I've been trying to get an idea of what choices you can make for civics, to effect your government. Facts are these....
5 types of Civics. Government, Legal, Labor, Economy, Religion. Each has 5 sub-types. Some mentioned types of civics are Pacifistic, Universal Suffereage, Free Speech, Slavery, Emancipation, Serfdom, Polic State, Theocracy, but it's not said which goes where.
Now, it's possible each of the 5 sub-types is an "on/off" thing, so you can turn on/off slavery or turn on/off free speech or something like that. The comments tend to make me believe, however, that they are options that open up over time. Note, this is primarily speculation.
So, what could those options be? Well, this is essentially pure speculation, trying to tie together some ideas from previous games, what has been said, and my own guesses/hopes. I also consider gameplay reasons for these things and also include my guesses on what the various civics might mean that way.
Government: I'm taking this to mean the way the leader(s) are chosen -- how is it that certain people get power?
Totalitarian -- my guess for the start -- a single despot siezes power in a fierce grab -- force to the front -- like Despotism (and maybe Fascism) in Civ3
Hereditary -- like kings/queens or the various family dynasties found in various parts of the world -- a bit more stable than totalitarian but probably causes some unhappines/cultural problems
Oligarchy -- rule by an "enlightened" few -- tried a few times and a popular conception of how things might work. Not sure what traits to infer,
Republic -- limited voting -- the ancient Greek model and possibly the same model for the US, at least its early years. Many people vote but less than half, say. Reasonable happiness but pressure from the more enlightened civilizations.
Universal Sufferage -- democracy from Civ3, more or less. Everybody votes. Should be more chaotic in certain ways than the other govts and negative game effects (wars, civic/religious pressure from other civs) will have greater effect.
Legal: How is justice dispensed/enforced? What's the method?
Police State -- Government cracks down HARD on misbehavior -- most closed borders but also probably lowest culture/happiness -- hard to spy on or send missionaries
None -- Start state -- law is up to each individual to determine and enforce
Vigililantism -- Small groups take it upon themselves to enforce the law as they best see it -- culture/law/effectiveness varies significantly from place to place
Organized Justice -- courts, police, appeals, jails...
???
Labor:
Slavery -- People work because they have to, fear for their lives or families, repressed groups, low efficiency but cheap cost -- Start state
Serfdom -- People work because they have little choice, society demands it of them to survive, close to slavery but a bit more freedom. More efficiency but more cost, too
Emancipation -- Slaves are freed, people are "paid" to work, high cost but reasonable efficiency
Conscription -- Govt forces people to spend a portion of their life working for the govt good. Semi-efficient and happiness but greater potential for good and bad than serfdom
Anarchy -- Some people work when they want to. Little gets done but it's awfully cheap.
Economy: How are goods exchanged? How are things distributed?
None -- Start state. You only have what you can get for yourself.
Barter -- Allows trade with other nations. People trade a bit internally, so some luxes/food shared internally (?) but little tax dollars for govt. benefit
Communism -- Everything is shared completely equally. Really extreme socialism. No personal property, everything is jointly owned. All cities benefit some but little specialization is truly possible. "All are equal" taken to the extreme. [N.B. Name not exactly accurate, but close enough.]
Socialism -- Half of what is made is shared, half kept for personal gain. Some specialization but some cost with that specialization, too.
Capitalism -- Free market. High output work but high maintenance and subject to large fluctuations. High specialization but "outsiders" hard to incorporate in, often.
Religion: What is the state's view of religion? What is official policy?
None -- Start state -- religion just is -- no policy and all kinds of odd things can happen, missionaries have a very easy time but aren't protected
Theocracy -- the state and the religion are one. All cities are expected to conform to the state's religion, whatever that may be.
Atheism -- the state actively seeks out and destroys religion. Missionaries are enemy units. People may or may not like religion but the state fights against it.
Separation from State -- the State tries to divorce itself from all religious decisions. No/limited benefit from religious powers and potential for missionaries/spying is high. Some kind of corresponding benefit, however. ?
???
======================================
Well, that's my take. Just some thoughts I had on what the system *might* look like. I have absolutely no insider information, so this is all just a guess.
I would expect some mini-anarchies to modify one aspect of the civics system. Some civics categories appear to have natural progressions, while others appear to have no "better" options, just options. There seem to be some natural techs that might correspond with enabling various civics options.
Can anybody fill in the blanks? Or suggest alternate models?
