Lautaro
Chieftain
- Joined
- Jan 12, 2019
- Messages
- 2
Looking at the seemingly strong support for more historical/realistic modes, I came up with this idea. It is much more like an actual in-game system than what "modes" are looking like right now, but I might better take the shot.
Ideology/Politics Mode
(or system, if you prefer it that way)
One of the most requested aspects to make a return in Civ VI has been the Ideologies present in V, but Governments have kind of taken that spot. However, looking at the achievements made by the religious system, I thought that an aspect that hasn't been portrayed by the franchise is the relation between the citizens and their rule in regards to their ideas, rather than their mere approval/disapproval based on "satisfaction" (as amenities do in Civ VI). That's why I propose a similar system to religion for the late game, but with a different approach.
The system/mode would be unlocked with the Ideology civic. Unlike religions, the different citizen's ideologies would be the same for every game and civ, no matter what, as they would be "unlocked" rather than "founded". This different options or "ideology groups" would interact with much more aspects of the game than just amenities or governments, even if this is their focus, given that there is much more background in the game than when religions start to pop up. Instead of being the goal of an specific victory as religious citizens are, the ideological citizens would be oriented in a way they encourage or discourage an specific play-style towards the different victory condition. This system would work on a city basis powered by a "Ideological Pressure" dynamic (that would be much more defined by things in the city rather than proximity to other cities or trade routes, as shown later on) and the effects in it would be triggered if there is more followers of an specific ideology group than of any other, just like religion. The goal of the system would be to use the existing amenities system in a much more integrated way with the rest of your game.
I propose 4 different ideologies (or more like ideology groups) for the citizens to follow:
Authoritarians
(might be Reactionaries or Militarists as well)
+1 Ideological pressure if there is a Barracks or Stable in the city.
+1 Ideological pressure if either Viktor, Moksha or Reyna is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Fascism, Communism, or Corporate Libertarianism (the later only GS).
If Authoritarians achieve a majority in the city:
+1 Amenity if the city has a garrisoned military unit
+1 Amenity if the city has a Military Academy
+1 Amenity if the city has a University and your government is either Fascism, Communism, or Corporate Libertarianism (the later only GS).
- 1 Amenity if the city has damaged City Defenses or none at all.
- 1 Amenity if the city has lower Gold yields than Culture yields.
Unlocks the Volunteer Recruitment city project: -25% gold purchase discount in all military units while in production.
Conservatives
(could be Traditionalists to avoid such a direct callback to real politics)
+1 Ideological pressure if there is a Shrine in the city.
+1 Ideological pressure if either Liang, Moksha or Pingala is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Fascism, Democracy, or Digital Democracy (the later only GS).
If Conservatives achieve a majority in the city:
+1 Amenity if the city follows a religion founded by you or player in a Religious Alliance with you
+1 Amenity if the city has a Broadcast Center
+1 Amenity if the city has a University and your government is either Fascism, Democracy or Digital Democracy (the later only GS).
- 1 Amenity if the city follows a religion founded by a civilization at war with you
- 1 Amenity if the city has lower Faith yields than Science yields.
Unlocks the Holiday Season city project: +100% Tourism during its production but -25% in Gold and Science yields while in production.
Libertarians
(Liberals would be a broader alternative name, might be confusing in the US)
+1 Ideological pressure if there is a Market in the city.
+1 Ideological pressure if either Liang, Magnus or Reyna is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Democracy, Technocracy or Corporate Libertarianism (the later two only GS).
If Libertarians achieve a majority in the city:
+1 Amenity if the city is the current start or destination of any Trade Route or has any Great Work in it (relics excluded).
+1 Amenity if the city has a Stock Exchange
+1 Amenity if the city has a University and your government is either Democracy, Technocracy or Corporate Libertarianism (the later two only GS).
- 1 Amenity if the city has not a Trading Post established or has available Great Work slots and no Great Works in it (relics excluded).
- 1 Amenity if the city has lower Culture yields than Faith yields.
Unlocks the Music Contest city project: Allows you to buy Rock Bands with gold while in production. Gives 1 free Rock Band unit when it finishes.
