Mr. Blonde
Dr. techn.
I think that the team surely knows that social engeneering needs an improvement. They invented luxury resources, culture and the civtraits for civ3, but the governments were kept nearly 1:1 from the predecessors.
I look forward that they will improve this system, since there already was the SMAC social engeneering, which everybody I know was very fond of. Maybe it was too easy to switch, but together with the unique fractions and the forbidden choices (no paradigma knowledge for the religious fraction for instance) it was the best system around at this time. (I don´t know Call to Power, maybe it was better there).
All they need to do is a workover in the frame of civ and a balancing of the effects with other changes. I think for instance that the effects of the civtraits have to be reworked when they change the social engeneering.
What impacts should the social engeneering have?
Several which come to my mind are (with big credit to SMAC):
Happiness
Corruption
Commerce
Production
Growth
Unit support
Unit morale
Science output (independend of commerce)
Tax output (independend of commerce)
Culture per citizen (I think that every citizen should produce culture which
would only go to the civs total culture, maybe some
choices would lead to a decrease of culture-think of real
world fascism, communism, theocracy like in Iran,...)
As you can see some impact interferes strongly with civtraits - growth and agricultural, unit morale and militaristic... With this system the civtraits make sense if they prevent some choices or force you to take some choices when they are available. This would lead to little difference between the civs in the beginning as there are less choices but there would be a bigger differentiation in a later stage of the game, though I´m not sure if this is good.
I look forward that they will improve this system, since there already was the SMAC social engeneering, which everybody I know was very fond of. Maybe it was too easy to switch, but together with the unique fractions and the forbidden choices (no paradigma knowledge for the religious fraction for instance) it was the best system around at this time. (I don´t know Call to Power, maybe it was better there).
All they need to do is a workover in the frame of civ and a balancing of the effects with other changes. I think for instance that the effects of the civtraits have to be reworked when they change the social engeneering.
What impacts should the social engeneering have?
Several which come to my mind are (with big credit to SMAC):
Happiness
Corruption
Commerce
Production
Growth
Unit support
Unit morale
Science output (independend of commerce)
Tax output (independend of commerce)
Culture per citizen (I think that every citizen should produce culture which
would only go to the civs total culture, maybe some
choices would lead to a decrease of culture-think of real
world fascism, communism, theocracy like in Iran,...)
As you can see some impact interferes strongly with civtraits - growth and agricultural, unit morale and militaristic... With this system the civtraits make sense if they prevent some choices or force you to take some choices when they are available. This would lead to little difference between the civs in the beginning as there are less choices but there would be a bigger differentiation in a later stage of the game, though I´m not sure if this is good.