? :confused:

To be honest, I do like the building chains and having a civic-related building chain is a nice touch.

* elders/gerontocracy
* democracy
* aristocracy (overwrites nobility)
* meritocracy (overwrites patrician)
* plutocracy (overwrites bourgeoisie)
* vassalage
* military/stratocracy (overwrites junta)
* police state/totalitarianism (overwrites fascism)
* theocracy - needs some civic info changes so it cannot be run with atheism or other less-religious civics
* lobbyism
* soviets/councils
* technocracy - as a future civic perhaps

Lobbyism sounds almost cyberpunkish all things considered which I personally like. Now I'm just throwing out ideas but a military junta would increase national rebelliousness and probably give some free units or allow drafting while a Police State would increase local rebelliousness and espionage.

Vassalage? It would probably increase local rebelliousness.

Back to Lobbyism, which would be perfect for the redesigned corporations, I think it would affect war weariness depending on the corporation or guild. Right now, the only corporation that I can think of from the top of my head is Ultimate Soldiers (?) which could decrease local war weariness simply because war would be beneficial. However, cities with corporations that prefer peaceful times wouldn't enjoy war so much. Then again, there's a lobby for everything from teachers to other nations.
 
Are there differences between parliamentarian monarchy and constitutional monarchy?
 
What would be the difference between a State Press Agency and Propaganda Agency? Does a SPA have less propaganda? :confused:

when it comes to publications there are basically three options: free press, censorship and propaganda only. admittedly censorship and propaganda work together. but i was rather thinking on earlier ages... e.g. like in the time of the french revolution. there was no free press in a modern sense but there was not really a royal propaganda press. there was much more something in between. and that's what i was thinking is the middle think i called state press agency. but you are right. it's better to call it censorship bureau.

Lobbyism sounds almost cyberpunkish all things considered which I personally like. Now I'm just throwing out ideas but a military junta would increase national rebelliousness and probably give some free units or allow drafting while a Police State would increase local rebelliousness and espionage.

Vassalage? It would probably increase local rebelliousness.
though your suggestion makes i'm a bit reserved to spread the boni categories for power civics too far. i want to have a restriction on which boni power civics can modify so they are distinct form other civic categories in their stats too. i've decided that war weariness will be unique for power civics so far. i will be cautions with adding further stats that will be modified by each civic group.

Back to Lobbyism, which would be perfect for the redesigned corporations, I think it would affect war weariness depending on the corporation or guild. Right now, the only corporation that I can think of from the top of my head is Ultimate Soldiers (?) which could decrease local war weariness simply because war would be beneficial. However, cities with corporations that prefer peaceful times wouldn't enjoy war so much. Then again, there's a lobby for everything from teachers to other nations.
i didn't think that far but your proposal is interesting. to be honest i didn't encounter corporations often in my games as they mostly ended much earlier. so i lack the experience to comment on this.
 
Are there differences between parliamentarian monarchy and constitutional monarchy?

you mean historically? oh yes. very big differences. in a constitutional monarchy the monarch has still all power in his hands - a president for a lifetime. however he is restricted to the law/constitution unlike in a absolute monarch where he can just decide to execute someone without a trial. in a parliamentary monarchy - e.g. great britan - the executive and legislative power is in the hands of the parliament. the monarch serves primary a representative role and has little real power. but still every new law requires his/her majesties acknowledgement to pass.

in fact the difference between a parliamentary republic and a parliamentary monarchy is rather thin.
 
Just the head of state, generally :)

I'm all for this idea. Better governmental civics is a great idea!
 
when it comes to publications there are basically three options: free press, censorship and propaganda only. admittedly censorship and propaganda work together. but i was rather thinking on earlier ages... e.g. like in the time of the french revolution. there was no free press in a modern sense but there was not really a royal propaganda press. there was much more something in between. and that's what i was thinking is the middle think i called state press agency. but you are right. it's better to call it censorship bureau.
I'm all for that. :goodjob:

though your suggestion makes i'm a bit reserved to spread the boni categories for power civics too far. i want to have a restriction on which boni power civics can modify so they are distinct form other civic categories in their stats too. i've decided that war weariness will be unique for power civics so far. i will be cautions with adding further stats that will be modified by each civic group.

I like your idea in all honestly. If it could be implemented, maybe some special random events and effects in general for each of the power civics would be a nice touch so that playing with each provides a different experience but I honestly don't want the normal "10% Espionage boost" or something along those lines as other civics will cover those.

But my ideas for events and special "powers" and "weaknesses" may be premature for now.

i didn't think that far but your proposal is interesting. to be honest i didn't encounter corporations often in my games as they mostly ended much earlier. so i lack the experience to comment on this.

I haven't either lately but that's because I'm playing 1.73 still so it was possible for me to pretty much dominate all of Eurasia before 1200 AD on a Gigantic Earth2 script. However, there is probably a sizable number of people who play with something other then the Ancient Start (I enjoy Industrial starts a lot but haven't played them often recently).

Besides, Lobbyism as a power civic may actually be a bad investment. After all, assume we just go with corporate lobbyists, people aren't going to be very happy and that would increase rebelliousness but on the flip side, many of the corporations in AND don't sound like they would even benefit from a war which could increase war weariness as well. However, since corporations come with effects of their own, it should balance out.

