Eddie Verdde
Chieftain
- Joined
- Jan 10, 2020
- Messages
- 94
From the simplicity of the visionary and nostalgic CIV 1 to the dazzling graphics and innovations of CIV 7, one powerful idea has pervaded the make-up of CIV games: the idea of historical determinism: that is, the idea that history unfolds in a predictable and inexorable fashion. According to such framework, Bronze working MUST precede Iron working, Gunpowder MUST precede the Steam Engine, Feudalism MUST precede Renaissance and Exploration, never to come back again, sugar is only available after the Exploration Age, and so on. Therefore, there is little room for randomness. Technological and cultural breakthroughs are seen as mere stepping stones towards a predetermined goal, in an unstoppable march to destiny, instead of being what they really are: the outcomes of specific political and economic circumstances that provide solutions to problems that arise at each historical situation.
So, why is that idea so powerful and why does it remain rooted in each iteration of the Sid Meier’s Civilization series? Probably because we just aren’t able to envision history unfolding in a different fashion and assume that such is the logic chain of events.
But IS IT? What would history be like if an Incan potter, and not an obscure Chinese alchemist looking for the elixir of eternal youth, would accidentally mix saltpetre, coal and sulphur from the Misti volcano? How would the history of western civilization unfold if some entrepreneur of Alexandria had paid attention to the Steam engine devised by Heron in the 1st century? Maybe just no one saw the possibilities, with a cheap workforce largely composed by slaves; or maybe slave traders would lobby against the implementation of the device. Maybe.
I will argue that historical development is contingent and circumstantial, not inevitable or entirely predictable. And I believe that a non-deterministic approach would greatly enhance gameplay of Civ, because it would allow more unpredictable trajectories of the tech and civic trees. Ultimately, this would end up in unique and unrepeatable games, instead of going through the same, old, predictable paths over and over until final victory. Game developers have tried to address this issue of the “what if” scenarios in different ways: by allowing historical leaders to match different civilizations; by allowing different victory types; through the new system of Age Transitions, etc. But maybe it would be easier and better if Civ followed a non-deterministic approach. Such approach would have serious implications for the tech and civic trees, but in this thread, I will focus only on civics related to politics and forms of government in antiquity.
So, what is politics? Politics is about the right to rule and about relations of power. And we may consider several ways to achieve power, regardless of the age: 1) by some birth right; 2) by persuasion; 3) by law-making/enforcement; 4) by charging favours; 5) by military prowess; 6) by wealth; 7) by appealing to supernatural forces; 8) by appealing to a common heritage; or 9) by capable management. Of course, in real life, in most situations we see a combination of these mechanisms. But I suggest that each one of these be associated with a civic and that each civic unlocks policies and forms of government, from the onset of the game, according to this scheme:
And so, no more forcing Feudalism to some “Middle Ages” to try replicating History as we know it, and at the same time, you might go back to Tribalism in later ages, if that was an adequate choice regarding your strategy or the specific circumstances. Naturally, it can be argued that, in the real world, an individual who persuades a crow by his/her oratory could also become a despot and not an elected ruler; or that aristocrats may derive their status by birthright or wealth, and not from military prowess. But we must keep in mind that we’re talking about a game and, so, we only need a model simple and intelligible enough to make sense and ensure playability.
So, here is a description of all the possible governments in antiquity, that I suggest:
Amphictyony
· +1 culture, +1 science, +1 gold, +1 faith in every settlement
· +25% towards construction of culture buildings
· +25% production towards training units when another civilization declares war
· 50% of influence is converted to happiness
· Requires oracle or pantheon and an altar in the capital
An Amphictyony is a Confederation of city-states, in which every city of your civilization enjoys a great degree of autonomy in conducting its affairs. Although all cities share a common heritage, symbolised by a pantheon and an altar in the capital, such autonomy results in slightly different ideologies and modes of cultural expression across the confederation. So, knowing that they don’t always have to obey a tyrant on a distant land, citizens will be happier, more creative, more entrepreneurial and will cooperate in the construction of buildings that make them feel proud of their city. Alas, all of this autonomy comes with a price, because in such a heterogeneous system, with each city trying to defend its own interests, and without a strong centralized government, it will be harder to conduct diplomatic negotiations or expand the empire.
