sir_schwick said:
I like the ideas, but i think some of these would be better as true-false toggles and others as direct dichtomys.
Do you think so? I thought most of those had at least 3 possibilities, but I got lazy and didn't list them out.
sir_schwick said:
1) Degree of Representation - This is very important, and could have effects on all the others. THe biggest I see is that with less representation, fewer people can control more people's feelings. Maybe that means that the number of people you have to please is fewer, but their individual effects are huge. Piss off the nobility in the middle ages and you might have huge problems, etc.
Exactly. However, there should also be some inherent unhappiness from the people feeling like they have no control over their lives.
sir_schwick said:
2) Rule of Law - That is a very important reflector of reality, although I'm not sure what the analog effects would be.
Not sure how to implement that in the game, either. Maybe it's one of those control vs. happiness dichotomies. Could be left out or folded into another concept.
sir_schwick said:
3 + 4) I know in real life these should never be combined, but here they could. Another option would be a slider that determined overall levels of freedom of expression, to which you could assign game relevant exceptions 'no freedom of religion' in an open state, etc.
A sticking point with that is that religion is modelled in the game. Civilization doesn't model culture and political climate in a way that would reflect the different degrees of free expression that are allowed.
sir_schwick said:
5) Federalism - THis is very important, but Civ tends to view almost all issues as a civ wide rather than city by city matter. Once cities are modeled as truly independent organisms, this becomes extremely important.
Agreed.
sir_schwick said:
6 + 7) Once again, I think this is better done by a combi of slider + some toggles. Also, I think the levels of conscription slider would be awesome.
I'm not quite comfortable with that. Militarism I view as being more specific. It has to do with the degree of reverence for the military and the degree of influence the military has in governance. Think Sparta, for example, or countries like Argentina, Burma/Myanmar, and Turkey, where military dictatorships exist/have existed in the recent past. Nationalism I view as something different, where the state is viewed as the supreme arbiter of what is good. Nationalism may translate to increased militarism, but it may also mean throwing your economic weight around internationally or doing more work for your nation ("Ask not what your country can do for you...").
sir_schwick said:
8) Social Mobility is more of a social rather than government issue. Being able to mod your civs social bits would be fun, but not really that governmental.
Maybe the term I used was too narrow for the concept I mean. Social Mobility sounds better. Governmental influence has a lot to do with it, though, from things like inheritance laws, the legal recognition of an aristocratic class, and caste systems.
sir_schwick said:
9) Defienitely a toggle or a small slider.
I figure there are at least a few levels:
1) Slave class, where children are born into slavery
2) Slave population of criminals, debtors, war captives, political prisoners, and the like. Similar to indentured servitude.
3) Serfdom
4) Caste system (I know I mentioned this up with Social Mobility).
5) Complete emancipation.
sir_schwick said:
10) Definitely social and I'm not sure how to model it.
Think Serbia or Nazi Germany. Persecute and drive out those who aren't of the right ethnic groups.
11) isolationism vs. engagement with the world.