We haven't touched on your ideas for government civics yet. If Organization is meant to represent distance/city number modifiers and power is mainly for happiness/war weariness, then what's government?
 
about the government civics: i didn't find the perfect stats yet. one thing to be sure is that the legislation in parliamentary systems is longer and tends to long debates before action while presidential governments seem to be faster with action. monarchic and dictatorship are even faster when it comes to action but it is far less well-thought-out. not sure how to represent that in stats.

also the different government types imply different concepts of jurisdiction: a constitutional state protects people much more from ruler arbitrariness then a absolute monarchy... at the other hand this also means that the ruler has more power and possibilities. also a bit of a problem to find the right stats for this (except maybe events).

of course there is still the possiblity of civic builings that open much more options for boni/mali. the press buildings will give synergies from these civics. a discussion based parliamentarian system will profit from a free press while a dictatorship will suffer considerably.
but the problem here is that AI probably neglects civic civic buildings when it weights civics.
 
but the problem here is that AI probably neglects civic civic buildings when it weights civics.

Not in the future they won't. I already wrote AI for Civic Buildings, when choosing Civics. Don't let AI limitations get in the way of a good idea. I'll just rewrite the AI to suit our purposes.

If there are any stats you want, but don't exist... don't hesitate to ask.
 
about the government civics: i didn't find the perfect stats yet. one thing to be sure is that the legislation in parliamentary systems is longer and tends to long debates before action while presidential governments seem to be faster with action. monarchic and dictatorship are even faster when it comes to action but it is far less well-thought-out. not sure how to represent that in stats.

also the different government types imply different concepts of jurisdiction: a constitutional state protects people much more from ruler arbitrariness then a absolute monarchy... at the other hand this also means that the ruler has more power and possibilities. also a bit of a problem to find the right stats for this (except maybe events).

I kinda had the idea of using events such as elections and other things like that but that sounds like the work would be disproportionally huge compared to the work on the other civics.
 
I actually wrote 3 events for fun, that I've never included in AND that are all election events that change your civics on you. So it's possible. ;)
 
I've got a question if you are just going to overwrite despotism with dictatorship should you maybe include some of the bonuses from fascism or from the old communism to balance it out and make it more appealing.

Despotism is pretty horrible once you can take monarchy as it is and its hard to imagine anyone (a player or the ai) taking it in later eras which I think would really make for some more interesting gameplay scenarios.
 
I've got a question if you are just going to overwrite despotism with dictatorship should you maybe include some of the bonuses from fascism or from the old communism to balance it out and make it more appealing.

Despotism is pretty horrible once you can take monarchy as it is and its hard to imagine anyone (a player or the ai) taking it in later eras which I think would really make for some more interesting gameplay scenarios.

the stats of the civics will be changed completely so they fit in their category. the overwrites are only relevant because leaderheads have predefined favourite civics. i'm currently not quite sure how to correctly represent govenment civics because they depend on the power civics: e.g. if you have a parliament it is a representative chamber. but whom it represents depends on the power civic. if you run a democracy then its representative for you population, in a aristocracy the nobility and in a plutocracy its the rich.

thus a question to Afforess:
what if you introduce a new object type, a synergy info that uses all the same tags as a civic (so it could even use the CivicInfos directly) and a new tag for civics that could look like this (for a parliamentary government civic):
Code:
	<Synergies>
		<Synergy>
			<SynergyType>SYNERGY_PARLIAMENT_DEMOCRACY</SynergyType>
			<SyndergyCivicType>CIVIC_DEMOCRACY</SyndergyCivicType>
		</Synergy>
		<Synergy>
			<SynergyType>SYNERGY_PARLIAMENT_PLUTOCRACY</SynergyType>
			<SyndergyCivicType>CIVIC_PLUTOCRACY</SyndergyCivicType>
		</Synergy>				
	</Synergies>
the SYNERGY_PARLIAMENT_DEMOCRACY would be just like a civic but its stats would only be added if you also run the specified civic - i.e. Democracy in this case.

also i think i'll need a bForceOverwrite tag for civics. or did you already add one?
 
also i think i'll need a bForceOverwrite tag for civics. or did you already add one?

bForceOverwrite is a universal tag, it works on all objects. I haven't updated all the schema's though, so you may need to add it there if I haven't. (But I'm pretty sure I updated the GameInfo Schema).


the stats of the civics will be changed completely so they fit in their category. the overwrites are only relevant because leaderheads have predefined favourite civics. i'm currently not quite sure how to correctly represent govenment civics because they depend on the power civics: e.g. if you have a parliament it is a representative chamber. but whom it represents depends on the power civic. if you run a democracy then its representative for you population, in a aristocracy the nobility and in a plutocracy its the rich.

thus a question to Afforess:
what if you introduce a new object type, a synergy info that uses all the same tags as a civic (so it could even use the CivicInfos directly) and a new tag for civics that could look like this (for a parliamentary government civic):
Code:
	<Synergies>
		<Synergy>
			<SynergyType>SYNERGY_PARLIAMENT_DEMOCRACY</SynergyType>
			<SyndergyCivicType>CIVIC_DEMOCRACY</SyndergyCivicType>
		</Synergy>
		<Synergy>
			<SynergyType>SYNERGY_PARLIAMENT_PLUTOCRACY</SynergyType>
			<SyndergyCivicType>CIVIC_PLUTOCRACY</SyndergyCivicType>
		</Synergy>				
	</Synergies>
the SYNERGY_PARLIAMENT_DEMOCRACY would be just like a civic but its stats would only be added if you also run the specified civic - i.e. Democracy in this case.

Synergies, hm. I have a rough idea how to do it, but I can't promise anything.
 
Back
Top Bottom