Historical Example: The Delian League
Aristocracy
· +1 Happiness on garrisoned settlements
· +50% production towards training unique units
· +1 food, +1 production on camps
· +2 culture on Villas/Arena
In a world where might is right, those who demonstrate their skills at fighting have the world at its feet. Under an aristocracy, people look up to its warrior nobles as role models and the civilization builds on the unique ways of fighting of its warriors. Life is not just about war, though, even for warriors, and so, during times of peace, aristocrats have their portraits painted and busts sculpted; they spend their time hunting and use their wealth and social position to give parties and support artists, glorifying war, but ultimately, increasing the culture of its civilization.
Historical Example: Assyrians under the rule of Assurbanipal II
Bureaucracy
· +20% food/production/gold in the capital (10% in all other settlements)
· +1 specialist limit in all cities and +100% output from specialists
· +1 settlement limit
· +1 policy slot
Sometimes, states arise when people decide to get together and cooperate to achieve some enterprise for the common good, such as a levee to prevent the floods of a temperamental river. But in order for the project to be successful, a system is needed to organize its undertaking and to ensure that everyone contributes and benefits from it. A charismatic and clever person can thus invest power on a group of people – the bureaucrats – that keep track of everything that is done or needs to be done to ensure social order, which is considered more important than the whims of the ruler. Under a bureaucracy – not in the derogatory sense – it is possible to efficiently administer the affairs of a society and thus, it is possible to tax people, either in the form of work, military service or goods that that can be stored and redistributed (such as grain or metals), especially in the capital, where the ruler can keep an eye on its clerks and avoid corruption.
However, bureaucrats are so focused on their clerical work that they are not particularly broadminded, curious or creative and so, you’ll have to rely on specialists to develop the science and culture of your civilization.
Historical Example: Mandarins of imperial China
CHIEFDOm
· One policy slot of your choice
Chiefdom is a default government to start with, when you are the charismatic leader of a small population. In your palace, the centre of your fledgling civilization, you may surround yourself with craftsmen, poets or entertainers, whom you will support depending on your priorities and strategies, and so, you may choose between policies that focus on production, culture or happiness. But when you reach a population of three or have at least two settlements you will need more sophisticated institutions to rule, and so, other forms of government will be available after researching certain civics.
Despotism
· +20% production towards constructing Wonders/Buildings/Improvements
· +2 settlement limit, +2 resource capacity in the capital
· 25% of Happiness is converted to Influence
· Units gain +2 combat strength when attacking on enemy territory
Despotism is a form of government suitable for large (or expanding) ancient empires, where you’re trying to consolidate your empire as a whole and when you need an iron fist to do so.
Under this form of government, the power is centralized in a simple person and so, the law is the will of the ruler. Therefore, great enterprises that benefit the whole empire are accomplished faster and diplomatic negotiation are easier, although your people will resent your tyrannic rule. Historical Example: Persia under the rule of Cyrus the Great.
Feudalism
· +0,5 production for each citizen, towards constructing fortifications
· In each settlement, 20% of Happiness is converted in +1 Food for each Farm, Plantation or Pasture
· +50% production towards training mounted units or chariots
· Units have no maintenance costs
Feudalism is an economic and political system based on a hierarchy of relations of vassalage and where the economy is mostly based on land ownership. Under a feudal government, the player will be at the top of a pyramid of vassals, conceding them lands and expecting military support in return, whenever necessary or vice-versa. Therefore, nobles and their retinues, who are rich enough to support horses and expensive weaponry, will be quickly mobilized for war, but they also have the obligation to protect the population of its realms and it will be in their interest to defend and administer efficiently their lands. So, fortifications will be constructed faster and farms will yield more food, which makes feudalism the best option when you want to take advantage of powerful but expensive units and of the rural tiles of a vast empire. However, some of the peasants may feel abused by his landlords.
