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Governments

Discussion in 'Civ3 - WH40K Workshop' started by Virote_Considon, Apr 30, 2007.

  1. Virote_Considon

    Virote_Considon The Great Dictator

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    How are we going to use governments in this mod?

    1. Just like a normal game of civ. Everyone gets every form of government, and everyone is happy, etc., in other words, the "boring" method ;)

    2. Just like in the Warhammer Fantasy Mod, where every civ gets one government at the start of the mod. This is useful for giving specific civs specific improvements/wonders.

    3. Cross between them both: Each civ is pushed into a government at the start, but can change into other (civ- or group-specific) government later. This could create some interesting gameplay choices (do I change over to this government, with no WW, or do I stay in this government and keep all my current improvements/wonders? :hmm: ). It will also keep the religious trait at its normal level of use. However, it would mean that a lot more work would have to be done to get improvements/wonders to work right.

    Oh, and I have some ideas both for governments for individual civs and for gameplay ideas for #3.
     
  2. Stormrage

    Stormrage Ever Present Taskmaster

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    I`d go with #2. Kinda used to it. I hate picking governmetns, I have to change the gameplay style when changing govs., the style that I`ve already bloody chosen when I said: I wanna play this civ!
     
  3. LMR

    LMR Back In Green!

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    I would probably say #2, but there is a little bit of #3 in the WH Mod, with the Undead factions becoming an Undead State

    My first thoughts on governments were:
    *IG, WH, DH, SM have an Imperium gov
    *LatD, CSM and maybe DEldar to have Chaos
    *Orks to have Waaagh!
    *Eldar to have an Eldar gov
    *Tau to have the Greater Good
     
  4. Stormrage

    Stormrage Ever Present Taskmaster

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    For some reason I`ve read it "Eldar to have an Eldar gay" :crazyeye: :lol: which kinda confused me there for a second :D

    LMR! - like thats a choice, show me a player who doesn`t go Undead ASAP? ;)
     
  5. LMR

    LMR Back In Green!

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    I never go Undead.

    whenever i do i go into MASSIVE debt. like, -80+ gold per turn massive debt. so i never go that way
     
  6. Stormrage

    Stormrage Ever Present Taskmaster

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    Well I`m carefull about how many units I have before going Undead, never had money problems like that :)

    All this WH talk is making me wanna go play. :bounce: I`m off!
     
  7. Fortis1

    Fortis1 Chieftain

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    I suggest this:
    Imperial Guard - Imperium
    Witch Hunters - Ecclesiarchy
    Daemon Hunters/Space Marines - Space Marine Chapter/Order
    Chaos - Cult of Chaos or specific cult can be chosen (like cults of Khorne, Tzeench, Nurgle, Slaanesh or Chaos Undivided)
    Ork - Waaaaaagh!!!!!
    Eldar - Autarchy
    Dark Eldar - Cult of Pleasure
    Tau - Greater Good or can shift between Mont'ka and Kauyon teachings
     
  8. LMR

    LMR Back In Green!

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    The main reasons I'm against having too many governments are:

    - the preferred and shunned governments (i would prefer all imperial factions to be friendlier with each other, rather than the space marines only liking each other and treating the imperial guard the same as chaos or orks)

    - having common governments makes culture-specific wonders and improvements MUCH easier to manage. If there were specific differences between governments that you really wanted, could make a wonder that does a similar thing, eg. reduces war weariness, decreases corruption, increases trade/shields/commerce
     
  9. Fortis1

    Fortis1 Chieftain

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    Then all Imperial races will have Imperium goverment and Chaos races will have Chaos. Autarchy for Eldar and Cult of Pleasure for Dark Eldar (they don't like each other, do they?). Tau will shift between two teachings (I do not like shifting goverments either, but if we add this option for one race, I think, it won't hurt).
     
  10. LMR

    LMR Back In Green!

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    But arent Mont'ka and Kauyon military tactics rather than systems of government?
     
  11. Fortis1

    Fortis1 Chieftain

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    Yes, but if the mod is militaristic it'll look well, I think. Mont'ka will give unit bonuses (unit-producting buildings for example) and Kauyon will give strategic bonuses.

    Edit: Just rethought this. You are right. It is too "tactical" to be a government. So the list is:

    Imperial factions - Imperium
    Chaos - Chaos Worship
    Orks - Waaagh!!
    Eldar - Autarchy
    Dark Eldar - Cult of Pleasure/Kabalism
    Tau - Greater Good/Etherial Counsil

    And if Necrons and Tyranids ever be edded:

    Necrons - Lordship/Triarchy
    Tyranids - Hive
     

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