Socialists
(could be Revolutionaries, Vanguardists or Radicals to avoid such a direct callback to real politics)
+1 Ideological pressure if there is a Workshop in the city.
+1 Ideological pressure if either Viktor, Magnus or Pingala is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Communism, Technocracy or Digital Democracy (the later two only GS).
If Socialists achieve a majority in the city:
+1 Amenity if the city has any free Housing
+1 Amenity if the city has a Research Lab
+1 Amenity if the city has a University and your government is either Communism, Technocracy or Digital Democracy (the later two only GS).
- 1 Amenity if the city is starving.
- 1 Amenity if the city has lower Science yields than Gold yields.
Unlocks the Welfare Program city project: Permanent +1 Food and +1 Production for every district in the city. Gives +1 permanent Housing when finished.
Citizen's Starting Ideologies
As stated before, it would be ideal if the system reflected some of the background until the ideologies come to play. That is why just after researching the Ideology Civic, every city will have some citizens with starting ideologies according to the government you have had at every start of a new player era (vanilla) or game era (R&F and GS) since the city has been founded or acquired (conquered/flipped) in the following way:
Autocracy: 1 Authoritarian citizen or 1 Socialist citizen.
Oligarchy: 1 Authoritarian citizen or 1 Libertarian citizen.
Classical Republic: 1 Libertarian citizen or 1 Socialist citizen.
Monarchy: 1 Authoritarian citizen or 1 Conservative citizen.
Theocracy: 1 Conservative citizen or 1 Socialist citizen.
Merchant Republic: 1 Conservative citizen or 1 Libertarian citizen.
If the city has less than the population for the number of eras it has been under your rule, earlier eras are not taken into account. The ideology of the citizen is assigned randomly between the two options. Chieftain gives no effect at all.
Units
The only units the player would use to influence his citizen's ideology are spies and a brand new unit, the politician. Spies would get a new exclusive mission to decrease the influence of a certain ideology on your cities. Meanwhile, the politician would be intended to increase support for a certain ideology if in one of your own cities and to produce diplomatic favor (or even work as a Civ V diplomat) if in another player's city. They would only be able to increase two of the four possible ideologies according to your current government:
Fascism: Conservative and Authoritarian
Communism: Socialist and Authoritarian
Democracy: Conservative and Libertarian
Corporate Libertarianism: Libertarian and Authoritarian
Digital Democracy: Conservative and Socialist
Technocracy: Libertarian and Socialist
I picture the politician as working similar to a Rock Band in the sense that it has more or less chance to "burn down" rather than die after performing a "speech" or a "rally". It would be acquired through production normally (but a dark age policy giving the ability to bribe them with gold would be fitting), mostly for balance purposes.
Final notes
Lastly, you would notice that I completely ignored diplomatic victory and diplomatic favor generation. I think they might be included in this system, I just don't know how as there have been recent changes to the diplomatic system and it seems wiser to wait to see how it develops in game with the recent changes.
Ideology/Politics Mode
(or system, if you prefer it that way)
One of the most requested aspects to make a return in Civ VI has been the Ideologies present in V, but Governments have kind of taken that spot. However, looking at the achievements made by the religious system, I thought that an aspect that hasn't been portrayed by the franchise is the relation between the citizens and their rule in regards to their ideas, rather than their mere approval/disapproval based on "satisfaction" (as amenities do in Civ VI). That's why I propose a similar system to religion for the late game, but with a different approach.
The system/mode would be unlocked with the Ideology civic. Unlike religions, the different citizen's ideologies would be the same for every game and civ, no matter what, as they would be "unlocked" rather than "founded". This different options or "ideology groups" would interact with much more aspects of the game than just amenities or governments, even if this is their focus, given that there is much more background in the game than when religions start to pop up. Instead of being the goal of an specific victory as religious citizens are, the ideological citizens would be oriented in a way they encourage or discourage an specific play-style towards the different victory condition. This system would work on a city basis powered by a "Ideological Pressure" dynamic (that would be much more defined by things in the city rather than proximity to other cities or trade routes, as shown later on) and the effects in it would be triggered if there is more followers of an specific ideology group than of any other, just like religion. The goal of the system would be to use the existing amenities system in a much more integrated way with the rest of your game.
