Khift
Prince
That's the problem. The player is coerced into switching governments and splitting his empire, with no ability to possibly mitigate this and find a middle ground. This frustrates people - being forced into choosing between the lesser of two evils is not a comfortable or entertaining thing to do. If there was some way to intuitively stop or lessen the blow, it would be alot better. But giving too much control to the mechanics of the game leads to frustration.rcoutme said:The negative feedback loop would occur with the ability to obtain modern technology. If you remain in despotism or feudalism, you get to keep your empire (provided no one takes it from you). The problem you would run into is that trying to research Nationalism would be a nightmare and trying to research replaceable parts would probably be a lesson of "Oh well, I may as well assign the minimum research since it is going to take 50 turns anyways". Researching atom bombs would be virtually impossible because there are not enough turns in the game to get you to the point where you could research that many techs at such a low research level!
Read the posts again! Better governments will have better research rates. Not just a little better...MUCH better! On the order of x2, x3, x5, x8, x10! When your Zulus are researching techs at x10 (with only 6 cities and better corruption control) how far behind are your opponents Hittites going to do with 24 cities, high corruption, and a x2 research bonus? The Hittites are going to fall behind, period!
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You don't have to split up your empire in my system, you just have to pay the penalty of not doing so (i.e. your early, primitive, repressive governmental policies stifle free thought and tech is very hard to come by later on). If you want to criticise the plan, at least have the integrity to read the whole thing and then criticise it on its final problems.
I think I'm going to write a simpler explanation of my "revolutionary" idea... I'm sure it'll be more accessible and less complex.