Liberty, Equity, Security

Enginseer

Salientia of the Community Patch
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Nov 7, 2012
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IN PROGRESS
"Unlike you all I'm born and raised to rule. I do not choose, but like an Albion oak I'm sewn in British soil and grown not for myself, but reared with single purpose meant whilst you have small constituency support which gusts and falls as does the wind. My cells and organs constitutes this land." -King Charles III's speech in dissolving Parliament in fictional BBC film King Charles III.
Overview
Liberty, Equity, Security is designed to bring onto the ideologies from the Ancient Era all the way to the Industrial or Atomic Era. The mod reworks the three branches of ideologies while expanding the concepts of the pre-ideological policy trees. Overall, it helps represents how each freedom, order, and autocracy ideology were to be interpreted as due to their origins.

This mod requires everything (Installer recommended!)

Pre-Ideological Political Branches
Upon completing a policy tree or six unlocked policies(opener included) whichever happens first, political factions will emerge as a grassroots party that will eventually solidify their control within your empire that could potentially contest control of your empire's government.

Ancient Era-Classical Era
Political factions will begin to emerge as the one of the three groups as the requirement has been unlocked.
  • Aristocracy: This faction gains strength through the replacement of regular citizens for specialists(urbanization). Also becomes a stronger faction if Tradition is fully unlocked.
  • Republic: This faction gains strength through the need of gold(poverty) and science(illiteracy). Also becomes a stronger faction if Progress is finished.
  • Dictatorship: This faction gains strength through the need of defense(crime). Also becomes a stronger faction if Authority is finished.
Medieval-Renaissance Era
Political beliefs will begin to establish itself along with the developing factions after 12 unlocked policies or the second completed policy tree. They will formulate themselves as a strong believer of others.
  • Religious: This belief grows stronger through religious pressure. Also becomes a stronger belief if Piety is finished.
  • Diplomatic: This belief grows stronger through diplomacy(DoF with Majors or Friendship/Alliances with minors). Also becomes a stronger belief if Statescraft is finished.
  • Cultured: This belief grows stronger in the people through the number of Great Works. Also becomes a stronger belief if Aesthetic is finished.
Industrial-Atomic Era
Political creed begins to develop for the greater good of the nation after 18 unlocked policies or the third completed policy tree. As nations begin to solidify their beliefs along with their parties. A creed for the nation is discussed and begins to become more prominent for the future of that nation...
  • Industrious: The creed for the nation is that the nation is developing toward a revolution.. an Industrial Revolution...
  • Imperial: The creed shows prominent in a strong foreshadow that the nation is about to enter into an age.. an Age of Imperialism.
  • Enlightened: The creed begins to shed reason into the government's authority to govern.. an Enlightenment.
 
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Developer Diary #1: What happens if I can't find any illiteracy and poverty because my republic is so great? What if my citizens outnumbered the aristocrats by a dozen to one?! What if the citizens outnumber my security on my walls!

Upon winning a political faction, one of three national wonders can be established in the capital.
  • The Mandate of Heaven: "If a ruler is fit and fair to his people, let him be."
    • "If a ruler is fit and fair to the people, let the ruler be. If the ruler is not, overthrow him."
    • 35% of all cities will instantly lock at an Aristocracy.
    • +5 Production
  • The National Assembly: Upon construction, at least 40% of the citizens of a nation will favor a Republic.
    • "The commoners and the nobles are all equal to each other in their seats in the assembly."
    • 35% of all cities will instantly lock at a Republic.
    • +5 Food
  • The Imperial Palace: Upon construction, at least 40% of the citizens of a nation will favor a Dictatorship.
    • "If a man dare delves into the palace, there will be no one else behind him to marvel at the grandest design of the palace."
    • 35% of all cities will instantly lock at a Dictatorship.
    • +5 Culture
How is public support determined?
  • For any respective policy tree finished, the political faction/belief/creed will have a +10% instant lock.
  • If a player owns a founded religion, 20% of the nation will become religious.
  • If a player owns world wonders, 10/15/20% of the nation will become cultured.
  • If a player has declaration of friendships, 5/10/15/20% of the nation will become diplomatic.
  • For 2 urbanization unhappiness, 1 citizen will support aristocracy.
  • For 1 illiteracy or poverty unhappiness, 1 citizen will support republic.
  • For 1 crime unhappiness, 1 citizen will support dictatorship.
  • For 15/15/10/10 religion pressure(scales with gamespeed) in that city, 1 citizen will become religious.
  • For 1 Great Work, 1 citizen will become cultured.
  • For 1 City-State Alliance, 1 citizen will become diplomatic.
  • For other citizens not being influenced, it is a RNG-based mechanic.
A Political Creed is different however since it is based on their past actions commitment rather than what can be changed. Although it is temporary, the creed is restricted until you reach the creed's conditions and does not rely on popular support to make it a creed, it is the omniscient's choice that declares it.
  • Industrial Creed: Build 4 Factories or Acquire 10% of the World's Coal Supply.
  • Imperial Creed: Control 4 Foreign Cities or Acquire an Enemy Capital.
  • Enlightened Creed: Acquire 50 Technology or be in the Atomic Era.
 
