Triple Your Governments MOD - v5 FULLY FUNCTIONAL

ComradeRed

Civilized Expansionist
Joined
Nov 23, 2001
Messages
133
Location
Michigan, USA
THIS VERSION HAS WORKING WONDER SPLASHES This time for REAL.. It's been tested.

Newest additions at bottom of post.

Ok.... this is a MOD that changes the names of 2 governments.... deletes one, and adds 11. Most of these only take effect in the modern era though. I haven't messed with the propaganda modifiers yet, or tried to work out any bugs. I also don't have civilopedia entries yet. But, it could make things a little more interesting... If you have any comments on what I should change or whatnot, let me know. And keep in mind, that I tried to simulate what a government would act like. My fascist government, needs to be changed probably. The problem was that though it's pure evil, it's ability to control the populous and succeed is amazing. Though the populous may not like the government, they fear causing dissent. That's why it "seems" so good in the mod. Help me figure out how to hurt it a bit, realistically.

Changed government names
Communism -> Soviet Communism
Republic -> Greco-Roman Republic

Added Governments
Capitalism
Corporatism
Social Democracy
Democratic Socialism
Marxist Communism
Techno-Marxist Communism
Fascism
Fundamentalism
Feudalism
Anarchocapitalism
Anarchosocialism

Deleted Governments
Democracy

Well, comments are most welcome and encouraged. I want to fix this as much as possible. This is sort of a demo version. Give me ideas.

well minor changes were done to versions 2 and 3.... and here's what I posted earlier for version 4, which this is.

Ok...... Here's what I did. I added 3 new citizens.....
Capitalist +2 tax
Scientist +2 science (changed the old Scientist to Alchemist)
Broadcasted Entertainer +3 luxuries

I added a new city improvement
Green economy - like recycling center, but costs more maintainance (loss of production) and can be built in addition. (Ecology needed)

I added several small wonders to make the happiness bonuses work
Industrial Base - no benefit; 500 sheilds (needs to be built in capitalist government)
Successful Nationalized Economy - +2 happy citizens all cities; 500 shields (needs to be built in democratic socialist government, requires Industrial Base to be built first)
Perfect Humantiarianism - +3 happy citizens all cities; 1000 sheilds (I believe) (needs to be built in marxist communist government, requires Successful Nationalized Economy to be built first)
Automated Economy - +10 happy citizens all cities; 1000 sheilds (needs to be built in Techno-Marxist Communist government, which needs Perfect AI which takes the maximum time to develop)
National Healthcare System - +2 happy citizens all cities; costs maintainance (needs to be built in Social Democracy and requires a number of hospitals to be built)

I also added some regular wonders which I'll just name a couple, most are government specific
Communist Manifesto
The Microsoft Monopoly
The Secret Police

so hopefully this will make the game much more interesting. And the small wonders make it so that nations follow the rules of Marx in order to get to Marxist communism. After all, look at the Soviet Union, it skipped the capitalist stage and didn't build up their industrial base, so where did they end up? At Soviet Communism, not at a true form of socialism at all. Well, at least I know any marxists out there will be wetting themselves over these improvements. So just let me know how it's running along, and tell me if I need to alter some things to make it more realistic, such as if industrial base takes too long to build or whatnot. And above all enjoy. I'll start working on the version with the civilopedia entries for ALL of this.... but I won't release it, and it WILL be in a new thread.... until after I get comments from you on this version. I totally ran out of ideas for wonders and whatnot, so I don't plan on adding more any time soon.

Also added, marijuana and tobacco

Working version... civilopedia not complete

version 4 removed after 185 downloads

version 5 removed after 1242 downloads

For the new Version I added:

New Gov's:
Athenian Democracy
Spartan Military Aristocracy

New Improvements:
Brothel
Mess Hall
Post Office
Wine Distillery
Printing Press
Vomitorium
Local Government (final solution to corruption, costs money)
Theater
Gymnasium (in the Hellenistic world's sence)
Olive Grove
Slave Camp
Aquaculture Farm

New Wonders:
Creation Legend
Louis Pasteur's Distillery
Inquisition
Machu Pichu
Sphinx
Royal Purple Dye
Solomon's temple
Ark of the Covenant
Universal Education
Book of the Dead
Epic of Gilgamesh
The Torah
Vestial Virgins
Minos' Labyrinth
The Forum
The Nazca Lines
The World Trade Center
The Olympic Games
The Rosetta Stone
Socrates' Trial
Dionysus' Dramatic Festival
+++many more

New Civ:
Bexgomia (kinda cheap, for my own personal pleasure)

Also many units that didn't upgrade before, now do so.

