Vahnstad
King
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.
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.