Fascism needs fixing!!!

Blackbird_SR-71

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Fascism really sucks. i can't think of any position it really is good at. its bonuses aren't that great and can be subsituted by other governments. what ways do you think they should make Fascism stronger?

i think if morality comes into the game maybe Fascism should boost moral because of strong nationality and identity.
 
A 'Secret Police HQ' type improvement that's unique to (and only useable by) Fascism - 'Gustapo HQ' or something.

Perhaps easier to gain military based techs, but not to the point where it can be exploited. (I.e.Religious Civs getting it fast, and then switching Govs again)
 
Well if it (Fascism ) is a copy of the German Fascism time it should have the following abilities:

stronger in:
- Military
- no unrest or revolt in the basic terratory
- military since or inprovements for half price
- cheaper units
- higher rate of mobilization of citizens

penalties in:
- Diplomatic Relations
- Culture Border
- Trade
- new conquered cities revolting longer
- less population growth
 
Give Fascism 1) Trade Bonus Flag, 2) Problematic Corruption, 3) Paid Labor, 4) Higher Support Costs. #2-4 compensate for #1.

Change Communism to Nuisance Corruption (still no trade bonus), add Forced Resettlement (simulates people fleeing the establishment of the New Order). Communist gov deserves it as much as Fascism does.

As an aside, give Democracy communual corruption. Ideal for large empires (3 x OCN)+, ideally corresponds with high war weariness.
 
What about the original fascism, the Italian one? Rome should be one of the worse civs on that, with all of the German penalties but with more unrest and slower production.
 
Weaker culture with fascism?? Do you know how happy the austrains were in "die anschluss"?(prolly wrong spelling)

Higher corruption? I say lower. The police is not limited by courts and such stuff.

less population growth? Don't think so. Albert speer had great plans about Berlin... I say equal growth as democracy.

The only thing that's needed to be done about fascism is make its strong side even stronger and add a pay citizens hurry method instead of human lives.

Fascism must be an alternative to democracy, not only something you swich to during single player war.
 
morbror_sven said:
Weaker culture with fascism??

Higher corruption? I say lower.

less population growth? Don't think so.

weaker culture because culture is limited to "state aligned culture", many artists even leave fascist countries.

Agreed to lower corruption because of the fear of common people from the police. On the other hand, real big corruption through "agreements between friend of the fascist party"

less population growth. Overall yes: on one side the state honors families with more children on the other side you have a high emigration rate. But as a remark, fascist nations could have the "enslavement" ability
 
Fascism should also be subject to sabotage from within. Say, every once in a while a railroad juncture, or mined resource is destroyed by saboteurs, or a lone military unit is wiped out unexpectedly. Fascism usually is resisted from within.
 
morbror_sven said:
Weaker culture with fascism?? Do you know how happy the austrains were in "die anschluss"?(prolly wrong spelling)

Higher corruption? I say lower. The police is not limited by courts and such stuff.

less population growth? Don't think so. Albert speer had great plans about Berlin... I say equal growth as democracy.

The only thing that's needed to be done about fascism is make its strong side even stronger and add a pay citizens hurry method instead of human lives.

Fascism must be an alternative to democracy, not only something you swich to during single player war.


I agree with all of your points but the last. Perhaps Fascism could hurry both with population and gold. I mean, make both a requirement to rush something, however make it cost a little less, since you need to make two sacrifices at once instead of just one. You could halve the gold cost/pop cost to make it more balanced.

I think it was Civ: Call to power 2 that gave Fascist governments a special strong unit to build, the Fascist, which had a really great attack strength (it's stats were 16-6-1, I think). I think doing the same for Civ 3 would be a good idea. However, it must not be a game-breaking unit. Maybe you could have it be strong, but have a high upkeep (2 gold per turn/take up two allowed spaces per unit?), or just a little bit stronger with no upkeep, or something else to give an extra boost to use Fascism.
 
Also, there should be a trade off: military techs are researched faster, but cultural ones plus some others (like, say, Ecology) researched slower.
 
Aegis said:
I agree with all of your points but the last. Perhaps Fascism could hurry both with population and gold. I mean, make both a requirement to rush something, however make it cost a little less, since you need to make two sacrifices at once instead of just one. You could halve the gold cost/pop cost to make it more balanced.

I think it was Civ: Call to power 2 that gave Fascist governments a special strong unit to build, the Fascist, which had a really great attack strength (it's stats were 16-6-1, I think). I think doing the same for Civ 3 would be a good idea. However, it must not be a game-breaking unit. Maybe you could have it be strong, but have a high upkeep (2 gold per turn/take up two allowed spaces per unit?), or just a little bit stronger with no upkeep, or something else to give an extra boost to use Fascism.
I agree the Call to power Fascism were much better. Why not rip off the rip off?
 
I always use Fascism in the end of the game!!!!!!!!!!!!!!!!!

You say it needs a boost?!?!?

Hip Hip Hurra.

Make my tanks roll and dominate the world!!!! :evil: Muahahahahahah

PS: If you are curious I always goal for Domination victory, with the snowball effect, I edit to greatly cut corruption in Huge maps (and only play in huge maps ;) ) and I don't use espionage.
 
fascism should have a problematic corruption.

Peace weariness caused by the xenophobia.
Ethnic forced labor. Meaning that forengeirs could be only forced, and paid labor when the city doesn't have eny forengeirs.

Better mobilization.

Barracks would produce elite units, and +1 on the health bar of every unit.

and, a negative effect on the diplomacy.
 
Perhaps alter the following?

1) As has been suggested previously, use both payment and force labour to hurry production. This would probably best be done 50/50 (i.e. If a building cost 400 gold to rush under democracy and 2 citizens under Communism it would cost 200 gold and 1 citizen under Fascism).

Apart from being authoritarian, Fascism also sought to implement a corporatist model for its economy, therefore using such a feature in the game would be accurate.

2) Keep the 'no-culture' feature for recently conquered cities whose ethnic population is greater than your own. However, a Fascist nation should receive a shield bonus and/or a culture bonus when at war. Although it is quite useful for small-scale, scorched-earth wars as the war academy puts it, I don't think Fascism as it currently is in the game represents the importance Fascist ideology placed on war. It was shaped enormously by WWI and its aftermath (although its roots stretched back further) and the game should actually reward you sufficiently for being at war.

3) So as to not give Fascism too much of an advantage, corruption could be either a nuisance or problematic when at peace but actually increase when at war due to the corruption that was known to take place and through profiteering.

Just a small number of points that could be considered.
 
Well if it (Fascism ) is a copy of the German Fascism time it should have the following abilities:

The German Fascists never came to power. Fascism was the particular form of Authoritarianism utilized in Italy. Naziism drew inspiration from, but was not fascism.

If you want to get technical, Naziism was Right-wing Authoritarianism while Stalinism was Left-wing Authoritarianism. Really Civ governments should be a combination of economic and political thought, which can be set seperately.
 
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