Rough ideas for ideologies

Vahnstad

King
Joined
Sep 2, 2014
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Low countries
We currently have policies and government forms. I would like to expand on this, and add some sliders. All civilizations start as a chiefdom, but transition into an empire.

Tier 1 governments:
Autocracy: Increased centralization, 25% boost to all yields, but less loyalty per turn and decreased civics / research speed (which can be outweighed by the yields boost). Cities that are not loyal or unhappy, lose yields output. Boost to wonder production
Oligarchy: More combat strength & experience, and less unit maintenance cost. 10% less production in all cities, 10% increa
Classical Republic: Elections between families, in this case pops. Depending on the pop being elected, give a boost to whatever that pop stands for (scientist more science, artist more culture, engineer more production, farmer more food & housing, prophet more faith and someone for amenities & loyalty), 50% increase for whoever wins, but 10% loss for all other yields. More autonomy for cities 9 tiles outside your capital, but more loyalty and amenities for cities inside 9 tiles. Cities with a district receive bonus amenity, housing and loyalty

Tier 2 governments:
Monarchy: Current bonus. Increased centralization, 25% boost to all yields, but less loyalty per turn and decreased civics / research speed (which can be outweighed by the yields boost). Cities that are not loyal or unhappy, lose yields output. Boost to defensive buildings & encampments. Some military bonuses as well as increased military strength
Theocracy: Current bonus. Boost to holy sites.
Merchant Republic: Current bonus. Boost to harbors & commercial districts

Tier 3 governments:
Democracy (Opens up corporations, actual elections between factions)
- Social Democracy: bonuses for building neighbourhoods, hospitals, increased literacy & research / civics speed, less yield output
- Liberalism
- Conservatism
- Ecologism: bonuses for green tiles improvements, reforestation, pops happy if worldwide CO2 decreases
- Nationalism

Communism:
- Syndicalism
- Radical Socialism
- Totalitarianism
- Bolshevikism (unique to Russia)

Fascism: Bonuses for domination victory, military production & etc.

Other Unique governments: Tsardom (Russia), Sultanate (Ottomans), Papacy, ...

Sliders (or if we implement in civ 6, we could use policy cards)
Trade:
Autarky: Allows you not to trade both internationally or with other civs that you aren't allied with. 100% increase in resource production. 100% better internal trade routes. 50% more production in military units. Decreased research and civics speed.
Free Trade: Allows you to trade both internationally or with other civs that you aren't allied with.

Slavery:

Immigration:

Education:

Healthcare

Some ideas... not complete, but wanted to know what you would add.
 
Slavery would be interesting. I'd guess it'd be more than a policy.

A cool way to implant it would be this:

You can choose to take slaves from conquering cities or defeating units. (Would work well as a policy)
You can also take them with slaver ships. (These would set up a trade rout like thing to a certain city and take population from it and transform them into slaves)
Slaves can be assigned to a city to increase production
Conquering a city with slaves gives you more friendliness with the slave's old city if you return the slaves
A new war could be added which has no grievances with the rest of the world called a Slave Freedom War. This increases the chance of rebellion in the opponent's cities though you must free all slaves.
Owning slaves past a certain era gives you less World Congress Points.

The more slaves you have from a country the more it hates you. After the world enters a certain era all nations will have grievances with slave nations.
 
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