My biggest gripe with IPs was in my 'peace monger' game in which you are not allowed to produce units. They started to ransack left and right. Maybe they are more aggressive the less troops are around/nearby?
This would make sense, because it's been my experience, at least in the last pre-release tst games, that having a small army seemed to encourage the Major Factions to get aggressive, and when I had technologically advanced or large size military forces they would gripe a lot but not declare war.
I think
1. emphasizing the “player” you are interacting with (stays constant)
2. emphasizing previous cultures (ie the Chinese-German empire). list the current and just previous culture in the name
Would help. also including more feel from the civics…take monarchy and you are a kingdom not an empire, one-party state and you are a “people’s republic”, etc.
"Type of government" in the game so far is almost invisible - at least, I'e never had it affect how I play a Faction or an Age. It would be really nice to have that change and give Government Type its importance in Diplomacy, Influence, and even Economics and Production.
Right now, "Government Types" only show up as Civics Choices and implied as some of the Civics Axis: Liberty - Authority being pretty obvious, but Collectivism - Individualism and Tradition - Progress both have obvious 'political' implications.
By my count (and I'm not sure this is complete with the latest Post-Release Download) the following Civics are directly related to Government Types:
Those in
italics are, I consider, actual Government Types.
Leadership
Choices:
Small Council -
Autarch
Legitimacy
Choices: Customary Laws - Codified Laws (this should definitely modify any future Government Choice)'
Citizenship
Choices: Universal Citizenship - Select Citizenship (this in a nutshell is the difference between Rome and most other Ancient/Classical/Medieval/Early Modern 'Empires')
Political Influence:
Choices: Aristocracy -
Monarchy
Aristocracy Evolution:
Choices:
Oligarchy -
Democratic Republic
Monarchy Power:
Choices:
Absolute Monarchy -
Constitutional Monarchy
Political Entitlement:
Choices:
Aristocracy -
Republic ('Aristocracy' shows up twice in Choices which is why I'm not certain it still applies)
Republic Evolution:
Choices:
One-Party State -
Democratic Republic
That gives, at the moment, 11 Government Types in the game plus at least 4 specifically government modifiers. There are other choices related to application of Laws (Judicial Control, Political Control) or the relationship between government and the economy (Industrial Production, Working Conditions) that should also modify Government choices and how they are applied.
In other words, the framework is there already for a much more robust and Influential system of Government modeling in the game, in which the type of Government and the way it is implemented make a major difference in your diplomatic relationships with other Factions (Minor AND Major) and the Influence you project on them and receive in return, and the types of Cultural control, Colony control, and Economy you can build. Some choices that are now relatively 'free' should be much more difficult under certain governments, and others should be almost automatic under other government types.