I like the ideas :) few questions however:
So, what will happen when you get to choose ideology? Will it be predetermined by strength of political factions? If not, how these past actions will relate to ideologies?
Do you plan to rebuild ideologies as well?
 
I like the ideas :) few questions however:
So, what will happen when you get to choose ideology? Will it be predetermined by strength of political factions? If not, how these past actions will relate to ideologies?
Do you plan to rebuild ideologies as well?
My original intention was how the political faction/belief/creed helps shape an ideology. Ideology won't be rebuilt since I consider it relatively balanced.

The English Empire just didn't become a democracy in a day, it took a span of kings and queens with a strong religious belief that held them with the Protestant Reformation and a strong industry revolution to make them today.

While not considering the Russian Empire's lifespan, we have to consider the early histories of the Soviet Union where they were really attempting for progressive goals and an attempt to take down the Russian aristocracy and later the Soviet Union grew onto a more aggressive state of imperialism and statecraft that their diplomacy and might allowed them to expand their influence massively.

The Nazi Germany was once the glorious Germany empire that strives from a long span of monarchs and once a short brief period of republicanism. But once crime became rampant, a need for security increased along with the cultured and secular past.. that the Germanic people had given its past history with Bismarck... paved the path toward autocracy.

Although, I'm not implying that those three social policy branches lead toward a specific ideology, but rather how they define your ideology once you have one.

Besides, you get a lot of bonuses for choosing the right political faction/belief/creed. I'll have a UI telling you recent pollings of their popularity, but those aren't accurate due to the OSFrog factor that may pull in and out a few voters out of a faction/belief/creed. On another note...

Developer Diary #2: Oh boy war weariness is a big thing now. Let's talk about the weakening of political powers now. We learn how political power can be gathered and supported, but how can political power be weakened? All war weariness plays a huge factor. If you want to hold onto a faction, you better make sure you win that war or risk losing them. Razing Unhappiness is very critical in losing key elections now!
 
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I've been testing a few things out. I might release an early beta test version with only the political factions while I work on the beliefs and creed of the nation. This is an early picture of Persia where I adopted fully tradition, but specialists haven't outnumbered my citizen by a majority, so I don't get a strong bonus, however my UA allows me to keep the aristocrats in power as long as there is a golden age. Fortunately, my military is sufficient enough not to prevent crime from letting the authoritarians take over, but I fear if I don't improve my infrastructure over the later eras those republicans may want a piece at the aristocrats!


Many thanks to @Ryika for the aesthetically-pleasing UI code.
 
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Developer Diary #4: Let's rework everything. Why make it based on unhappiness needs? Of course some stupid modder is going to mess that balance Enginseer, maybe his own mods might actually interrupt that. So, how do we counteract that? What can we make these political factions, beliefs, and, creed based on? Why not that brazilwood camp improvement concept?