Historical example: Japan under the rule of a Shogun
PlutocrAcy
· +2 resource capacity in all settlements
· +2 merchants
· 25% science is converted to Influence
· 25% Happiness is converted to gold
Apparently, nothing makes people happier than having access to lots of shining jewels and other luxury goods. So, what to do when you have surplus of luxury goods? Sell them, make profit and pile up the wealth, because one day you might need it and there’s nothing that money can’t buy. Plutocracy is the rule by the wealthy and, although plutocrats aren’t popular among the populace, this form of government favours commerce, entrepreneurship and distribution of resources. Unfortunately, not all that glitters is gold and so, plutocrats may see themselves hopeless against the shining bronze armours of an envious neighbour, unless they use the wealth to hire a bunch of loyal mercenaries.
Historical Example: Carthaginian Empire
REPUBLIC
· units inside borders have no maintenance cost and gain bonus HP
· +50% production towards training units in the capital, during war
· +25% food on farms/pastures/plantations of the capital
· +25% gold on buildings of the capital
Republic is a good form of government for very small civilizations, where everything that matters happens within the boundaries of your capital and when you want to focus on its productivity and development. In a small and cohesive society, it’s impossible to overlook the complaints and ambitions of your people, both rich and poor, and so, plebeians and aristocrats will do everything to assert their rights and the ruler will be chosen by suffrage. Feeling empowered by their political rights, your citizens will be more productive and entrepreneurial (specially landowners and merchants) and are more willing to pay taxes and to defend its homeland from foreign threats. And with such motivated soldiers, maybe a defensive war can lead you to something greater – like an empire.
HISTORICAL EXAMPLE: ROME (Republican Period)
Theocracy
· 50% science and 50% culture are converted to Faith
· May purchase units, buildings and improvements with faith
· +1 settlement limits
· +1 influence, +1 Happiness on altars
Under a theocracy, you’ll have to share the power with the priests of your civilization. Theocratic governments channel the energy of the people towards religious purposes, which may increase overall happiness but negatively impacts other aspects of a civilization, such as culture and science research. The upside is that religious fervour allows the fast recruitment of armies and mobilization of citizens to construct buildings or improvements. You can also manipulate religion to your favour during diplomatic negotiations and gain other bonuses with the appropriate policies unlocked by Priesthood.
Historical Example: Aztecs
TRIBALISM
· Woodcutters reduce cost of production of Axeman by 50%
· Camps reduce cost of production of Archer by 50%
· Units have no maintenance costs
· No war weariness
· 50% of pillaged gold is converted to culture
Tribalism is the most basic form of government, and it’s adequate for undeveloped civilizations that are essentially focused on an economy of subsistence and war.
This political system invokes ties of common ancestry among your people and so it allows the quick mobilization of common people, some of whom will use their everyday tools to fight invaders or attack richer and developed empires.
Under Tribalism, you won’t have a lot of control over your civilization, though, because your kinsmen won’t expect much more of you than to lead them during war and conquest.
Historical Example: Gauls under the rule of Vercingetorix.
Below are the effects of policies unlocked by the same civics that unlock the mentioned governments and that can be used with any governments, but most of them were specially designed to minimize the downsides of each government, if those become critical.
