Laws and Social Engineering

Joined
Jul 21, 2003
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Location
Adelaide, South Australia
I’ve been thinking that, rather than have individual ‘Laws’ in the game, perhaps laws could be better reflected through a variety of slide bars for different Social and Economic aspects of a Civ-all of which would go from 0-100%.
For instance, you could have sliders for 'Liberty', 'Tolerence', ‘Private Investment’, ‘Sufferage’, ‘Secularism’, 'Nationalism' and 'Penal Code'. The Minimums and Maximums that you can set these various factors to would depend on Government Type, Tech Level, Improvements/Wonders you build. The levels you set them to may also effect which improvements, wonders and even units you can build.
The levels that you set these various factors to would also have an effect on wealth, happiness, cultural assimilation/immigration levels, social influence and the like. For instance, increasing tolerance will increase the chance of religious conversions, lower the level of cultural assimilation and increase the rate of immigration-reducing it will, obviously, have the OPPOSITE effect. Another obvious one is that decreasing Liberty will increase the number of 'Content' citizens in your society, but will increase the chance of revolt and/or civil war. It will also reduce the chance of successful Spy missions against you.
So, I guess my questions are-does this sound like a good idea and, if so, can people reading this put up some ideas for what ‘Laws’ should be included-and what effects you think they should have?

Yours,
Aussie_Lurker.
 
Bump ;)!
 
Well, that's better than a lot of suggestions, but I wonder if another level of micromanagement is really necessary...
 
Well, to be fair, the governments you choose would determine the default settings of your Social Engineering 'traits'. These traits would then potentially move up or down according to what kinds of units/improvements you build. You CAN micromanage, by going in and manually changing the values-but you don't have to if you don't WANT to!

Yours,
Aussie_Lurker.
 
But does this really add something valuable to the game? If we also have governments, I don't think so, because they have the same effect. This is a possible replacement for governments, however. :)
 
:p This would probably only add a level of micromanagement not needed for the game. Although it might :crazyeye: be fun for some, it would be better reflected if you just choose a type of government and live with the simplification.

Sorry, :cry: but I have to disagree with you on this one.
 
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