cakedaemon
Chieftain
- Joined
- Mar 4, 2010
- Messages
- 56
So a bit of background: I've been playing the mod for some time and have made it to the modern era, where there are lots and lots and lots of new factories and sports buildings and so much more that are popping up, but one thing I've noticed is that the property system by this point in the game is effectively obsolete - fire seems to do nothing, crime is easily controlled by the sheer abundance of security buildings like the Security Bureau and the like that come along at that point, disease is easily handled with Hospitals and Vaccine Labs and Mortuaries and other buildings, and even Pollution is readily tackled with the use of the various ordinances you can get with Ecology that basically wipe out pollution entirely in the form of -100 Air or Water pollution options. It makes a fair bit of sense when you think about it; massive epidemics and city-levelling fires are pretty much a thing of the past in the developed world, and the game mimics that process of development well in the way that you have to build the infrastructure of a city up to get those benefits...but this strikes me as a bit of a shame, as you've got no real factors to look out for in that area by the time you enter this point in the game.
I'll admit, that is a bit of a sidepoint from what I really want to mention here, and that is the possibility of a new, Quality of Life property that grows progressively more and more important as the game progresses, similar to Education, but with much greater faucets and sinks for its strength. The general aim is for it to serve as a sort of hub to the property system, a way the different values might affect one another and make the system feel both more immersive and more reactive to the actions that the player takes. I've tried to make a bit of a proposal here, using the kind of format I'd use on Games2Gether for the Endless series of games, but it should get the point across
What is the Quality of Life property?
As I mentioned above, albeit more briefly, the Quality of Life system would be an entirely new property added to the set that is currently in the game, working through all the eras but starting to truly ramp up into its full power as one enters the Industrial and then Modern ages. The quality of life that the people of a nation has played an enormous role in the history of our world, from the peasants revolts of Medieval Europe to the fall of the USSR, the general situation of the common man has played, plays and will play an enormous role in the way that our civilization works, and it is this great influence that this system will try to capture. The Quality of Life property represents neither happiness (as people can be happy whilst living in poor conditions), nor healthiness, nor education nor crime, but is in some ways the sum of these things in that all of them play an important role in the quality of life that the citizens of a city in game might have, yet one that feeds back into them nearly as much as it is fed. In short, it can be taken as something of a measure not just of a civilization's successes, but as a summary of its wealth beyond the simple income and treasury. To put it into material terms: the value of its buildings, the abundance of its goods, the comfort of its people, these are all things that build up the quality of life of an empire's peoples, and its these things that feed into the property.
What does it do and how does it work?
This is the real meat of the concept, because whilst the above sections explain a bit of the background, this is all about what it adds to the game: I've already explained how it serves as a sort of hub for the properties system and how it ties them together, but that was just words, so have a few examples. In the real world, there are few houses so nearly well desired as those that are near universities, and so the construction of a university in a city - and especially a famous one such as Oxford - would have a great impact on the quality of life in the local region, where young adults would be able to seek out education locally and near their friends and family, resulting in that building being a plus to the QoL system. Others such as Jails, however, are a negative impact on the local community, just as coal mines are due to the infamous working conditions, as do power plants and bunkers and other such things, all part of the balancing act between the two.
Houses now have value to encourage investment: As it stands in 38.5, there is actually relatively little effect on, and from, the housing system - it tends to be something of minor detail, a complete and utter after thought and so much so that it seems to be there more for simple cosmetic reasons and for completion than to have any meaningful impact on gameplay. With the introduction of a Quality of Life system, however, housing actually has a serious value, as the quality of homes in the empire is possibly one of the single largest impacts on the living standards of its people. Rather than simply going obsolete as new buildings arrive, old buildings remain, but are given either an outright negative modifier or a greatly reduced positive one, symbolizing that the building's living standards are now no longer up to scratch - a noblelord's estate might very well dwarf the comforts of the housing of the lowborn folk outside the castle walls, but as the industrial age comes and brings forth modern plumbing, electricity and telecommunications, the building is simply no longer cut out for the wealthy of society and the latest comforts, and will be replaced by modern mansions that have such things built in. This provides a serious reason, more than just the benefits of the building itself, to build things such as telephone networks and sewer systems and so on, for despite their maintenance costs, they'll play an enormous role in the structure of your civilization and the lives of the masses. To help balance things, however, it may be wise to add more requirements to the different generations of buildings, like mass transit for the various high density pop buildings, symbolizing the construction of a complex and versatile road network that makes high rise buildings viable for commuting to work.