AMphidromy
· +10% growth rate in settlements founded by you
· Gain a free Celebration every time a Town is upgraded to city
AUSTERITY
· 50% of culture is converted to Influence
· Units heal in neutral/enemy territory as if they were in friendly territory
· 50% of Happiness from Resources is converted to production
CASTES
· Settlements not founded by you don’t count for the settlement limit
· +1 Happiness per specialist
Code of Honour
· Chariots, knights and mounted units gain bonus HP
· Earn a substantial amount of Influence every time a chariot or mounted unit wins a battle against the odds
CONSCRIPTION
· 25% of Happiness is converted to +1 Production per citizen, towards training units
CORVÉE
· 25% of happiness is converted to 0,5 Food +0,5 Production per citizen
CRAFTSMANSHIP
· +1 Production on Palace
· +1 Science on Palace
EXOGAMY
· +10% growth rate in all settlements
· +1 Influence on Palace, Villas
FREE SPEECH
· +1 Science on Academies
· +1 Culture, +1 Happiness on Amphitheatres.
GOD KING
· +1 Food, +1 Gold, +1 Happiness, per citizen in the Capital
Hecatombs
· +10% Food, +10% Gold in settlements with Altar
HOSPITALITY
· +1 Influence on Palace, Villas
· Units heal 100% faster on friendly territory
IMPERIALISM
· +100% gold, +2 culture from internal trade routes
· Earn a substantial amount of culture every time you conquer a settlement
JUS SANGUINIS
· +1 Culture for each luxury resource in settlements founded by you
JUS SOLI
· +1 Happiness for each citizen in settlements not founded by you
Measure Standards
· +20% gold on markets and from Taxation (Policy)
· +20% food on Farms/Plantations and from CORVÉE (Policy)
Mercenaries
· Doubles number of units available for hiring
METOIKOS
· +2 gold for each trade route that foreign powers establish with you
MYTHICAL ANCESTOR
· +1 Happiness on settlements founded by you
· +10% towards constructing wonders in the capital
Patron Gods
· +1 Happiness, +1 Production in settlements with altars
Patronage
· +1 Culture, +1 Science, +2 Production on Palace
· +1 Culture on Villas
PLEBISCIT
· +25% production/gold towards constructing food and happiness building in the capital
· +1 Happiness in the capital
POLYGAMY
· +1 Happiness, +1 Influence on Palace and Villas
POTLATCH (policy unlocked by Entertainment)
· Half of every resource are converted to Happiness in a Capital
Primus inter pares
· Unique units gain +1 Combat strength
Propaganda
· Earn a substantial amount of Influence every time you conquer a settlement
RHAPSODISTS (policy unlocked by the civics Folklore)
· +2 Culture on Palace, units gain +1 Combat Strength
SENATE
· Earn Influence equal to 50% Gold
· +50% production towards constructing Villas in the capital
SERFDOM
· Towns with fortification/walls don’t count to the settlement limit
Slavery
· +20% production in Mining Towns, +20% Food in Farming Towns
· +10% production towards constructing wonders
· +30% production towards training Galley/Quadrireme and these have no maintenance costs
Symposium
· +2 Culture, +1 Happiness, +1 Influence on Villas
TAXATION
· 25% of Happiness is converted to +1 gold per citizen
TOURNAMENTS
· +1 Happiness in garrisoned, fortified settlements
· Chariots and mounted units knights gain +1 combat strength
Triumphs
· Gain a free celebration every time you conquer a settlement
So, do you think this system is balanced?
What would be your favourite combination of policies and governments?
So, why is that idea so powerful and why does it remain rooted in each iteration of the Sid Meier’s Civilization series? Probably because we just aren’t able to envision history unfolding in a different fashion and assume that such is the logic chain of events.
But IS IT? What would history be like if an Incan potter, and not an obscure Chinese alchemist looking for the elixir of eternal youth, would accidentally mix saltpetre, coal and sulphur from the Misti volcano? How would the history of western civilization unfold if some entrepreneur of Alexandria had paid attention to the Steam engine devised by Heron in the 1st century? Maybe just no one saw the possibilities, with a cheap workforce largely composed by slaves; or maybe slave traders would lobby against the implementation of the device. Maybe.