WHEN INSTALLING: place all within the new wondersplash folder into art/wondersplash....... resources.pcx belongs in art/....... text files belong in text/........ the mod should be renamed civ3mod.bic......... MAKE SURE that you backup all previous files in case you wish to uninstall this mod...... the civ3.mod, resources, and texts all need to be backed up in order to uninstall. Folder goes in Art/Units
 

Attachments

  • governmentsv6.zip
    158.6 KB · Views: 3,691
oh well there's something I learned when I wanted to add JUST 3 governments in a mod pack (it was fundamentalism, fascism and socio-democracy), you won't be able to make real big differences between them, that's why firaxis set only 5 governments initially. It's true that each of the governments you wanted to add are particulars but in a game like this it won't make a big difference... What Firaxis wanted is:
Despotism = obligatory initial govt (good for war)
Monarchy = War govt
Communism = Ultimate war govt
Republic = Half-way between Monarchy and Democracy
Democracy = Peaceful govt

So, for example, if you want to add a "fascist government", it will be a war govt... But there are already 3 other war govt so it's kinda useless...

My 2¢
 
First of all, does this mod work? Won't crash my game or anything. Anyway a couple of suggestions:
Fascism: If possible make all other goverments realy hate it, second it should have reduced money/trade, many other civs should boycott a civ that has fascism. Should have low corruption, because of police power
Fundementalism: Should be much like Fascism in the way that other more Democratic civs would dislike it. Should have low corruption because of the dedicated citizens of such governments.

I also have a few question: What kind of governments are:
Techno-Marxist Communism?
Anarchocapitalism?
Anarchsocialism?

But a mod like this is useful because I realy think that there were too few governments in CIVIII - tought it would be much more differents. The ultimate would be if you could yourselves design governments during the game, with it's ups and downs, so that youre communism didn't match other civs etc.
 
I'll look into it, but I'm pretty sure I couldn't make everyone hate fascist civs unfortunately...... perhaps if I put it as all the civ's shunned government (so far I haven't touched this). I'll go check against what I have for corruption and trade, but I think that's how I already had it :). As far as government descriptions........

Techno-Marxist Communism - A perfectly communal society, where all production is done by robots. I wanted to make a really hard to get technology named Perfect AI for this.... but I don't know how to as of yet. Perhaps if I sacrifice one of the other techs. But I'll find something in the future versions.

Anarchocapitalism - This is basically the libertarian paradise. Capitalism is the economy, and you have no one messing with your rights at all. That's why I made it so that you can have no police or free unit support. Capitalism + Anarchy.

Anarchosocialism - Basically this is Guild socialism. You here of an anarchist, this is probably the form of anarchy they are looking for. It's not really a society without rule, just that there are no specific rulers. Every industry, etc, is a guild. And it's workers directly elect a representative, who does nothing more than report the guild's decision to other guilds so far as to the few laws that there are. Socialism + Anarchy.

I also made it so that Marxist Communism and Techno-Marxist Communism were forms of anarchy (Degeneration of the Political State).

And for those that might not know, the difference between capitalism and corporatism is the types of business. At least on the surface. Capitalism is the original philosophy described by Adam Smith, full of freedom and small competing businesses. Corporatism is full of corporations as the main economy, this is what the US has now. This has been warned against by Jefferson, Lincoln, and Adam Smith, father of capitalism himself. Also, it could be taken that this is what Alexis de Tocqueville warned against when he said that if permanant inequality (aristocracy) were to rise in america again, it would be from industry. Corporatism has slightly higher corruption (Buisiness scandals, insider trading) than capitalism, and all improvements are paid for by their respective owners. Also it's police is up. This isn't from an official police state (secret police). But rather an attempt to simulate such things as a corporate controlled media which reports one-sidedly and also such things as the CIA implanting drugs into rebellious big cities (yes, it is recorded that this happened).

If anyone knows how to directly effect happiness, let me know. I wanted to make it so that for such governments such as Techno-Marxist Communism (a society where no one has to work, just go to their hobbies, perhaps making MODs for Civ 3 ^_^) would make the citizens happier, all I have is high assimilation rate from it's admirable society.

Keep up with the posts, I need to tweak this to perfection :)
 
btw, I'm using it right now. Though I didn't get to use any of these governments yet, it's not worth changing to feudalism for the anarchy, I need to fix that...... but the game runs with it. There should be no problem running the game all the way through, and of course, ALWAYS back up your civ3mod file.... that way if this stops working, restore the original and open up an autosave. But that shouldn't happen.
 
Well ,if i will play this mod i will definitly go for Techno-Marxist Communism .Why? because i practicly invented it ,and it should be the best system goverment around. :lol: :king:
 
Damn straight it is. It's supposed to be a utopian society. But I'm fixing up the MOD right now. And I got rid of smart weapons, and it is no longer required for integrated defence. It's now named Perfect AI and will allow the Techno-Marxist government. It will also require 1000 instead of 160 or whatever it's measuring...... to show how far away we really are from true Perfect AI. I wanted to make it more, but it's not possible.

Also the preliminary likes dislikes for government types are in :)

I'll post it soon.
 
here it is..... version 2. Feudalism is also a little better than monarchy now. It allows a little more support and a little more of a draft rate (more people drafting, Lords and Barons and such).

I'll post the final version in a new thread whenever I perfect this thing.
 
Ok so i downloaded this file. But how do i install it?


Thanks
 
Ok, to install do the following.......

1. Rename Civ3mod.bic
2. take this mod and name it Civ3mod.bic

otherwise you can load it as a scenario.


