Chosen One:
This makes sense as the starter because you begin as 'the individual' to lead your people out of darkness. Having it from the start is good because it allows you to get a bit of a boost in the harsher environment compared to vanilla. The idea will be that once you get a few cities and they start to catch up to your capital, that is when the decision to change will become more pressing as you can start to get benefits to all cities not just one. I also want to add in buildings that will 'hurt' your other cities to boost your capital further, as well as some buildings that can relieve that strain if you put the effort into them. so if you have a great start position you could ride this all the way, but if some of your other settlements have some strong points the desire to change might become too great to maintain your imperious rule! Or... you might just need to move house!
Strength:
The idea behind the raw yield boost(though probably not commerce yield as that would be a bonus to the commerce types too) is that 1) People are naturally stronger in the strength society so thay can do more back breaking labour better. 2) They have a unique level of motivation to work longer hours, you that motivation to avoid being punched in the face.. It is also to give it a different 'personality' to the Military.
Wealth:
Having more gold and less hammers is not less productive, it is a different kind of productivity. With the Gold Rush ability it allows you to create a global pool of productivity, rather than localised productivity. It creates a more flexible industry, though perhaps at a cost of some effieciency. You can build a building anywhere at the same speed, whether a mega city or a tiny start house. It represeents the idea that in a Wealth society you can get anything you desire, so long as you can pay for it.
Military
The commerce buff is for a few reasons. 1) To give it a different 'personality' to Strength. 2)It is kind of reflecting the idea of a Military Industrial Complex. The interest to develop new weapons tech (Science), the Creation of a Military Intelligence, Secret Police (Espionage) and obviously having soldiers walking around everywhere with big guns will increase safety. The Unhappiness is then the reflection that this is not really for the benefit of society as a whole, only the military's needs.
Democracy:
My goal with this one is to make the idea of cooperation and freedom as a big motivating factor, but I also want it to cause a lot of minor dissatifaction with just about everything. So you will have to spend a lot of time pampering to your populace in order to keep them working at peak efficiency. So your population will be more productive, but much of that productivity has to be used to make them happy and healthy, rather than building factories and big guns for you to go and punch your neighbours and enemies!
This makes sense as the starter because you begin as 'the individual' to lead your people out of darkness. Having it from the start is good because it allows you to get a bit of a boost in the harsher environment compared to vanilla. The idea will be that once you get a few cities and they start to catch up to your capital, that is when the decision to change will become more pressing as you can start to get benefits to all cities not just one. I also want to add in buildings that will 'hurt' your other cities to boost your capital further, as well as some buildings that can relieve that strain if you put the effort into them. so if you have a great start position you could ride this all the way, but if some of your other settlements have some strong points the desire to change might become too great to maintain your imperious rule! Or... you might just need to move house!
Strength:
The idea behind the raw yield boost(though probably not commerce yield as that would be a bonus to the commerce types too) is that 1) People are naturally stronger in the strength society so thay can do more back breaking labour better. 2) They have a unique level of motivation to work longer hours, you that motivation to avoid being punched in the face.. It is also to give it a different 'personality' to the Military.
Wealth:
Having more gold and less hammers is not less productive, it is a different kind of productivity. With the Gold Rush ability it allows you to create a global pool of productivity, rather than localised productivity. It creates a more flexible industry, though perhaps at a cost of some effieciency. You can build a building anywhere at the same speed, whether a mega city or a tiny start house. It represeents the idea that in a Wealth society you can get anything you desire, so long as you can pay for it.
Military
The commerce buff is for a few reasons. 1) To give it a different 'personality' to Strength. 2)It is kind of reflecting the idea of a Military Industrial Complex. The interest to develop new weapons tech (Science), the Creation of a Military Intelligence, Secret Police (Espionage) and obviously having soldiers walking around everywhere with big guns will increase safety. The Unhappiness is then the reflection that this is not really for the benefit of society as a whole, only the military's needs.
Democracy:
My goal with this one is to make the idea of cooperation and freedom as a big motivating factor, but I also want it to cause a lot of minor dissatifaction with just about everything. So you will have to spend a lot of time pampering to your populace in order to keep them working at peak efficiency. So your population will be more productive, but much of that productivity has to be used to make them happy and healthy, rather than building factories and big guns for you to go and punch your neighbours and enemies!