I will argue that historical development is contingent and circumstantial, not inevitable or entirely predictable. And I believe that a non-deterministic approach would greatly enhance gameplay of Civ, because it would allow more unpredictable trajectories of the tech and civic trees. Ultimately, this would end up in unique and unrepeatable games, instead of going through the same, old, predictable paths over and over until final victory. Game developers have tried to address this issue of the “what if” scenarios in different ways: by allowing historical leaders to match different civilizations; by allowing different victory types; through the new system of Age Transitions, etc. But maybe it would be easier and better if Civ followed a non-deterministic approach. Such approach would have serious implications for the tech and civic trees, but in this thread, I will focus only on civics related to politics and forms of government in antiquity.
So, what is politics? Politics is about the right to rule and about relations of power. And we may consider several ways to achieve power, regardless of the age: 1) by some birth right; 2) by persuasion; 3) by law-making/enforcement; 4) by charging favours; 5) by military prowess; 6) by wealth; 7) by appealing to supernatural forces; 8) by appealing to a common heritage; or 9) by capable management. Of course, in real life, in most situations we see a combination of these mechanisms. But I suggest that each one of these be associated with a civic and that each civic unlocks policies and forms of government, from the onset of the game, according to this scheme:
Mechanism | Civic | Government | Policies Unlocked (Not government-specific) |
Birth rights | GENEALOGY | TRIBALISM | Castes, Exogamy, Mythical ancestor |
Persuasion | ORATORY | REPUBLIC | FREE SPEECH, SENATE, PLEBISCIT |
Law-enforcement | CODE OF LAWS | DESPOTISM | SLAVERY, POLIGAMY, MEASURE STANDARDS, IMPERIALISM |
Charging of favours | VASSALAGE | FEUDALISM | CODE OF HONOUR, SERFDOM, TOURNAMENTS |
Military prowess | MILITARISM | ARISTOCRACY | AUSTERITY, PRIMUS INTER PARES, PROPAGANDA, TRIUMPHS |
Wealth | COMMERCE | PLUTOCRACY | PATRONAGE, SYMPOSIUM, MERCENARIES |
Religion | PRIESTHOOD | THEOCRACY | HECATOMBS, GOD KING, PATRON GODS |
Common heritage | CITIZENSHIP | AMPHICTYONY | HOSPITALITY, AMPHIDROMY, METOIKOS, JUS SOLI, JUS SANGUINIS |
Wide Management | ADMINISTRATION | BUREAUCRACY | CORVÉE, CONSCRIPTION, TAXATION |
| NONE (default government) | CHIEFDOM | CRAFTSMANSHIP, RHAPSODISTS, POTLATCH |
And so, no more forcing Feudalism to some “Middle Ages” to try replicating History as we know it, and at the same time, you might go back to Tribalism in later ages, if that was an adequate choice regarding your strategy or the specific circumstances. Naturally, it can be argued that, in the real world, an individual who persuades a crow by his/her oratory could also become a despot and not an elected ruler; or that aristocrats may derive their status by birthright or wealth, and not from military prowess. But we must keep in mind that we’re talking about a game and, so, we only need a model simple and intelligible enough to make sense and ensure playability.
So, here is a description of all the possible governments in antiquity, that I suggest:
Amphictyony
· +1 culture, +1 science, +1 gold, +1 faith in every settlement
· +25% towards construction of culture buildings
· +25% production towards training units when another civilization declares war
· 50% of influence is converted to happiness
· Requires oracle or pantheon and an altar in the capital
An Amphictyony is a Confederation of city-states, in which every city of your civilization enjoys a great degree of autonomy in conducting its affairs. Although all cities share a common heritage, symbolised by a pantheon and an altar in the capital, such autonomy results in slightly different ideologies and modes of cultural expression across the confederation. So, knowing that they don’t always have to obey a tyrant on a distant land, citizens will be happier, more creative, more entrepreneurial and will cooperate in the construction of buildings that make them feel proud of their city. Alas, all of this autonomy comes with a price, because in such a heterogeneous system, with each city trying to defend its own interests, and without a strong centralized government, it will be harder to conduct diplomatic negotiations or expand the empire.
