Option to make buildings private (lower maint or +revenue, but -Happy)

JanissaryRush

Warlord
Joined
Apr 10, 2008
Messages
124
Civ 5 is forced socialized government. You can't charge citizens for going to entertainment buildings. The church pays for church maintance, instead of its visitors donations. Stadiums make a lot of money being private today, not cost money. I always hated that.

Not having to pay makes people happier, but its costly. Citizens having to pay for services would make them less happy, but significantly help the empires financial situation.

For implementation having you choose which buidings to charge and which ones not is probably better then all buildings, though that should be an option to click to make it quicker if you like. If you say a stadium it would be state wide for all of them.

You can change it back and forth. Effects should take a number of turns to change and should have a number of turns until you can change again.

How much each building changes I don't know. Probably some ratio like -1 happiness for X more gold a turn.

This is like the previous games civics. Could be easier to just add that back in, like socialized, semi or private. If civics were added it would be nice to have option to pay lump sum instead of anarchy yet changes take a few turns to happen.
 
Good idea...in concept, I don't believe this would work well and would add pointless micromanaging.
 
(Maybe someone who actually works in government will come along and contradict me, but this is how I think it works...)

Stadiums rake in the cash...for the companies that own them. Not for the local government. The government picks up the tab for the supporting infrastructure that makes the stadium possible. The government gets its payoff from the commerce generated because of the event, not the event itself.

So the maintenance is what it costs your city to host the entertainment. Your return is in the form of the industry of the extra people it supports. So pay 6 gpt for a stadium, have the four additional citizens work trading posts in a city with market, bank, and stock exchange, and get (8 x 1.88) = 15 gpt for your trouble.

Doesn't seem socialist to me, unless you consider anything the government spends money on to be socialist (which, point of fact, some people do, though I personally do not).
 
A very good idea that you might like to have a look at (as it encompasses what you suggest here) is in this thread. The idea is to split the production queue into a private queue and a public queue. This seems slightly different to your idea (which deals with upkeep rather than construction), but both are along the same lines. :)
 
A very good idea that you might like to have a look at (as it encompasses what you suggest here) is in this thread. The idea is to split the production queue into a private queue and a public queue. This seems slightly different to your idea (which deals with upkeep rather than construction), but both are along the same lines. :)

Or another spin: use Workshops and Forges to open up extra production lines. Perhaps make them hammers-per-pop based, ignoring tiles worked. Keep the building/unit limitation of each.

And THEN allow these extra production queues to perform upgrades on existing buildings and units. Like, 80 hammers to upgrade your Granary into a +4 :c5food:, another 80 and you get a permanent "we love the king" effect for the city.

Or whatever. Just daydreaming here. :lol:
 
Yeah, socialism isn't the correct term. What I meant was choice of charging for using entertainment/services and not. Whether you charge for your Colosseum or open it for free its still state run.

Its like Empire Total war where you decide the tax rate.

I think Im just frustrating that they took away the civic choices of how you design and run your empire. They say the new culture replaced civics, but they can do both. Just make sure you don't have a combo that can be overpowered.

I want more choices for governing.
 
Or another spin: use Workshops and Forges to open up extra production lines. Perhaps make them hammers-per-pop based, ignoring tiles worked. Keep the building/unit limitation of each.

And THEN allow these extra production queues to perform upgrades on existing buildings and units. Like, 80 hammers to upgrade your Granary into a +4 :c5food:, another 80 and you get a permanent "we love the king" effect for the city.

Or whatever. Just daydreaming here. :lol:

That could be quite interesting. Allowing for an extra queue would also most likely work to counter ICS (by encouraging larger cities rather than smaller underdeveloped cities). Upgrades in these queues would further this effect.
 
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