Manufactured goods become much more important: This is something that primarily affects the cities of the post-industrial revolution, where cities swell rapidly with more and more pops and as a great many new forms of items become available, but is also a factor throughout the entirety of the game. Caveman2Cosmos has a truly epic number of items, ranging from masks to cars, and these items will now have a direct impact on the quality of life of people simply by having access to them; masks, clothes, jewelry and alcohol in the earlier eras will act as a vital means of providing the necessary quality of life bonuses to keep the empire from falling into puritanical conditions, but as society transforms with rising technology and as the pressures on the individual grow, so too will the ways of keeping them comfortable as electricity not only revolutionizes the way the nation functions, but the way its people live their lives. Conveniences like washer dryers and dishwashers, life changing items like refrigerators and cars, luxuries like televisions and games consoles, all of them will have a major impact on the day to day routine of the people who live in your nation, and the QoL system gives them that impact by making them the engine of the system come the industrial age: there is at last a true difference between empires of that era, where one's people live the dream of a car in every drive and a fence around every home, and another where the people live in spartan conditions and need to queue for their daily bread and where there is but one television in the entire street.
The properties system is no longer pure good or bad: as it is right now in the current version of the mod, there's generally no reason not to want to, say, build as many crime control buildings in a city as possible, because the unhappiness they generate is easily drowned out by sheer number of happiness producing buildings in the game. The introduction of a Quality of Life property counters this effect on the game, because it makes the production of these buildings and the training of such units have a direct impact on another property - people don't like living near jails, yet alone Alcatraz, so such buildings now come with a trade off in that they negatively effect the quality of life of the local area; the player can no longer simply go to a city with crime, select the law enforcement tab and buy every building on the list and walk off, knowing that the city is done - they will need to consider what impact this might have on the living standards of the people there, as buildings that would otherwise be nothing but positive are now given a downside, increasing the strategy. Could the city absorb the damage to the living standards that comes with all those police units, or is there a more efficient way for me to do this? Maybe I should build that Jail there, but also put an Elementary School there to help balance the impact on the quality of life? Or maybe that Meal Center is a good way to get the best of both? Or maybe I could bring in celebrities or other entertainers to the city and use their bonus to neutralize the problem?
It is a slow property system: Practically all the other property systems in the game respond quickly to the player's actions, good or bad, unless they have already developed them to the extremes - Crime develops its first act very early on, at just +75 points in the form of Truancy, which gives a penalty to research speed. Effects on the buildings are thus relatively light in that buildings like Jails only remove double digit numbers...whereas the Quality of Life system has values that start in the triple digits and effects that require four digits to truly come alive. This makes it a slow burning property system, converting to video game format the amount of time it takes for changes in the living standards to actually propagate through society - even if the empire suddenly gains access to a great many new factories for consumer goods, it takes time in the real world for such things to permeate society and for the great majority to have access to such things, and the same now applies to the game. In my point of view, a full burning effort should take 15-20 turns to either raise or lower the level, a virtual generation of people that matches the 1 turn = 1 year system of the later eras of the game, whilst also adding the thematic slowness to both improving and degrading the condition. .
Here are some more technical examples of how this system might look and work: - bare in mind I'm doing this from memory, so the regular stats might be a bit off, but it should still show the various effects I've got in mind and I've put some notes with them in brackets to explain the logic.
University:
+25 Education
+250 Quality of Life
Housing - Cottages:
+300 Quality of Life (compared to earlier buildings such as shanties and prehistoric era tents, Cottages aren't that bad...)
-500 Quality of Life with Civil Engineering. (...but once modern brick houses, with electricity and indoor plumbing arrives, they quickly start to show their ages as the population desires more comfortable and modern living spaces.)
Jail:
-20 Crime
-1000 Quality of Life (People don't really like living near prisons, for various reasons; their presence makes the community feel unsafe not only because of the prisoners within and the risk of a jailbreak, or even because of the people that come to visit said prisoners at guest hours, but because of how it reflects society and the need to have the prison in the first place.)
Police APC:
-25 Crime
-1000 Quality of Life (Though police APCs are entirely superior to the police car units that come around at nearly the same point in the game, the highly militarized nature of such vehicles makes the population feel unsafe, as if martial law is about to be declared at any moment, as if the authoritarian jackboot is about to fall on them.)