Historical Example: The Delian League
Aristocracy
· +1 Happiness on garrisoned settlements
· +50% production towards training unique units
· +1 food, +1 production on camps
· +2 culture on Villas/Arena
In a world where might is right, those who demonstrate their skills at fighting have the world at its feet. Under an aristocracy, people look up to its warrior nobles as role models and the civilization builds on the unique ways of fighting of its warriors. Life is not just about war, though, even for warriors, and so, during times of peace, aristocrats have their portraits painted and busts sculpted; they spend their time hunting and use their wealth and social position to give parties and support artists, glorifying war, but ultimately, increasing the culture of its civilization.
Historical Example: Assyrians under the rule of Assurbanipal II
Bureaucracy
· +20% food/production/gold in the capital (10% in all other settlements)
· +1 specialist limit in all cities and +100% output from specialists
· +1 settlement limit
· +1 policy slot
Sometimes, states arise when people decide to get together and cooperate to achieve some enterprise for the common good, such as a levee to prevent the floods of a temperamental river. But in order for the project to be successful, a system is needed to organize its undertaking and to ensure that everyone contributes and benefits from it. A charismatic and clever person can thus invest power on a group of people – the bureaucrats – that keep track of everything that is done or needs to be done to ensure social order, which is considered more important than the whims of the ruler. Under a bureaucracy – not in the derogatory sense – it is possible to efficiently administer the affairs of a society and thus, it is possible to tax people, either in the form of work, military service or goods that that can be stored and redistributed (such as grain or metals), especially in the capital, where the ruler can keep an eye on its clerks and avoid corruption.
However, bureaucrats are so focused on their clerical work that they are not particularly broadminded, curious or creative and so, you’ll have to rely on specialists to develop the science and culture of your civilization.
Historical Example: Mandarins of imperial China
CHIEFDOm
· One policy slot of your choice
Chiefdom is a default government to start with, when you are the charismatic leader of a small population. In your palace, the centre of your fledgling civilization, you may surround yourself with craftsmen, poets or entertainers, whom you will support depending on your priorities and strategies, and so, you may choose between policies that focus on production, culture or happiness. But when you reach a population of three or have at least two settlements you will need more sophisticated institutions to rule, and so, other forms of government will be available after researching certain civics.
Despotism
· +20% production towards constructing Wonders/Buildings/Improvements
· +2 settlement limit, +2 resource capacity in the capital
· 25% of Happiness is converted to Influence
· Units gain +2 combat strength when attacking on enemy territory
Despotism is a form of government suitable for large (or expanding) ancient empires, where you’re trying to consolidate your empire as a whole and when you need an iron fist to do so.
Under this form of government, the power is centralized in a simple person and so, the law is the will of the ruler. Therefore, great enterprises that benefit the whole empire are accomplished faster and diplomatic negotiation are easier, although your people will resent your tyrannic rule. Historical Example: Persia under the rule of Cyrus the Great.
Feudalism
· +0,5 production for each citizen, towards constructing fortifications
· In each settlement, 20% of Happiness is converted in +1 Food for each Farm, Plantation or Pasture
· +50% production towards training mounted units or chariots
· Units have no maintenance costs
Feudalism is an economic and political system based on a hierarchy of relations of vassalage and where the economy is mostly based on land ownership. Under a feudal government, the player will be at the top of a pyramid of vassals, conceding them lands and expecting military support in return, whenever necessary or vice-versa. Therefore, nobles and their retinues, who are rich enough to support horses and expensive weaponry, will be quickly mobilized for war, but they also have the obligation to protect the population of its realms and it will be in their interest to defend and administer efficiently their lands. So, fortifications will be constructed faster and farms will yield more food, which makes feudalism the best option when you want to take advantage of powerful but expensive units and of the rural tiles of a vast empire. However, some of the peasants may feel abused by his landlords.
