Ordinances: The Vote

Do you like my idea? (please read below)


  • Total voters
    32
Well, my sliders COULD be -10 to 10-nothing to prevent that (or even -5 to 5). I think some kind of 'adjective' for certain settings, though, could be handy-as they will give an extra dimension to your government choices. For instance, you are a monarchy, but are you an Absolutist Monarchy (Sufferage 0-1), an Elitist Monarchy (Sufferage 2-3), or a more constitutional monarchy like England?
The way I was thinking was that your two MOST EXTREME settings will define your ACTUAL government, so you might be a Restrictive Communist Democracy (allows a vote for government, but has communal property and very few liberties outside of voting), an Ultra-Capitalist, Authoritarian Republic (the private sector has free reign, but laws are VERY strict, with harsh enforcement and punishment). Anyway, just a thought.

Yours,
Aussie_Lurker.
 
There's a great little game that's based entirely around "ordinances" or issues. It's very different from Civilization, seeing as it's entirely based on text. But it takes about two minutes a day to play, and it's actually a lot of fun for a while.

http://www.nationstates.net/cgi-bin/index.cgi

I do this as someone pointing it out for research purposes, not someone who's trying to say Civ should copy it exactly, or that Civ fans should revolt and play a new game. Civ is still a lot more fun, when it comes down to it. But I think there's a good general idea in this game that changes the complexion of your Nationstate (or Civilization).

For example:
In order to curb youth-related crime, the police have suggested a national curfew.
The Debate

1. "The youth-related crime statistics in Former Colonies are appalling," says police chief Buy Nagasawa. "If kids can't go out at night, they won't have any opportunity to roam around in their baggy pants and backwards hats mugging the elderly and causing a general ruckus. Just last night I had to run down some punk who tried to steal a mailbox right off the post! This is getting ridiculous. Sure, it'll require more funding, but think of all the mailboxes we'll save! Our youth need to spend the wee hours sleeping or studying--not out gallivanting with their friends."
[Accept]

2. "I'm not a criminal just because I'm seventeen!" shouts honors student, Naki Hendrikson. "Yeah, I like to go out partying, but I'd never hurt anybody! Besides, we've already got enough problems with these pigs breathing down or necks. If anything we need MORE freedom. It's time for the government to step up to the plate and tell these power hungry swine to stop cramping our style!"
[Accept]

The government has yet to formalize a position on this issue.

If you wish, you may simply dismiss this issue.

Really, when it comes down to it, you're choosing between bonuses. Option 1 costs money, and sacrifices freedom, but reduces crime. Option 2 promotes freedom, but at the expense of more crime.

Anyway, maybe it's not the best example. But you could come up with issues that work for Civ 4 and the attributes that they model. They'd take a minute every once in a while to change the overall direction of your Civ -- would you rather give your people freedom, or security? Would you rather give them economic success, or social justice? And so forth.
 
Well, as you know DH, I have already pointed out that the issues you mention COULD have a place-even in the system I am proposing!
Oh, and I HAVE played Nationstates a LOT-mostly BEFORE I had a computer capable of running Civ3 :rolleyes: !

Yours,
Aussie_Lurker.
 
Absolutely, Aussie. I don't think it's a one or the other proposition.

Personally, I'd love to see all three of the things mentioned here.

- Social Engineering with Adjustable Sliders
- National Issues with multiple choices every bunch of turns
- Mutually exclusive tech tree branches (that converge)

Really, it's all contributing to two things. One is that you're really shaping the attitudes, values, and culture of your civilization instead of just racing through a pre-determined path (The Roleplaying Benefit). Two is that it opens the game up, allowing multiple paths to success (The Gameplay Variety Benefit).
 
Did not really think of it before but I agree adding Ordinances is a great idea !

It could help personalize the civs and make them even more different.

I have no real idea about how to implement it though. In a way Civ3 introduced that through the "mobilization" levels that I took a while to start using. They could be gathered on a dedicated advisor screen or be separated into the different advisors (ie : mobilization could be on the military advisor while religious ordnances could be on the cultural advisor page; trade and local economy ones would be on the trade and the current first advisor pages).

I like the idea of having new ordnances appearing after certain techs are discovered or after some events (for instance religion if religions can begin after events).

It could add a whole new level of managing, and could be made optional for players who care only about combat (a la current city governors).

And of course they should be balanced.

But maybe civics already includes that concept.
 
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