rcoutme
Emperor
IMHO the following would make a good set of governments:
Chieftain: Starting government, no war weariness, rampant corruption away from the capitol, chance of outlying provinces rebelling is high. Tile penalty applies (i.e. 3+ food etc. are reduced by 1). Support for troops is fairly good, however, rebels get the troops that the cities come with.
City States: Corruption is still high but is universal (the capitol would really not exist in a city-state system anyways, although the palace would still be kept). Support for units is ok (maybe 2 per city), but would not increase due to city size. A senate would be allowed to ask for certain improvements such as more roads, more irrigation, more luxuries etc. Refusal would cause something similar to WW in Civ3. The difference is that this would be a Rebellion Factor (RF) and would cause rebellions at high levels. Distance from capitol would also be a factor in RF (even though it would not affect corruption). (Tile penalty would only affect one thing, i.e. food or corruption) Rebelling cities might form another civ or simply remain as independent cities. The troops in those areas would be likely to join the independent faction.
Despotism: Somewhat similar to current Despotism but with limited tile penalty (similar to CS above except that commerce could be one of the limits). Support for units would be fairly good, but cost of extra units would be higher (2 instead of 1). Corruption would not be nearly as bad as in Chieftain but would be up there and would be dependent on how close to the capitol (and not matter for how many other cities are closer). RF would still be high away from the capitol but the troops would be more loyal so a rebellion would see the troops expelled from the territory and these units could try to help retake the rebellious provinces. The size of the civ before RF becomes a factor would still be fairly low (and, of course, dependent on map size).
Imperialism: (Think Roman Empire) similar to Despotism, no tile penalties would occur. RF would be lower than in Despotism and this would be the time when a FP could be established. City support for troops would be pretty good and would not have the extra cost. Corruption would be lower than in the above govts but still a problem, especially away from the capitol. Tax collector would be introduce here (i.e. the tech leading to this govt would be required before any citizens would be allowed to switch to tax collectors). Coinage would be a good Civ advance to have this govt come about.
Republic: Similar to current one except that corruption would be higher and universal. Either that, or corruption would have universal spread in certain ranges, i.e. within 4 squares of capital all cities, including capital, have same corruption. From 5 to 10, new corruption level. Support for troops would be city-size based. Tile commerce bonus. RF would be higher than in Imperialism and a senate would be able to ask for things as in CS above. WW would be significant but would be greatly lessened if the Republic was the defender. Troops in rebellious provinces likely to join rebels.
Feudalism: very different from C3C. Corruption would be on a par with Republic (slightly better than Imperialism) but would be based on the capital. RF would be fairly high due to the likelihood that a rival noble would be trying for the throne. Troops in outlying provinces would be very likely to join rebel faction. This could be based on how many troops are actually there (i.e. only the quantity of troops actually supported by the rebel cities would join the rebels, the others would be expelled). The difficulty of troops traveling from the capital to the outlying cities would also greatly affect the RF. No tile bonus or penalty and otherwise fairly similar to C3 Monarchy.
Monarchy: Similar to C3 Monarchy. Corruption would be less than in Feudalism or Republic and would be based on proximity to capital. RF would be dependent on distance from capital and how difficult it is for troops to get to the target city. Unit support would be similar to Civ 3. Troops would be less likely to join any rebel faction. RF would be less than Feudalism.
Colonial Monarchy: Similar to Monarchy above but would allow some sort of building project to gain a reduction in corruption away from the capital. Troops would be unlikely to join any rebels (being expelled instead). How long it takes units to get to the target cities would affect RF and would definitely include sea travel if the civilization had any harbors.
Constitutional Monarchy: Cities would have fairly decent support for troops. Corruption would be based on proximity to capital. Nobles would be allowed to ask for goodies (see CS above) and failure to comply would cause unhappiness or RF points (or both). Corruption would be less than in Monarchy. Units would be unlikely to join any rebel faction (instead being expelled). Commerce tile bonus would apply, otherwise similar to Colonial Monarchy.