Arathorn
5 types of Civics. Government, Legal, Labor, Economy, Religion. Each has 5 sub-types. Some mentioned types of civics are Pacifistic, Universal Suffereage, Free Speech, Slavery, Emancipation, Serfdom, Polic State, Theocracy, but it's not said which goes where.
Now, it's possible each of the 5 sub-types is an "on/off" thing, so you can turn on/off slavery or turn on/off free speech or something like that. The comments tend to make me believe, however, that they are options that open up over time. Note, this is primarily speculation.
So, what could those options be? Well, this is essentially pure speculation, trying to tie together some ideas from previous games, what has been said, and my own guesses/hopes. I also consider gameplay reasons for these things and also include my guesses on what the various civics might mean that way.
Government: I'm taking this to mean the way the leader(s) are chosen -- how is it that certain people get power?
Totalitarian -- my guess for the start -- a single despot siezes power in a fierce grab -- force to the front -- like Despotism (and maybe Fascism) in Civ3
Hereditary -- like kings/queens or the various family dynasties found in various parts of the world -- a bit more stable than totalitarian but probably causes some unhappines/cultural problems
Oligarchy -- rule by an "enlightened" few -- tried a few times and a popular conception of how things might work. Not sure what traits to infer,
Republic -- limited voting -- the ancient Greek model and possibly the same model for the US, at least its early years. Many people vote but less than half, say. Reasonable happiness but pressure from the more enlightened civilizations.
Universal Sufferage -- democracy from Civ3, more or less. Everybody votes. Should be more chaotic in certain ways than the other govts and negative game effects (wars, civic/religious pressure from other civs) will have greater effect.
Legal: How is justice dispensed/enforced? What's the method?
Police State -- Government cracks down HARD on misbehavior -- most closed borders but also probably lowest culture/happiness -- hard to spy on or send missionaries
None -- Start state -- law is up to each individual to determine and enforce
Vigililantism -- Small groups take it upon themselves to enforce the law as they best see it -- culture/law/effectiveness varies significantly from place to place
Organized Justice -- courts, police, appeals, jails...
???
Labor:
Slavery -- People work because they have to, fear for their lives or families, repressed groups, low efficiency but cheap cost -- Start state
Serfdom -- People work because they have little choice, society demands it of them to survive, close to slavery but a bit more freedom. More efficiency but more cost, too
Emancipation -- Slaves are freed, people are "paid" to work, high cost but reasonable efficiency
Conscription -- Govt forces people to spend a portion of their life working for the govt good. Semi-efficient and happiness but greater potential for good and bad than serfdom
Anarchy -- Some people work when they want to. Little gets done but it's awfully cheap.
Economy: How are goods exchanged? How are things distributed?
None -- Start state. You only have what you can get for yourself.
Barter -- Allows trade with other nations. People trade a bit internally, so some luxes/food shared internally (?) but little tax dollars for govt. benefit
Communism -- Everything is shared completely equally. Really extreme socialism. No personal property, everything is jointly owned. All cities benefit some but little specialization is truly possible. "All are equal" taken to the extreme. [N.B. Name not exactly accurate, but close enough.]
Socialism -- Half of what is made is shared, half kept for personal gain. Some specialization but some cost with that specialization, too.
Capitalism -- Free market. High output work but high maintenance and subject to large fluctuations. High specialization but "outsiders" hard to incorporate in, often.
Religion: What is the state's view of religion? What is official policy?
None -- Start state -- religion just is -- no policy and all kinds of odd things can happen, missionaries have a very easy time but aren't protected
Theocracy -- the state and the religion are one. All cities are expected to conform to the state's religion, whatever that may be.
Atheism -- the state actively seeks out and destroys religion. Missionaries are enemy units. People may or may not like religion but the state fights against it.
Separation from State -- the State tries to divorce itself from all religious decisions. No/limited benefit from religious powers and potential for missionaries/spying is high. Some kind of corresponding benefit, however. ?
???
======================================
Well, that's my take. Just some thoughts I had on what the system *might* look like. I have absolutely no insider information, so this is all just a guess.
I would expect some mini-anarchies to modify one aspect of the civics system. Some civics categories appear to have natural progressions, while others appear to have no "better" options, just options. There seem to be some natural techs that might correspond with enabling various civics options.
Can anybody fill in the blanks? Or suggest alternate models?
Arathorn