Mall:
+5 Wealth
+3 Happiness
+500 Quality of Life (Mall's aren't just packed full of stores, but often also have tons of other little venues inside that serve to draw people to the mall, called anchors. These can be things like movie theaters, bowling alleys and so on, and ready access to such things makes most CivCitizens comfortable people indeed, simplifying the daily shop and providing a pleasant place to visit.)
Blender Factory:
+3 Wealth
+1 Unhealthiness
+10 Flammability
+50 Quality of Life (Though the blender factory doesn't provide any production useful to the state, it does take in a large number of workers indeed, providing comfortable working conditions and reasonable pay, but the main boon of the factory...)
Blenders:
+200 Quality of Life (...comes from the final product. With the blender factory up and running, blenders can be bought by the general population at any retailer, giving various shop buildings a boost to their wealth generation as is already the case...but their existence and availability also serves to boost the quality of life of the empire's inhabitants for all the reasons that other consumer electronics, such as vacuums and dishwashers, might.)
Car Factory:
+5 Wealth
+2 Unhealthiness
+25 Flammability
+100 Quality of Life (Like the blender factory, the car factory provides a great deal of jobs for the local community, important for countering the natural decline of the quality of life as a city grows and becomes home to more and more people, but because the car factory is bigger than the blender factory, this effect is doubled...)
Cars:
+600 Quality of Life. (...and because cars are so important to the daily life of so many people and because the item takes so much more to build, the impact of cars and car dealerships on the general population is much, much higher. The abrupt loss of gas will thus have a massive impact on the living conditions of people in the post-industrial age, simulating the 1973 oil crisis and the impact it had on the lives of the common man.)
And for fun, a hypothetical list of levels, five above and five below and one in the middle, with some notes as to the general situation:
Quality of Life - Utopian (Star Trek TNG era Federation; food aplenty, people are able to do whatever they wish with their time, entertainment of any form is on demand, the cities are masterworks of artwork as well as engineering, etc. If you want something, it is generally available quickly and cheaply here. This level is practically impossible to reach until the late game, as the technology to build this kind of society just doesn't exist until at the very least the nanotech age and beyond.)
Quality of Life - Decadent (When people think of the late Roman Empire, with fat old men lain back on their seats watching gladiators fight and die in the arena whilst slave girls feed them grapes and wine, they're basically thinking of this level. The cities are beautiful, lives are easy, and you can spend a lifetime in comfort and leisure.)
Quality of Life - Opulent (Have you ever seen the Fresh Prince of Bel-Air? Large and marvelous looking houses, multiple cars in the drive, fulfilling and well paying work, perhaps even a servant or two, this is the general aspiration that most people might aspire.)
Quality of Life - Luxurious (1950s USA, for the cliche middle class family - a house with a white picket fence, a car in the drive, one of those new fangled vacuum cleaners...basically the American Dream, compressed into a QoL level.)
Quality of Life - Comfortable (The general condition of most people in the developed world today, wealthy or otherwise. Though their lives might not be as luxurious as they might wish or as easy, they generally lack for nothing; luxuries and consumer items are available for them, the question is whether or not they have the means to do so.)
Quality of Life - Satisfactory (The mid level of the board, where things hang in perfect balance.)
Quality of Life - Poor (The first negative level, the immediate aftermath of the 2008 crash in the worst affected areas would go here; though things aren't too bad off, life has certainly grown quite a bit harder than it was but a few short years before as a lack of wealth bleeds the people. )
Quality of Life - Harsh (1920s and 30s USA, stuck in the pain of the Great Depression, fits here. Though there are a variety of goods still available on the market, even if the economy is struggling, work is hard to find...and a lack of work means a lack of means to obtain such items even if they are available. Housing quality has dropped sharply as people struggle to maintain their properties, and Hoovervilles are starting to form.)
Quality of Life - Terrible (The final years of the Soviet Union and the immediate aftermath of its collapse could go here or in Harsh, depending on your view of things, this level of QoL has the shelves nearly completely bare of any luxury items like chocolate or exotic fruits, cars have waiting lists...you get the general appearance.)
Quality of Life - Ruinous (Warlord states in Africa following decolonization would go here, as would ones in active, heavy civil wars. Supply chains are either breaking down or have done so completely, and life is very, very hard for the average citizen, who needs to mind their consumption of things like food and water.)
Quality of Life - Apocalyptic (1945 Germany would be a good demonstration of this one - the general social structure is held together by a thread, the cities are in ruins, rationing is in effect even if starvation is held off...even basic comforts like shelter are rare.)