And to DanRCatone...... Because there's anti-american things to be said. I have to explain the mod, and if I don't explain those things that didn't HAVE to be taken as anti-american. People wouldn't understand the mod. Those are things that happen, get used to it. EX: the palestinians celebrating in the streets that we all saw, weren't that. It was Brazil some 6 years ago, not Palestinians on S11.
 
Thanks a lot

i ll try it out.

Thanks heaps..it was soo simple too jeez.
 
As a possible negative side to fundamentalism, how about curtailing scientific bonuses in sort of the opposite of the bonus that scientific cultures get.

Is it possible to remove advances from cultures? Would it be possible to have Fundamentalism, for instance, remove the Evolution advance and prevent it from being gained during that government? Interesting idea...
 
As a possible negative side to fundamentalism, how about curtailing scientific bonuses in sort of the opposite of the bonus that scientific cultures get.

Ok, well I wanted to do that, but it doesn't seem that option is there. But I will look into it more.

And about the Brazilian thing, sorry, I heard it was Brazilian. But the fact remains that it was pre-S11.
 
ok, I changed a bit so far, I weakened Fascism's trade. Raised the rate cap in capitalism up to 10 (forgot to before). And I'm working right now on all the resistance and propaganda modifiers...... so within the next 8 hours, I'll probably have a new, possibly perfected version done.... same thread yet. But keep the comments coming. I'll read what I can before I release this. This isn't done until almost everyone is happy. And if there's some new government you're still looking for, mention that too, plus any ideas for it. BTW, I changed Anarchy to Revolutionary War. Figured it was more accurate. No changes in the actual numbers of it though.

Thanks to those that helped so far. And I did have rate caps on both science and luxuries already, that was allowed. On the anarchic governments and Fundamentalism......

eh, then I have to work on the civilopedia entries.....
 
oh, forgot to say, I'm also open to quotes to use for the civilopedia entries, both by pro and anti <insert government here> activists.
 
ok, check this out...... I think after working on it that it should be flawless. I should just need to add in some civilopedia entries. So please test out this hopefully final demo version of the mod. I did what I felt I needed to with the resistance modifiers..... I don't see that much necessity to do more than I already did with the propaganda modifiers.... and hell, that's 16*16*2 different coorelations otherwise.... I don't have that kind of energy. But the resistance is set. Fascists are almost always ready to not resist..... fundamentalists will resist anyone, even other fundamentalists....... That's if I figured out the modifiers right. It wasn't that specific in the help, so I figured that a greater number meant that they'd resist more if taken over by the other government..... not the other way around. Well anyways, enjoy. I'll give you the final version when I get those entries done and also when I get some feedback on how this mod works.:king:
 
ok, something came up. I found a hacked editor.... and I can do a little more now.... mainly in the form of wonders of the world for right now. So I'll make ways for certain governments to make citizens happier. So this will get only BETTER.
 
Ok...... Here's what I did. I added 3 new citizens.....
Capitalist +2 tax
Scientist +2 science (changed the old Scientist to Alchemist)
Broadcasted Entertainer +3 luxuries

I added a new city improvement
Green economy - like recycling center, but costs more maintainance (loss of production) and can be built in addition. (Ecology needed)

I added several small wonders to make the happiness bonuses work
Industrial Base - no benefit; 500 sheilds (needs to be built in capitalist government)
Successful Nationalized Economy - +2 happy citizens all cities; 500 shields (needs to be built in democratic socialist government, requires Industrial Base to be built first)
Perfect Humantiarianism - +3 happy citizens all cities; 1000 sheilds (I believe) (needs to be built in marxist communist government, requires Successful Nationalized Economy to be built first)
Automated Economy - +10 happy citizens all cities; 1000 sheilds (needs to be built in Techno-Marxist Communist government, which needs Perfect AI which takes the maximum time to develop)
National Healthcare System - +2 happy citizens all cities; costs maintainance (needs to be built in Social Democracy and requires a number of hospitals to be built)

I also added some regular wonders which I'll just name a couple, most are government specific
Communist Manifesto
The Microsoft Monopoly
The Secret Police
The Halocaust (This has negative effects as well, such as -10 culture and -1 happiness)

so hopefully this will make the game much more interesting. And the small wonders make it so that nations follow the rules of Marx in order to get to Marxist communism. After all, look at the Soviet Union, it skipped the capitalist stage and didn't build up their industrial base, so where did they end up? At Soviet Communism, not at a true form of socialism at all. Well, at least I know any marxists out there will be wetting themselves over these improvements. So just let me know how it's running along, and tell me if I need to alter some things to make it more realistic, such as if industrial base takes too long to build or whatnot. And above all enjoy. I'll start working on the version with the civilopedia entries for ALL of this.... but I won't release it, and it WILL be in a new thread.... until after I get comments from you on this version. I totally ran out of ideas for wonders and whatnot, so I don't plan on adding more any time soon.
 
ok, let me stress the importance that you backup your civ3mod...... When I first went to use this, my only saved game was corrupted, but I could still start a new game. So tell me if you are getting corrupted saves like that too. Could just be me.
 
Sorry for being picky like this, but could you please include the version number with the zip file, like governments-v3.zip?

Thanks
 
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