Government needs revising in civ. Every major debater here agrees on that.
Existing government models:
Of these, the only ones that are being seriously debated are the civ asnd the SMAC models.
Some of the specific effects from the civ governments:
- varying levels of corruption/waste
- tile commerce bonus for advanced govs (republic, democracy)
- general tile production penalty for early govs (despotism)
- varying levels of war weariness
- senate limiting your actions (civ2 democracy, republic)
- enhanced spies (communism in civ2/3)
- varying levels of free unit support
- government-specific units (civ 2 fundamentalism had fanatics)
- government-specific small wonders
- ctp 1/2 also had certain buildings act differently under certain govs.
I think that's the exhaustive list of what's been offered in civ so far.
Now, for a list of what traits we would like to be manipulated by a new government model. At this point, the following list could be used either for a civ or a smac model. A great many of these could also be used as variables in a freeform model for civ traits.
- varying levels of pollution, which will probably be reflected in population growth/health with what we know of the changes.
- varying levels of corruption/waste. Not sure how this will go now they are dropping this game feature.
- drop the tile commerce/production bonuses and penalties. Instead, each government gets a multiplier to each of food/industry/commerce. This would be similar to having a free invisible bank (in addition to whatever you build) in the case of the commerce bonus.
- varying levels of war weariness, with a sensible model for how it is calculated. Some governments are affected more than others, aggressive wars and defensive wars should be handled separately
- dropping the senate in civ3 was good - keep it dropped.
- drop the tax/lux/sci rate caps. Instead, these have a multiplier to their output. So the Frobidism government is great for keeping your people happy, with a x2 modifer on luxuries. You can theoretically keep your guys so happy they can't stand it or stand up. But if you spend nothing on luxuries you still get nothing. On teh other had, it gets a x0.01 multiplier for science, so no matter how much you spend on science, you are unlikely to get very far.
- enhanced spies for certain govs
- varying levels of free unit support
- government-specific units
- government-specific city improvements (giving communism stock exchanges feels weird)
- government-specific small wonders
- Certain governments can have bonuses to research in specific areas. This requires that each tech be assigned to a specific class, and then the government gets a bonus to all techs in that class.
[more later]
Existing government models:
- civ1/2/3 and ctp1/2 - Players chooses a government archetype with a period of anarchy if he changes
- SMAC/SMAX - social engineering. You specify your government by choosing on four different menus to customise it.
- MoM and MoO1 - No government model
- MoO2 - government is a fixed attribute which cannot be changed. A late game tech enhances each government in specific ways.
- GalCiv - You have a political party and must keep factions happy or lose certain bonuses at election time. The various government types are on a linear path of happiness vs economy.
Of these, the only ones that are being seriously debated are the civ asnd the SMAC models.
Some of the specific effects from the civ governments:
- varying levels of corruption/waste
- tile commerce bonus for advanced govs (republic, democracy)
- general tile production penalty for early govs (despotism)
- varying levels of war weariness
- senate limiting your actions (civ2 democracy, republic)
- enhanced spies (communism in civ2/3)
- varying levels of free unit support
- government-specific units (civ 2 fundamentalism had fanatics)
- government-specific small wonders
- ctp 1/2 also had certain buildings act differently under certain govs.
I think that's the exhaustive list of what's been offered in civ so far.
Now, for a list of what traits we would like to be manipulated by a new government model. At this point, the following list could be used either for a civ or a smac model. A great many of these could also be used as variables in a freeform model for civ traits.
- varying levels of pollution, which will probably be reflected in population growth/health with what we know of the changes.
- varying levels of corruption/waste. Not sure how this will go now they are dropping this game feature.
- drop the tile commerce/production bonuses and penalties. Instead, each government gets a multiplier to each of food/industry/commerce. This would be similar to having a free invisible bank (in addition to whatever you build) in the case of the commerce bonus.
- varying levels of war weariness, with a sensible model for how it is calculated. Some governments are affected more than others, aggressive wars and defensive wars should be handled separately
- dropping the senate in civ3 was good - keep it dropped.
- drop the tax/lux/sci rate caps. Instead, these have a multiplier to their output. So the Frobidism government is great for keeping your people happy, with a x2 modifer on luxuries. You can theoretically keep your guys so happy they can't stand it or stand up. But if you spend nothing on luxuries you still get nothing. On teh other had, it gets a x0.01 multiplier for science, so no matter how much you spend on science, you are unlikely to get very far.
- enhanced spies for certain govs
- varying levels of free unit support
- government-specific units
- government-specific city improvements (giving communism stock exchanges feels weird)
- government-specific small wonders
- Certain governments can have bonuses to research in specific areas. This requires that each tech be assigned to a specific class, and then the government gets a bonus to all techs in that class.
[more later]