Civics could also add variants of the above, based on certain criteria; having Nationalism, for example, could replace the first few negative levels of the system with increasing levels of rationing, showing a nation increasingly mobilizing every available resource for war and the survival of the state, and communist nations could have similar things as well. There could even be different standards of living that replace the earlier versions as the tech tree progresses along, perhaps once every two eras, showing the rising expectations that people have of their country and their home.
Thoughts?
I'll admit, that is a bit of a sidepoint from what I really want to mention here, and that is the possibility of a new, Quality of Life property that grows progressively more and more important as the game progresses, similar to Education, but with much greater faucets and sinks for its strength. The general aim is for it to serve as a sort of hub to the property system, a way the different values might affect one another and make the system feel both more immersive and more reactive to the actions that the player takes. I've tried to make a bit of a proposal here, using the kind of format I'd use on Games2Gether for the Endless series of games, but it should get the point across
What is the Quality of Life property?
As I mentioned above, albeit more briefly, the Quality of Life system would be an entirely new property added to the set that is currently in the game, working through all the eras but starting to truly ramp up into its full power as one enters the Industrial and then Modern ages. The quality of life that the people of a nation has played an enormous role in the history of our world, from the peasants revolts of Medieval Europe to the fall of the USSR, the general situation of the common man has played, plays and will play an enormous role in the way that our civilization works, and it is this great influence that this system will try to capture. The Quality of Life property represents neither happiness (as people can be happy whilst living in poor conditions), nor healthiness, nor education nor crime, but is in some ways the sum of these things in that all of them play an important role in the quality of life that the citizens of a city in game might have, yet one that feeds back into them nearly as much as it is fed. In short, it can be taken as something of a measure not just of a civilization's successes, but as a summary of its wealth beyond the simple income and treasury. To put it into material terms: the value of its buildings, the abundance of its goods, the comfort of its people, these are all things that build up the quality of life of an empire's peoples, and its these things that feed into the property.
What does it do and how does it work?
This is the real meat of the concept, because whilst the above sections explain a bit of the background, this is all about what it adds to the game: I've already explained how it serves as a sort of hub for the properties system and how it ties them together, but that was just words, so have a few examples. In the real world, there are few houses so nearly well desired as those that are near universities, and so the construction of a university in a city - and especially a famous one such as Oxford - would have a great impact on the quality of life in the local region, where young adults would be able to seek out education locally and near their friends and family, resulting in that building being a plus to the QoL system. Others such as Jails, however, are a negative impact on the local community, just as coal mines are due to the infamous working conditions, as do power plants and bunkers and other such things, all part of the balancing act between the two.
Houses now have value to encourage investment: As it stands in 38.5, there is actually relatively little effect on, and from, the housing system - it tends to be something of minor detail, a complete and utter after thought and so much so that it seems to be there more for simple cosmetic reasons and for completion than to have any meaningful impact on gameplay. With the introduction of a Quality of Life system, however, housing actually has a serious value, as the quality of homes in the empire is possibly one of the single largest impacts on the living standards of its people. Rather than simply going obsolete as new buildings arrive, old buildings remain, but are given either an outright negative modifier or a greatly reduced positive one, symbolizing that the building's living standards are now no longer up to scratch - a noblelord's estate might very well dwarf the comforts of the housing of the lowborn folk outside the castle walls, but as the industrial age comes and brings forth modern plumbing, electricity and telecommunications, the building is simply no longer cut out for the wealthy of society and the latest comforts, and will be replaced by modern mansions that have such things built in. This provides a serious reason, more than just the benefits of the building itself, to build things such as telephone networks and sewer systems and so on, for despite their maintenance costs, they'll play an enormous role in the structure of your civilization and the lives of the masses. To help balance things, however, it may be wise to add more requirements to the different generations of buildings, like mass transit for the various high density pop buildings, symbolizing the construction of a complex and versatile road network that makes high rise buildings viable for commuting to work.