Historical example: Japan under the rule of a Shogun
PlutocrAcy
· +2 resource capacity in all settlements
· +2 merchants
· 25% science is converted to Influence
· 25% Happiness is converted to gold
Apparently, nothing makes people happier than having access to lots of shining jewels and other luxury goods. So, what to do when you have surplus of luxury goods? Sell them, make profit and pile up the wealth, because one day you might need it and there’s nothing that money can’t buy. Plutocracy is the rule by the wealthy and, although plutocrats aren’t popular among the populace, this form of government favours commerce, entrepreneurship and distribution of resources. Unfortunately, not all that glitters is gold and so, plutocrats may see themselves hopeless against the shining bronze armours of an envious neighbour, unless they use the wealth to hire a bunch of loyal mercenaries.
Historical Example: Carthaginian Empire
REPUBLIC
· units inside borders have no maintenance cost and gain bonus HP
· +50% production towards training units in the capital, during war
· +25% food on farms/pastures/plantations of the capital
· +25% gold on buildings of the capital
Republic is a good form of government for very small civilizations, where everything that matters happens within the boundaries of your capital and when you want to focus on its productivity and development. In a small and cohesive society, it’s impossible to overlook the complaints and ambitions of your people, both rich and poor, and so, plebeians and aristocrats will do everything to assert their rights and the ruler will be chosen by suffrage. Feeling empowered by their political rights, your citizens will be more productive and entrepreneurial (specially landowners and merchants) and are more willing to pay taxes and to defend its homeland from foreign threats. And with such motivated soldiers, maybe a defensive war can lead you to something greater – like an empire.
HISTORICAL EXAMPLE: ROME (Republican Period)
Theocracy
· 50% science and 50% culture are converted to Faith
· May purchase units, buildings and improvements with faith
· +1 settlement limits
· +1 influence, +1 Happiness on altars
Under a theocracy, you’ll have to share the power with the priests of your civilization. Theocratic governments channel the energy of the people towards religious purposes, which may increase overall happiness but negatively impacts other aspects of a civilization, such as culture and science research. The upside is that religious fervour allows the fast recruitment of armies and mobilization of citizens to construct buildings or improvements. You can also manipulate religion to your favour during diplomatic negotiations and gain other bonuses with the appropriate policies unlocked by Priesthood.
Historical Example: Aztecs
TRIBALISM
· Woodcutters reduce cost of production of Axeman by 50%
· Camps reduce cost of production of Archer by 50%
· Units have no maintenance costs
· No war weariness
· 50% of pillaged gold is converted to culture
Tribalism is the most basic form of government, and it’s adequate for undeveloped civilizations that are essentially focused on an economy of subsistence and war.
This political system invokes ties of common ancestry among your people and so it allows the quick mobilization of common people, some of whom will use their everyday tools to fight invaders or attack richer and developed empires.
Under Tribalism, you won’t have a lot of control over your civilization, though, because your kinsmen won’t expect much more of you than to lead them during war and conquest.
Historical Example: Gauls under the rule of Vercingetorix.
Below are the effects of policies unlocked by the same civics that unlock the mentioned governments and that can be used with any governments, but most of them were specially designed to minimize the downsides of each government, if those become critical.
AMphidromy
· +10% growth rate in settlements founded by you
· Gain a free Celebration every time a Town is upgraded to city
AUSTERITY
· 50% of culture is converted to Influence
· Units heal in neutral/enemy territory as if they were in friendly territory
· 50% of Happiness from Resources is converted to production
CASTES
· Settlements not founded by you don’t count for the settlement limit
· +1 Happiness per specialist
Code of Honour
· Chariots, knights and mounted units gain bonus HP
· Earn a substantial amount of Influence every time a chariot or mounted unit wins a battle against the odds
CONSCRIPTION
· 25% of Happiness is converted to +1 Production per citizen, towards training units
CORVÉE
· 25% of happiness is converted to 0,5 Food +0,5 Production per citizen
CRAFTSMANSHIP
· +1 Production on Palace
· +1 Science on Palace
EXOGAMY
· +10% growth rate in all settlements
· +1 Influence on Palace, Villas
FREE SPEECH
· +1 Science on Academies
· +1 Culture, +1 Happiness on Amphitheatres.
