Killtech
Discutator
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:
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:
Power Civics:
Organization Civics:
Society Civics:
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.
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feel free to post your ideas, critiques and opinions.
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
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
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
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
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

:-( 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

+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

:-( 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

+1

:-( 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%
-5%
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%
+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%
-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%
+1
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%
+1
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%
+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%
-10%
+25% culture
+50% City Defense in all Cities
allows construction of: Forum, Press Agency, Info Net
low upkeep
+25% War Weariness
+1 :-( per 5% tax rate
+15% City Defense in all Cities
Aristocracy: (req. Aristocracy)
low upkeep
+1

+1 :-( in every city
+1 :-( per 20% tax rate
-20% War Weariness
+10% hammers
-10%

-5%

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%

+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%

-5%:research:
-50% culture
allows construction of: Execution Place, Reeducation Camp, Mind Control Center
Plutocracy (Money): (req. Usury)
low upkeep
+1

+1 :-( per 5% tax rate
+50% War Weariness
+10%

+1

allows construction of: Censorship Bureau, Propaganda Agency
Technocracy: (req. Computer Networks)
high upkeep
+1

+2 :-( in every city
+25% War Weariness
+10%

+1

allows construction of: Censorship Bureau, Propaganda Agency
Meritocracy (Experts): (req. Mathematics)
high upkeep
+10% GP modifier
+1 :-( per 13% tax rate
+1

+20% War Weariness
-10%

+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%

-10%

+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%
for Capital -10% for Cities
+100%
for Capital -50% for Cities
+100%
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%
for all Cities
-5%
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%
for Capital +5% for Cities
+25%
for Capital
+25%
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%
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%
for all Cities
-10%
for all Cities
-5%
for all Cities
-10% culture for all Cities
allows construction of: Province Administration (unlocks 3rd economy radius for cities, req. 5 City Councils)
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%

+100%

+100%

+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%

-5%

-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%

+25%

+25%

+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%

+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%

-10%

-5%

-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:
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.