Manufactured goods become much more important: This is something that primarily affects the cities of the post-industrial revolution, where cities swell rapidly with more and more pops and as a great many new forms of items become available, but is also a factor throughout the entirety of the game. Caveman2Cosmos has a truly epic number of items, ranging from masks to cars, and these items will now have a direct impact on the quality of life of people simply by having access to them; masks, clothes, jewelry and alcohol in the earlier eras will act as a vital means of providing the necessary quality of life bonuses to keep the empire from falling into puritanical conditions, but as society transforms with rising technology and as the pressures on the individual grow, so too will the ways of keeping them comfortable as electricity not only revolutionizes the way the nation functions, but the way its people live their lives. Conveniences like washer dryers and dishwashers, life changing items like refrigerators and cars, luxuries like televisions and games consoles, all of them will have a major impact on the day to day routine of the people who live in your nation, and the QoL system gives them that impact by making them the engine of the system come the industrial age: there is at last a true difference between empires of that era, where one's people live the dream of a car in every drive and a fence around every home, and another where the people live in spartan conditions and need to queue for their daily bread and where there is but one television in the entire street.
The properties system is no longer pure good or bad: as it is right now in the current version of the mod, there's generally no reason not to want to, say, build as many crime control buildings in a city as possible, because the unhappiness they generate is easily drowned out by sheer number of happiness producing buildings in the game. The introduction of a Quality of Life property counters this effect on the game, because it makes the production of these buildings and the training of such units have a direct impact on another property - people don't like living near jails, yet alone Alcatraz, so such buildings now come with a trade off in that they negatively effect the quality of life of the local area; the player can no longer simply go to a city with crime, select the law enforcement tab and buy every building on the list and walk off, knowing that the city is done - they will need to consider what impact this might have on the living standards of the people there, as buildings that would otherwise be nothing but positive are now given a downside, increasing the strategy. Could the city absorb the damage to the living standards that comes with all those police units, or is there a more efficient way for me to do this? Maybe I should build that Jail there, but also put an Elementary School there to help balance the impact on the quality of life? Or maybe that Meal Center is a good way to get the best of both? Or maybe I could bring in celebrities or other entertainers to the city and use their bonus to neutralize the problem?
It is a slow property system: Practically all the other property systems in the game respond quickly to the player's actions, good or bad, unless they have already developed them to the extremes - Crime develops its first act very early on, at just +75 points in the form of Truancy, which gives a penalty to research speed. Effects on the buildings are thus relatively light in that buildings like Jails only remove double digit numbers...whereas the Quality of Life system has values that start in the triple digits and effects that require four digits to truly come alive. This makes it a slow burning property system, converting to video game format the amount of time it takes for changes in the living standards to actually propagate through society - even if the empire suddenly gains access to a great many new factories for consumer goods, it takes time in the real world for such things to permeate society and for the great majority to have access to such things, and the same now applies to the game. In my point of view, a full burning effort should take 15-20 turns to either raise or lower the level, a virtual generation of people that matches the 1 turn = 1 year system of the later eras of the game, whilst also adding the thematic slowness to both improving and degrading the condition. .
Here are some more technical examples of how this system might look and work: - bare in mind I'm doing this from memory, so the regular stats might be a bit off, but it should still show the various effects I've got in mind and I've put some notes with them in brackets to explain the logic.
University:
+25 Education
+250 Quality of Life
Housing - Cottages:
+300 Quality of Life (compared to earlier buildings such as shanties and prehistoric era tents, Cottages aren't that bad...)
-500 Quality of Life with Civil Engineering. (...but once modern brick houses, with electricity and indoor plumbing arrives, they quickly start to show their ages as the population desires more comfortable and modern living spaces.)
Jail:
-20 Crime
-1000 Quality of Life (People don't really like living near prisons, for various reasons; their presence makes the community feel unsafe not only because of the prisoners within and the risk of a jailbreak, or even because of the people that come to visit said prisoners at guest hours, but because of how it reflects society and the need to have the prison in the first place.)
Police APC:
-25 Crime
-1000 Quality of Life (Though police APCs are entirely superior to the police car units that come around at nearly the same point in the game, the highly militarized nature of such vehicles makes the population feel unsafe, as if martial law is about to be declared at any moment, as if the authoritarian jackboot is about to fall on them.)
Mall:
+5 Wealth
+3 Happiness
+500 Quality of Life (Mall's aren't just packed full of stores, but often also have tons of other little venues inside that serve to draw people to the mall, called anchors. These can be things like movie theaters, bowling alleys and so on, and ready access to such things makes most CivCitizens comfortable people indeed, simplifying the daily shop and providing a pleasant place to visit.)
Blender Factory:
+3 Wealth
+1 Unhealthiness
+10 Flammability
+50 Quality of Life (Though the blender factory doesn't provide any production useful to the state, it does take in a large number of workers indeed, providing comfortable working conditions and reasonable pay, but the main boon of the factory...)
