C2C - Ordinances

Defy Resolution is you do not adhere to it (I can't remember what it causes when you Defy, but if it is resolution specific the options should be from diplo penalty to war with the UN member nations), Veto is it does not pass at all.
 
Actually, if any civilization Defies a UN Resolution, the resolution does not pass. If the resolution would have passed without the defiance, then all the defying nation's cities get 5 unhappiness: "The world considers you a villian!". So the defy resolution acts as a veto without calling it that. If the resolution does pass, everyone is bound by it.
 
I think we should actually consider ordinances, as this could be a home for the "Law" and "Home" civic categories some people talk about, and is a great place to stuff ideas that can't be a civic or a building.
 
I like the idea of ordinances but i dont like that they are a resources.

What do you think about to make them work as social policies in Civ5
After reach some culture you are able to choose new ordinance (crime or firefigting)
or wathewer

Now culture points can be ignored. This will make them more important.
Also ordiance is not a city building. This system will be much more logical

Building that gives culture are places of citizens meetings so it is the right
place to annouce new ordinance
 
So yeah could we even attempt such a system now with all the new property systems and stuff?

How would property systems play into ordinances?
 
No idea. That's why I was asking.

I don't think properties would be the way to go with those. I haven't forgotten the plan to eventually have a yes/no list for Ordinances but the buildings do work for now. One way it could be done for now(and may be a better way considering what happens when a city with the Ordinance is captured) would be via civics - lots of on/off, or at least very basic, categories that don't adhere to the usual way civics operate.
 
You could use the "tech that has a building prereq" tag:

Ordinance is required to get a Tech with the same name. This Tech would be VERY cheap (1 Beaker, for free after the building is build, if possible).
The Tech is required for an autobuild building: the building which is now in every city once you get the ordinance NW. So if someone conquer your Ordinance NW it doesn't matter because you already have the tech.

You could make the free Tech obsolete the Ordinance NW so you don't rebuild it after your first was destroyed.


So in short (Example):
Somke-Detector-Ordinance NW gives you free Smoke DetectorbTech -> Smoke Detector Tech is a prereq for Building Smokedetector -> Smokedetector is autobuild in every city once you get the tech.
 
Interesting you bump this. I've been planning some work in the dept soon. Adding an Ordinance class.

It stems from the desire to have certain promos unlocked by Cannibalism that I've been thinking about. But it'd be more useful overall for more applications this way.

For NOW, as a very basic system, buildings and civics could give a cause or remove a cause for an ordinance to be on or not - very similar mechanism to what DH did with the Worldviews but this would actually give a Civ a boolean that states whether a given defined Ordinance is active or not.

My focus would be on National level ordinances to keep things simple for now and the AI decision making can thus be controlled through inherited factors from civics and buildings until more advanced methods could be created. I eventually want to have a yes/no checkbox list on these for the player. But for now, DH inspired a simple method that could be in place within weeks here.
 
Well right now I am combining the existing ones into their own mod folder ...

- Ordinance - Fire Code
- Ordinance - Smoke Detector
- Ordinance - Neighborhood Watch
- Ordinance - Youth Curfew
- Ordinance - Carpool

And the short term plans for some anti-pollution ones ...

- Ordinance - Automobile Emissions Reduction Act
- Ordinance - Clean Air Act
- Ordinance - Clean Water Act
- Ordinance - Tire Recycling Program
- Ordinance - Commuter Shuttle Service

There are many more but I think these 5 would be a good start to dealing with air and water pollution. Like the existing one they are all local to each city. And require a combo of buildings. Such as Courthouse + Department of Transportation = Automobile Emissions Reduction Act.
 
How about having Ordinances as locally constructable "buildings" and National Wonders that apply these Ordinances to every city? Only problem might be in "repealing" them (I don't think you can delete free buildings or wonders)...
 
How about having Ordinances as locally constructable "buildings" and National Wonders that apply these Ordinances to every city? Only problem might be in "repealing" them (I don't think you can delete free buildings or wonders)...

Those sound more like "National Ordinances" similar to say "Royal Decrees" or "Bill of Rights Amendments". I would not be opposed to having those. However I would first like to start with local ones before I make any wonders.

Note that "Ordinances" are mostly modern but I could see other types be made. Possibly even civic specific. Meaning they require different civics to be active to work. Having "Royal Decrees" seems like it would be neat in the Medieval Era.
 
Possible Ordinances:
- Gun Prohibition
- Alcohol Prohibition
- Drug Prohibition (Hemp, Opium)
- Smoking Prohibition (Tobacco)
- Fossil Fuels Ban (Bans "Diesel", you'll have to use Biofuel)
- Gambling Ban (Bans Casino, Las Vegas Strip WW, Monte Carlo WW in said city)
- Prostitution Ban (Bans Brothel)

Some of these, however, are open to debate. Does banning guns increase crime, or decrease it? What would be the effects of some of these ordinances? What would be the benefit for banning, say, Fossil Fuels, or Gambling?
 
Alcohol Prohibition replace lot fo buildings. I think it should Remove access to Alcohol (and others alcohol related ressource), like Mormon Shrine.
A funny ideay would be to add a Crime (Illegal Distillery), giving a Frelated Alcohol ressource. This ressource is like alcohol, but with more unhealth ^^
Similar thing for Drugs Prohibition
 
Alcohol Prohibition replace lot fo buildings. I think it should Remove access to Alcohol (and others alcohol related ressource), like Mormon Shrine.
A funny ideay would be to add a Crime (Illegal Distillery), giving a Frelated Alcohol ressource. This ressource is like alcohol, but with more unhealth ^^
Similar thing for Drugs Prohibition

If it removed the resource then then the "Speak Easy" would not work.
 
How about, "royal decrees" in the earlier phase of the game, and "ordinances" in later phase of the game?

Obviously, royal decrees are going to be weaker than ordinances, and also they'll be either replaced by them, or obsoleted by the tech that gives you the said ordinance.
 
How about, "royal decrees" in the earlier phase of the game, and "ordinances" in later phase of the game?

Obviously, royal decrees are going to be weaker than ordinances, and also they'll be either replaced by them, or obsoleted by the tech that gives you the said ordinance.


Royal Decrees (with proper civics) have been discussed before. However what they specifically should be has not been figured out yet.
 
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