EzraNaamah
Chieftain
- Joined
- Dec 25, 2024
- Messages
- 1
Synthetic Technocracy could use some work both conceptually and in play. I say this as an actual Technocrat familiar with Howard Scott's ideas. This is a hybrid brainstorming and mod request, so feel free to give your thoughts.
Explanation behind my reasoning for those interested:
I believe that the optimization imperative civic would need to be renamed to Energy Accounting, and in my opinion it should go after conservation if anything, since the system of energy accounting basically means that the economy is organized based on the power that is consumed. The price of goods is based on the energy required to create it, and every citizen gets energy credits to cover those costs. So the +3 power to all cities actually makes sense from that perspective. The lower project cost could be interpreted as having more citizens in the technate available to work on projects, but it feels a bit mismatched. The -10 tourism is said to be from AI making decisions human would dislike, but an actual technate would not necessarily be governed by AI exclusively so this could be replaced by a bonus (I will admit I am biased towards technocracy and a mod I make would reflect this.) And I have to admit, I think it would be accurate to reality for technocracy to be overpowered since the most able individuals would be selected for the government.
I don't intend to balance it, but my general idea to make Technocracy accurate in civ 6 is:
renamed to Technocracy or Technate (This is what we call governments organized under technocracy)
Civic to unlock it renamed to energy accounting (And preferably moved to be after conservation civic, if possible)
Effects changed to:
+3 to all yields, power, housing, and amenities in all cities. (Because they use energy credits for all needs)
+30% production towards city projects and buildings in the city center
+30% yields to city centers (Because a part of Technocracy is the idea of the urbanate, and concentrating the population into walkable cities with all amenities nearby)
possible penalty:
No gold from trade routes or other civilizations (Since energy credits are not like other currency) but no unit or building maintenance
-10% gold (Since there would not be as much profit in this system)
It might be hard to create an image for the government that fits the aesthetic of civ 6, but I think red and gray art deco or the technocracy monad are good places to start.
Explanation behind my reasoning for those interested:
I believe that the optimization imperative civic would need to be renamed to Energy Accounting, and in my opinion it should go after conservation if anything, since the system of energy accounting basically means that the economy is organized based on the power that is consumed. The price of goods is based on the energy required to create it, and every citizen gets energy credits to cover those costs. So the +3 power to all cities actually makes sense from that perspective. The lower project cost could be interpreted as having more citizens in the technate available to work on projects, but it feels a bit mismatched. The -10 tourism is said to be from AI making decisions human would dislike, but an actual technate would not necessarily be governed by AI exclusively so this could be replaced by a bonus (I will admit I am biased towards technocracy and a mod I make would reflect this.) And I have to admit, I think it would be accurate to reality for technocracy to be overpowered since the most able individuals would be selected for the government.
I don't intend to balance it, but my general idea to make Technocracy accurate in civ 6 is:
renamed to Technocracy or Technate (This is what we call governments organized under technocracy)
Civic to unlock it renamed to energy accounting (And preferably moved to be after conservation civic, if possible)
Effects changed to:
+3 to all yields, power, housing, and amenities in all cities. (Because they use energy credits for all needs)
+30% production towards city projects and buildings in the city center
+30% yields to city centers (Because a part of Technocracy is the idea of the urbanate, and concentrating the population into walkable cities with all amenities nearby)
possible penalty:
No gold from trade routes or other civilizations (Since energy credits are not like other currency) but no unit or building maintenance
-10% gold (Since there would not be as much profit in this system)
It might be hard to create an image for the government that fits the aesthetic of civ 6, but I think red and gray art deco or the technocracy monad are good places to start.