Blenders:
+200 Quality of Life (...comes from the final product. With the blender factory up and running, blenders can be bought by the general population at any retailer, giving various shop buildings a boost to their wealth generation as is already the case...but their existence and availability also serves to boost the quality of life of the empire's inhabitants for all the reasons that other consumer electronics, such as vacuums and dishwashers, might.)
Car Factory:
+5 Wealth
+2 Unhealthiness
+25 Flammability
+100 Quality of Life (Like the blender factory, the car factory provides a great deal of jobs for the local community, important for countering the natural decline of the quality of life as a city grows and becomes home to more and more people, but because the car factory is bigger than the blender factory, this effect is doubled...)
Cars:
+600 Quality of Life. (...and because cars are so important to the daily life of so many people and because the item takes so much more to build, the impact of cars and car dealerships on the general population is much, much higher. The abrupt loss of gas will thus have a massive impact on the living conditions of people in the post-industrial age, simulating the 1973 oil crisis and the impact it had on the lives of the common man.)
And for fun, a hypothetical list of levels, five above and five below and one in the middle, with some notes as to the general situation:
Quality of Life - Utopian (Star Trek TNG era Federation; food aplenty, people are able to do whatever they wish with their time, entertainment of any form is on demand, the cities are masterworks of artwork as well as engineering, etc. If you want something, it is generally available quickly and cheaply here. This level is practically impossible to reach until the late game, as the technology to build this kind of society just doesn't exist until at the very least the nanotech age and beyond.)
Quality of Life - Decadent (When people think of the late Roman Empire, with fat old men lain back on their seats watching gladiators fight and die in the arena whilst slave girls feed them grapes and wine, they're basically thinking of this level. The cities are beautiful, lives are easy, and you can spend a lifetime in comfort and leisure.)
Quality of Life - Opulent (Have you ever seen the Fresh Prince of Bel-Air? Large and marvelous looking houses, multiple cars in the drive, fulfilling and well paying work, perhaps even a servant or two, this is the general aspiration that most people might aspire.)
Quality of Life - Luxurious (1950s USA, for the cliche middle class family - a house with a white picket fence, a car in the drive, one of those new fangled vacuum cleaners...basically the American Dream, compressed into a QoL level.)
Quality of Life - Comfortable (The general condition of most people in the developed world today, wealthy or otherwise. Though their lives might not be as luxurious as they might wish or as easy, they generally lack for nothing; luxuries and consumer items are available for them, the question is whether or not they have the means to do so.)
Quality of Life - Satisfactory (The mid level of the board, where things hang in perfect balance.)
Quality of Life - Poor (The first negative level, the immediate aftermath of the 2008 crash in the worst affected areas would go here; though things aren't too bad off, life has certainly grown quite a bit harder than it was but a few short years before as a lack of wealth bleeds the people. )
Quality of Life - Harsh (1920s and 30s USA, stuck in the pain of the Great Depression, fits here. Though there are a variety of goods still available on the market, even if the economy is struggling, work is hard to find...and a lack of work means a lack of means to obtain such items even if they are available. Housing quality has dropped sharply as people struggle to maintain their properties, and Hoovervilles are starting to form.)
Quality of Life - Terrible (The final years of the Soviet Union and the immediate aftermath of its collapse could go here or in Harsh, depending on your view of things, this level of QoL has the shelves nearly completely bare of any luxury items like chocolate or exotic fruits, cars have waiting lists...you get the general appearance.)
Quality of Life - Ruinous (Warlord states in Africa following decolonization would go here, as would ones in active, heavy civil wars. Supply chains are either breaking down or have done so completely, and life is very, very hard for the average citizen, who needs to mind their consumption of things like food and water.)
Quality of Life - Apocalyptic (1945 Germany would be a good demonstration of this one - the general social structure is held together by a thread, the cities are in ruins, rationing is in effect even if starvation is held off...even basic comforts like shelter are rare.)
Civics could also add variants of the above, based on certain criteria; having Nationalism, for example, could replace the first few negative levels of the system with increasing levels of rationing, showing a nation increasingly mobilizing every available resource for war and the survival of the state, and communist nations could have similar things as well. There could even be different standards of living that replace the earlier versions as the tech tree progresses along, perhaps once every two eras, showing the rising expectations that people have of their country and their home.
Thoughts?