Representative Government (or early Democracy): Similar to Democracy in C3C. No support for standing armies, although coastal cities would each support one combat navy. Conscription of troops would be as follows: Each city of a certain size would be allowed to conscript one unit. This would not cause any unhappiness in the city unless the unit was destroyed by some sort of combat action. This could occur only if the civ is at war. These units automatically disband after the war is over. These units would be supported automatically (even if their home city was conquered or destroyed by the enemy). A senate would be allowed to ask for goodies as in CS, with similar hits for failure. Corruption would be low, but still out there and would depend on proximity to capital.
Communism: similar to C3 except that corruption should be based on proximity to capital. Switching out of communism would cause a commerce penalty where any tile producing more than 1 commerce would have a 1 penalty for 10 turns.
Fascism: similar to C3C except: workers would not be faster than Democracy. Captured workers would receive a penalty (i.e. work even slower). Corruption would be fairly high and dependent on capital proximity. Commerce tile bonus would occur (but would be somewhat offset by the corruption). Cities with a majority of foreign citizens would not support any units. Relations with certain governments would have a negative modifier (i.e. Communism, Democracy, Const. Monarchy, City States, Republic, Rep. Govt, etc.) to reflect the xenophobic nature of the government.
Democracy: corruption would be low and universal (not capital proximity related). As in Rep. Govt above, the first conscript unit would not cause unhappiness unless destroyed. If a war exists cities of certain sizes would be allowed to conscript more troops (to a limit) but these would cause unhappiness until disbanded (but would keep causing it if destroyed). All conscripted units would disband when war was over. Again, this would have to be a defensive war or one forced on the civ through an alliance. Cities would support standing armies if within a certain distance from a rival border. Interior cities would not give any freebies. Cost of standing armies would be fairly high. Navies would gain support from coastal cities.
Socialism: No support for standing armies or conscripts (although conscription would be allowed). Similar benefits (tile bonus, etc) to Democracy above. WW would occur whenever ground and air combat units were stationed outside of the civilization and whenever naval units were in foreign territory (out in the ocean is ok). Air units would be allowed to be on carriers, but would cause WW if they fly into another civs airspace. These restrictions would include units in allied civ territory. Corruption would not exist at all. Certain buildings would not require maintenance (library, temple, etc.)
Chieftain: Starting government, no war weariness, rampant corruption away from the capitol, chance of outlying provinces rebelling is high. Tile penalty applies (i.e. 3+ food etc. are reduced by 1). Support for troops is fairly good, however, rebels get the troops that the cities come with.
City States: Corruption is still high but is universal (the capitol would really not exist in a city-state system anyways, although the palace would still be kept). Support for units is ok (maybe 2 per city), but would not increase due to city size. A senate would be allowed to ask for certain improvements such as more roads, more irrigation, more luxuries etc. Refusal would cause something similar to WW in Civ3. The difference is that this would be a Rebellion Factor (RF) and would cause rebellions at high levels. Distance from capitol would also be a factor in RF (even though it would not affect corruption). (Tile penalty would only affect one thing, i.e. food or corruption) Rebelling cities might form another civ or simply remain as independent cities. The troops in those areas would be likely to join the independent faction.
Despotism: Somewhat similar to current Despotism but with limited tile penalty (similar to CS above except that commerce could be one of the limits). Support for units would be fairly good, but cost of extra units would be higher (2 instead of 1). Corruption would not be nearly as bad as in Chieftain but would be up there and would be dependent on how close to the capitol (and not matter for how many other cities are closer). RF would still be high away from the capitol but the troops would be more loyal so a rebellion would see the troops expelled from the territory and these units could try to help retake the rebellious provinces. The size of the civ before RF becomes a factor would still be fairly low (and, of course, dependent on map size).
Imperialism: (Think Roman Empire) similar to Despotism, no tile penalties would occur. RF would be lower than in Despotism and this would be the time when a FP could be established. City support for troops would be pretty good and would not have the extra cost. Corruption would be lower than in the above govts but still a problem, especially away from the capitol. Tax collector would be introduce here (i.e. the tech leading to this govt would be required before any citizens would be allowed to switch to tax collectors). Coinage would be a good Civ advance to have this govt come about.
