Fergei
Warlord
- Joined
- Mar 31, 2020
- Messages
- 163
Reading this thread on government types, there is a bit of a consensus that Republic, a government type available in the first era, is a flexible and strong option for playing through until the end of the game. Also that Republic and Communism are viable end of game Government options and so you may not bother with any of the others if you aren't a religious Civ (removing the anarchy penalty).
Not everyone will agree with the above, but for the purposes of this thread I'd like to accept the above position and ask for suggestions in the editor that would increase the likelihood of an average player ever changing to Monarchy, Feudalism, Democracy or Fascism - whilst improving game balance
Suggestions can be ways to boost the above or to reduce the value / power of Republic. Bonus points go to suggestions that would have any historical validity (e.g. halving the productivity of workers under Republic would not have a historical basis).
Republic vs Feudalism & Monarchy
Looking at the Civ Editor Help, I was considering the following:
- Increase the cost of Philosophy & Republic (so these advances take longer to gain) and reduce cost of Polytheism - to make Monarchy a more viable early game alternative.
and/or
- Move Republic to Middle Ages and Feudalism to Ancient era - to make Feudalism a more viable pick because it will appear before Republic
and/or
Make Feudalism and Monarchy additional pre-requisites for Republic (keeping it in the ancient era).
Does any of the above sound flawed or would have unpleasant unindented consequences?
Are there any Middle Ages techs that could realistically be pre-requisites for Republic?
Would everybody wait and just take Democracy rather than Republic if I did this?
Other options
Would it unbalance the game too much if I reduced the anarchy period for revolutions for non-Religious Civs? Say, taking the maximum down to 5 or 6 turns? Religious ones would still get cheaper culture buildings but perhaps that isn't enough to make that trait devalued? I think shorter anarchy would definitely make players consider switching to other government types both before and after Republic came onto the menu.
Is there anything in the Government tab that I should tweak? I was thinking of the following options - none of which I think would match historical reality?:
- making you unable to rush production in Republic
- making workers more productive in Monarchy / Feudalism
- making one out of Monarchy or Feudalism only have 'nuisance' corruption, like Republic (probably make Monarchy less corrupt and drop the war weariness from Feudalism, purely for a game balance perspective).
I think even some of the above changes would make Democracy more viable relative to Republic, so maybe no changes are required for Democracy?
I have no idea how to make Fascism more viable compared to Communism or Republic, as I've never gone fascist. So I'm all ears on that one.
Not everyone will agree with the above, but for the purposes of this thread I'd like to accept the above position and ask for suggestions in the editor that would increase the likelihood of an average player ever changing to Monarchy, Feudalism, Democracy or Fascism - whilst improving game balance
Suggestions can be ways to boost the above or to reduce the value / power of Republic. Bonus points go to suggestions that would have any historical validity (e.g. halving the productivity of workers under Republic would not have a historical basis).
Republic vs Feudalism & Monarchy
Looking at the Civ Editor Help, I was considering the following:
- Increase the cost of Philosophy & Republic (so these advances take longer to gain) and reduce cost of Polytheism - to make Monarchy a more viable early game alternative.
and/or
- Move Republic to Middle Ages and Feudalism to Ancient era - to make Feudalism a more viable pick because it will appear before Republic
and/or
Make Feudalism and Monarchy additional pre-requisites for Republic (keeping it in the ancient era).
Does any of the above sound flawed or would have unpleasant unindented consequences?
Are there any Middle Ages techs that could realistically be pre-requisites for Republic?
Would everybody wait and just take Democracy rather than Republic if I did this?
Other options
Would it unbalance the game too much if I reduced the anarchy period for revolutions for non-Religious Civs? Say, taking the maximum down to 5 or 6 turns? Religious ones would still get cheaper culture buildings but perhaps that isn't enough to make that trait devalued? I think shorter anarchy would definitely make players consider switching to other government types both before and after Republic came onto the menu.
Is there anything in the Government tab that I should tweak? I was thinking of the following options - none of which I think would match historical reality?:
- making you unable to rush production in Republic
- making workers more productive in Monarchy / Feudalism
- making one out of Monarchy or Feudalism only have 'nuisance' corruption, like Republic (probably make Monarchy less corrupt and drop the war weariness from Feudalism, purely for a game balance perspective).
I think even some of the above changes would make Democracy more viable relative to Republic, so maybe no changes are required for Democracy?
I have no idea how to make Fascism more viable compared to Communism or Republic, as I've never gone fascist. So I'm all ears on that one.
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