GOD KING
· +1 Food, +1 Gold, +1 Happiness, per citizen in the Capital
Hecatombs
· +10% Food, +10% Gold in settlements with Altar
HOSPITALITY
· +1 Influence on Palace, Villas
· Units heal 100% faster on friendly territory
IMPERIALISM
· +100% gold, +2 culture from internal trade routes
· Earn a substantial amount of culture every time you conquer a settlement
JUS SANGUINIS
· +1 Culture for each luxury resource in settlements founded by you
JUS SOLI
· +1 Happiness for each citizen in settlements not founded by you
Measure Standards
· +20% gold on markets and from Taxation (Policy)
· +20% food on Farms/Plantations and from CORVÉE (Policy)
Mercenaries
· Doubles number of units available for hiring
METOIKOS
· +2 gold for each trade route that foreign powers establish with you
MYTHICAL ANCESTOR
· +1 Happiness on settlements founded by you
· +10% towards constructing wonders in the capital
Patron Gods
· +1 Happiness, +1 Production in settlements with altars
Patronage
· +1 Culture, +1 Science, +2 Production on Palace
· +1 Culture on Villas
PLEBISCIT
· +25% production/gold towards constructing food and happiness building in the capital
· +1 Happiness in the capital
POLYGAMY
· +1 Happiness, +1 Influence on Palace and Villas
POTLATCH (policy unlocked by Entertainment)
· Half of every resource are converted to Happiness in a Capital
Primus inter pares
· Unique units gain +1 Combat strength
Propaganda
· Earn a substantial amount of Influence every time you conquer a settlement
RHAPSODISTS (policy unlocked by the civics Folklore)
· +2 Culture on Palace, units gain +1 Combat Strength
SENATE
· Earn Influence equal to 50% Gold
· +50% production towards constructing Villas in the capital
SERFDOM
· Towns with fortification/walls don’t count to the settlement limit
Slavery
· +20% production in Mining Towns, +20% Food in Farming Towns
· +10% production towards constructing wonders
· +30% production towards training Galley/Quadrireme and these have no maintenance costs
Symposium
· +2 Culture, +1 Happiness, +1 Influence on Villas
TAXATION
· 25% of Happiness is converted to +1 gold per citizen
TOURNAMENTS
· +1 Happiness in garrisoned, fortified settlements
· Chariots and mounted units knights gain +1 combat strength
Triumphs
· Gain a free celebration every time you conquer a settlement
TYPE OF POLICY | SOCIAL | ECONOMIC | MILITARY | RELIGIOUS BELIEFS | PLAYER’S CHOICE |
| POTLATCH | CRAFTSMANSHIP | RHAPSODISTS | | |
| castes | Slavery | Code of honour | Mythical ancestor | |
| exogamy | Measure standards | Primus inter pares | God king | |
| Free speech | imperialism | propaganda | Patron gods | |
| senate | metoikos | triumphs | hecatombs | |
| plebiscite | corvée | mercenaries | | |
| polygamy | taxation | conscription | | |
| symposium | serfdom | tournaments | | |
| hospitality | patronage | austerity | | |
| amphidromy | | | | |
| | | | | |
government | | | | | |
CHIEFDOM | | | | | 1 |
tribalism | 1 | | | | 1 |
republic | 1 | 1 | | | 1 |
Despotism | 1 | 1 | | | 1 |
Feudalism | | 1 | 2 | | |
aristocracy | | | 2 | | 1 |
Plutocracy | | 2 | | | 1 |
Theocracy | | | | 2 | 1 |
Amphictyony | 2 | 1 | | | |
Bureaucracy | 1 | 1 | 1 | | 1 |
So, do you think this system is balanced?
What would be your favourite combination of policies and governments?
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