Instead of political support, the factions now rely on Legitimacy as their legitimate justification for ruling the national government.
Legitimacy is a resource that is uncapped implying that the real-life legitimacy for this type of government is always valid and may be very strong in support, but only the most legitimate government can be recognized and thus the people will fully accept.
  • Aristocracy Legitimacy is derived from the power of the Aristocrats, the Great People and their improvements. Expending a Great Person grants a legitimacy and any existing improvements create another legitimacy(Expending any GP for improvements creates +2 Legitimacy, although if the GP improvement is pillaged, this creates -1 legitimacy until repaired!) [Each Tradition policy adds +2 Legitimacy]
  • Republican Legitimacy is derived from the power of the Republic, by maintaining their status quo that they serve the common people's interest. Connecting a city to the capital creates a legitimacy and national wonders adds another republic legitimacy. [Each Progress policy adds +2 Legitimacy]
  • Dictatorship Legitimacy is derived from the power of the Dictatorship, they use might and force to carry out their authority. Garrisons in cities creates a legitimacy and each 10% of unit supply creates +2 legitimacy (+20 max legitimacy from unit supply) [Each Authority policy adds +2 Legitimacy]
This is an easier historical representation of how governments came to be proven legitimacy and more successful(As governments get bigger and bigger, it's harder for the privileged elites to control the government and hence a republic form is needed and vice versa with a small republic being unable to sustain itself without falling under the influence of the elites while both are easier to fall under a dictatorship as military buildup dramatically increased)
 
Any news on this ?^^ (great idea !) I don't even now it have policy reworks for VP, will the policies change is finished ?
 
Any news on this ?^^ (great idea !) I don't even now it have policy reworks for VP, will the policies change is finished ?
Once everything is balanced and finished on VP's part, I can actually start some work on this mod again with some reworking.

I provided the justification based on how Orwell viewed each government type to be.

The Aristocracy no longer gains power through urbanization, but rather through population and types of population. The Aristocrats are the ruling elites, they gain in power through the poverty of others and enrichment of themselves. Thus a huge population is needed. In a small population basis such as a tribe, the ruling elite consist of just one or just his or her family, but on a larger population basis then can aristocrats rule within proper power of a nation.

The Republic no longer gains power through illiteracy and boredom, but rather through national yields and its types. The Republic functions based solely upon its constituents. Its constituents demand change, the Republic must meet to change it. Otherwise, it'll fall within popular disapproval and have an aristocrat and dictatorship style government appear. It is important that the Republic must meet the challenge and demands of the prosperity(aristocracy) and security(dictatorship) for without these challenges and demands met will the Republic fall.

The Dictatorship no longer gains power through crime, but rather through the unit supply. A Dictatorship depends on how much power the military controls the public. It may be that the public is a military-based populace where conscription is mandatory at a such young age and thus promotes a strong military tradition or perhaps a dictatorship is needed in times of crisis where military power falls and the security of the nation is threatened both foreignly and domestically.

Although nonetheless if you have the finisher of Tradition, Progress, or Authority. The three political factions will nonetheless have a political tradition bonus which allows their respective faction to stay in power through their finishers.

Would it work with major JFD's mods?
Function-wise, yes. Balance-wise, dunno.
 
Hello Engineer, I am sad about your departure but I wish you success in your future endeavors.
I would like to know if this mod is still in development, I guess the concept very interesting, it adds a lot of content to the VP.
 
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Hello Engineer, I am sad about your departure but I wish you success in your future endeavors.
I would like to know if this mod is still in development, I guess the concept very interesting, it adds a lot of content to the VP.
I've reworked everything here as the policy trees keep getting reworked.