Republic: Similar to current one except that corruption would be higher and universal. Either that, or corruption would have universal spread in certain ranges, i.e. within 4 squares of capital all cities, including capital, have same corruption. From 5 to 10, new corruption level. Support for troops would be city-size based. Tile commerce bonus. RF would be higher than in Imperialism and a senate would be able to ask for things as in CS above. WW would be significant but would be greatly lessened if the Republic was the defender. Troops in rebellious provinces likely to join rebels.
Feudalism: very different from C3C. Corruption would be on a par with Republic (slightly better than Imperialism) but would be based on the capital. RF would be fairly high due to the likelihood that a rival noble would be trying for the throne. Troops in outlying provinces would be very likely to join rebel faction. This could be based on how many troops are actually there (i.e. only the quantity of troops actually supported by the rebel cities would join the rebels, the others would be expelled). The difficulty of troops traveling from the capital to the outlying cities would also greatly affect the RF. No tile bonus or penalty and otherwise fairly similar to C3 Monarchy.
Monarchy: Similar to C3 Monarchy. Corruption would be less than in Feudalism or Republic and would be based on proximity to capital. RF would be dependent on distance from capital and how difficult it is for troops to get to the target city. Unit support would be similar to Civ 3. Troops would be less likely to join any rebel faction. RF would be less than Feudalism.
Colonial Monarchy: Similar to Monarchy above but would allow some sort of building project to gain a reduction in corruption away from the capital. Troops would be unlikely to join any rebels (being expelled instead). How long it takes units to get to the target cities would affect RF and would definitely include sea travel if the civilization had any harbors.
Constitutional Monarchy: Cities would have fairly decent support for troops. Corruption would be based on proximity to capital. Nobles would be allowed to ask for goodies (see CS above) and failure to comply would cause unhappiness or RF points (or both). Corruption would be less than in Monarchy. Units would be unlikely to join any rebel faction (instead being expelled). Commerce tile bonus would apply, otherwise similar to Colonial Monarchy.
Representative Government (or early Democracy): Similar to Democracy in C3C. No support for standing armies, although coastal cities would each support one combat navy. Conscription of troops would be as follows: Each city of a certain size would be allowed to conscript one unit. This would not cause any unhappiness in the city unless the unit was destroyed by some sort of combat action. This could occur only if the civ is at war. These units automatically disband after the war is over. These units would be supported automatically (even if their home city was conquered or destroyed by the enemy). A senate would be allowed to ask for goodies as in CS, with similar hits for failure. Corruption would be low, but still out there and would depend on proximity to capital.
Communism: similar to C3 except that corruption should be based on proximity to capital. Switching out of communism would cause a commerce penalty where any tile producing more than 1 commerce would have a 1 penalty for 10 turns.
Fascism: similar to C3C except: workers would not be faster than Democracy. Captured workers would receive a penalty (i.e. work even slower). Corruption would be fairly high and dependent on capital proximity. Commerce tile bonus would occur (but would be somewhat offset by the corruption). Cities with a majority of foreign citizens would not support any units. Relations with certain governments would have a negative modifier (i.e. Communism, Democracy, Const. Monarchy, City States, Republic, Rep. Govt, etc.) to reflect the xenophobic nature of the government.
Democracy: corruption would be low and universal (not capital proximity related). As in Rep. Govt above, the first conscript unit would not cause unhappiness unless destroyed. If a war exists cities of certain sizes would be allowed to conscript more troops (to a limit) but these would cause unhappiness until disbanded (but would keep causing it if destroyed). All conscripted units would disband when war was over. Again, this would have to be a defensive war or one forced on the civ through an alliance. Cities would support standing armies if within a certain distance from a rival border. Interior cities would not give any freebies. Cost of standing armies would be fairly high. Navies would gain support from coastal cities.
Socialism: No support for standing armies or conscripts (although conscription would be allowed). Similar benefits (tile bonus, etc) to Democracy above. WW would occur whenever ground and air combat units were stationed outside of the civilization and whenever naval units were in foreign territory (out in the ocean is ok). Air units would be allowed to be on carriers, but would cause WW if they fly into another civs airspace. These restrictions would include units in allied civ territory. Corruption would not exist at all. Certain buildings would not require maintenance (library, temple, etc.)