Responsibilities (bottom-up approach)

DaveShack

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The objective of this thread is to gather a list of in-game responsibilities and categorize them, hopefully without pre-judging how the offices should be organized. Please list the things you think someone needs to be responsible for.
 
Sub-sections mean these things might be grouped -- but not necessarily.

  1. City placement
  2. What to build
  3. What plots to improve, and how
  4. What plots to work
    1. FYI this is much easier in Civ4, you just say optimize hammers, growth, or commerce. Optionally ask for Great People to be optimized
  5. Military composition and size
    1. What kind of units
    2. Promotions
    3. Upgrades
  6. Wonder construction. There are a lot more wonders available
  7. Religion
    1. Spreading religion
    2. Choosing a state religion
  8. Civics
  9. Tech path
  10. Budget
  11. Military tactics
  12. Long-term planning
  13. City Specialization
  14. Great People
    1. Optimizing to get GP's, and influencing what kind of GPs we get
    2. Use of GPs
  15. Trade
  16. Foreign relations
    1. Managing relationships with other civs
    2. Influencing other civs to do what we want
    3. Influencing our internal operations to facilitate working with other civs (for example matching their religion to get a trade we need).
  17. Resource access and usage (ties in with trade, plot improvements, city placement)
 
I am infavor of getting different ingame advisors anything that directly relates to them, while giving anything concerning the individual citys a governors. and anything that can not be clearly definded to the president.

Just a Idea

President.

Domestic. What plots to improve, and how
What plots to work, City placement, civics.

Military anything to do with defense, plans ect. promotion, what units to bulid.

Foreign.# Foreign relations

1. Managing relationships with other civs
2. Influencing other civs to do what we want
3. Influencing our internal operations to facilitate working with other civs (for example matching their religion to get a trade we need).

Trade. everything trade related. Also ensuring we bulid trade routes like roads to our neighbours. Budget. Resource access and usage.

Culture and Religion. anything to do with culture, religion and wonders. this means ordering around missonarys ect. Although i wouldnt be against seperating religion and the goverment. so a citizen group like a church could control religion.

Governors Anything relating to the internal workings of their citys, other than defense. This means workers allocation. Bulid ques ect.


Edit: What a useless post i will fix it later
 
Thanks nobody, that kind of analysis will eventually be where we want to go, but for now are there any decisions / responsibilities which aren't covered in the list?
 
Under No. 7, is it possible to choose more than 1 religion? That might be a decision, whether to or not.

Where would the decisions about exploration fall? Short term planning?

Budget is a very big subject. You don't want decisions listed, do you?
 
Cyc said:
Under No. 7, is it possible to choose more than 1 religion? That might be a decision, whether to or not.

Where would the decisions about exploration fall? Short term planning?

Budget is a very big subject. You don't want decisions listed, do you?

There can only be one state religion, but it is possible to spread multiple religions to our cities and to opponent's cities with open borders. Having our cities recognize multiple religions makes some of the other tactics easier, like switching state religion to buddy up to someone we want to trade with.

Exploration is indeed missing from the list, probably because I had thought of it as a short-lived activity which is obsolete in the middle of the 1st term. Maybe it's part of military tactics?

Actually for budget it might be interesting to list what budgetary decisions need to be made. Without having such a list we wouldn't know whether one person can handle the responsibility or if it needs to be distributed among several leaders. From what I can tell it's a lot more complicated than in Civ3, or at least it can be complicated.

Note: In general here's what I've thought about the favorable press regarding Civ4 requiring less micro management than Civ3. This is true if you leave auto-governors on and/or use the "emphasize" buttons in the city interface. If you really want to tweak the game and get the best possible result, there is actually more complexity than Civ3. This means it's the best of both worlds, easier for the casual players and more powerful for the power users. :D
 
Let's see...

Religion's a tough one - there's the case where you WANT to spread religion in our lands, where we WANT to spread religions to other lands, and where we DON'T WANT another religion spreading at home. Each is basically a different advisor - Domestic might decide where to spread at home, FA might decide where to spread abroad (as Open Borders are basically required to spread religion), and there's the Theocracy Religious civic, which prevents the spread of religion other than the state one. We could create a religion advisor (a High Priest?) or shunt it all to the President.

Given the need for city specialization, I also suggest getting rid of seperately-elected governors entirely, or at least clearly subordinating them to a nationally elected advisor. There's too much risk to chaos and other hi-jinks if governors get too independent and move away from a city's pre-determined specialized set-up.

In fact, what you could do is have a Domestic Minister, who is in charge of all the minutiae of cities (and who has to worry less about micro-management thanks to Civ4, anyway), and a seperate Minister of Development who plans out city placement, worker actions, and maybe civics and religion.
 
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