I've gotten rid of the national wonders and removed how static-tight the political factions can develop since the bonuses are now much different and generic with its play style now. I've also reworked how citizens convert to a certain faction/belief/ideal. Rather than using a strict basic of Lua commands that hurt, the game will just check and use RNG to apply its "thinking" and affiliation.
  1. Each City Population creates 10 Citizens(for decimal-wise purposes) which gets put into an RNG emulator.
  2. This RNG emulator cycles every 5 turns(quick is 5 turns, epic: 10, and marathon: 15)
  3. Majority Party/Belief/Ideal gets put into RNG emulator first of undecided citizens.
  4. If no majority party/belief/ideal initially, flip a three-sided coin on which one go first.
  5. If majority party/belief/ideal, flip a two-sided coin on which one goes second.
  6. Those that fail all three emulator are then the undecided which get put into the RNG emulator again next cycle.
  7. Those that pass one of the emulator and is the majority power gets a loyalty bonus/penalty depending on the national happiness(-20% to +20%)
    1. If they fail the loyalty emulator, they will defect to become an undecided voter to which they follow #4.
  8. Those that pass one of the emulator and is not the majority power gets an opposition bonus/penalty depending on the national unhappiness (+20% to -20%)
    1. These people get their own loyalty test as a minority power, but if they fail they will defect to an undecided voter again
    2. An unhappy state creates more opposition bonus allowing a minority party to take over a majority party and topple it down giving the spoils to the newly-made majority party hoping that they can resolve the issue with its majority party bonus(if not, it goes toppling down again)
  9. Having the respective political party/belief/ideal finisher grants +5% bonus.
  • A traditional party plays into the power of happiness via the appeasement of the lower class by rising them to a middle ground between the elites and the commons.
    • +1 Happiness per Specialist(max +2 per city)
    • A citizen will become a supporter of the Aristocracy depending on the Specialist percentage/City Population percentage
  • A progressive party plays into the power of happiness via its change and revolution by passing laws or "social policies".
    • +3 Happiness per 2 Social Policy
    • A citizen will become a supporter of the Progressives depending on the total of farms*0.5, quarries, and villages*0.5/National Population percentage
  • An authoritative party plays into the power of happiness via might and power with its grand army.
    • +1 Happiness per 5% of unit supply filled(training units beyond the limit also increase happiness, but beware!)
    • A citizen will become a supporter of authority depending on the unit supply*0.75/unit supply cap percentage.
  • A religious belief in its citizen plays into how the empire can prosper from religion.
    • +10% Science in a Golden Age.
    • +1 Golden Age Point per different sect of follower in a city.
    • A citizen will adopt a religious belief depending on its national faith output/National Population percentage*(1+0.25 per era out of Medieval)
  • A diplomatic belief in its citizen plays into how the empire can prosper from treaties.
    • +10% Food in a Golden Age.
    • +1 Golden Age Point per City-State friendship and an additional +1 Golden Age Point per City-State alliance.
    • A citizen will adopt a diplomatic belief depending on the number of alliance/friendships*0.75 / total alive city-states
  • A cultured belief in its citizen plays into how the empire can prosper from its cultural superiority.
    • +25% Golden Age Length.
    • +3 Golden Age Point per Great Works.
    • A citizen will adopt a cultured belief depending on trending or static influence levels on other civs(or if already influential with that civ)*0.75/total alive major civs
  • An industrious state boast its influence on the world through its entrepreneurship and capital gains.
    • May build a mutually exclusive building known as the Workhouse (+15% Growth and +0.25 Gold per Citizen)
    • Investing in a building grants tourism.
    • Engineers, Merchants, and Scientists grant +1 Tourism.
    • A citizen boast industrialism pending on forges, workshops, factories, and workhouse/number of cities*(16/3)
    • 25% of citizens in a city with a local resource of coal will boast industrialism automatically
  • An imperial state boast its influence on the world through conquer and glory.
    • May build a mutually exclusive building known as the Viceroy's Garrison (+5 Defense Strength and +50 HP)
    • Conquering or Settling a city grants tourism.
    • Each city generates +3 Tourism and +2 Tourism to the Capital.
    • A citizen boast imperialism pending on barracks, armories, arsenals, and viceroy's garrison/number of cities*(16/3)
    • 25% of citizens in a puppet city will boast imperialism automatically (exceptions: Venetian puppets originally owned as a city-state will never automatically boast imperialism)
  • A secular state boast its influence on the world through liberty and institutions.
    • May build a mutually exclusive building known as the Campus (+15% Great People Rate and +10% Food and Science during a WLTKD)
    • Researching a technology grants tourism.
    • Great People Improvements and Villages generate +1 Tourism.
    • A citizen boast secularism pending on libraries, universities, public schools, and campuses/number of cities*(16/3)
    • 25% of citizens in a city that does not have the same majority religion as the national religion will boast secularism automatically.
 
Are you going to continue this project after VP turning gold? This along with Civic and Reform will be great.
 
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