I propose 4 different ideologies (or more like ideology groups) for the citizens to follow:
Authoritarians
(might be Reactionaries or Militarists as well)
+1 Ideological pressure if there is a Barracks or Stable in the city.
+1 Ideological pressure if either Viktor, Moksha or Reyna is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Fascism, Communism, or Corporate Libertarianism (the later only GS).
If Authoritarians achieve a majority in the city:
+1 Amenity if the city has a garrisoned military unit
+1 Amenity if the city has a Military Academy
+1 Amenity if the city has a University and your government is either Fascism, Communism, or Corporate Libertarianism (the later only GS).
- 1 Amenity if the city has damaged City Defenses or none at all.
- 1 Amenity if the city has lower Gold yields than Culture yields.
Unlocks the Volunteer Recruitment city project: -25% gold purchase discount in all military units while in production.
Conservatives
(could be Traditionalists to avoid such a direct callback to real politics)
+1 Ideological pressure if there is a Shrine in the city.
+1 Ideological pressure if either Liang, Moksha or Pingala is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Fascism, Democracy, or Digital Democracy (the later only GS).
If Conservatives achieve a majority in the city:
+1 Amenity if the city follows a religion founded by you or player in a Religious Alliance with you
+1 Amenity if the city has a Broadcast Center
+1 Amenity if the city has a University and your government is either Fascism, Democracy or Digital Democracy (the later only GS).
- 1 Amenity if the city follows a religion founded by a civilization at war with you
- 1 Amenity if the city has lower Faith yields than Science yields.
Unlocks the Holiday Season city project: +100% Tourism during its production but -25% in Gold and Science yields while in production.
Libertarians
(Liberals would be a broader alternative name, might be confusing in the US)
+1 Ideological pressure if there is a Market in the city.
+1 Ideological pressure if either Liang, Magnus or Reyna is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Democracy, Technocracy or Corporate Libertarianism (the later two only GS).
If Libertarians achieve a majority in the city:
+1 Amenity if the city is the current start or destination of any Trade Route or has any Great Work in it (relics excluded).
+1 Amenity if the city has a Stock Exchange
+1 Amenity if the city has a University and your government is either Democracy, Technocracy or Corporate Libertarianism (the later two only GS).
- 1 Amenity if the city has not a Trading Post established or has available Great Work slots and no Great Works in it (relics excluded).
- 1 Amenity if the city has lower Culture yields than Faith yields.
Unlocks the Music Contest city project: Allows you to buy Rock Bands with gold while in production. Gives 1 free Rock Band unit when it finishes.
Socialists
(could be Revolutionaries, Vanguardists or Radicals to avoid such a direct callback to real politics)
+1 Ideological pressure if there is a Workshop in the city.
+1 Ideological pressure if either Viktor, Magnus or Pingala is in the city (only R&F).
+1 Ideological pressure if the city has a Library and your government is either Communism, Technocracy or Digital Democracy (the later two only GS).
If Socialists achieve a majority in the city:
+1 Amenity if the city has any free Housing
+1 Amenity if the city has a Research Lab
+1 Amenity if the city has a University and your government is either Communism, Technocracy or Digital Democracy (the later two only GS).
- 1 Amenity if the city is starving.
- 1 Amenity if the city has lower Science yields than Gold yields.
Unlocks the Welfare Program city project: Permanent +1 Food and +1 Production for every district in the city. Gives +1 permanent Housing when finished.
Citizen's Starting Ideologies
As stated before, it would be ideal if the system reflected some of the background until the ideologies come to play. That is why just after researching the Ideology Civic, every city will have some citizens with starting ideologies according to the government you have had at every start of a new player era (vanilla) or game era (R&F and GS) since the city has been founded or acquired (conquered/flipped) in the following way:
Autocracy: 1 Authoritarian citizen or 1 Socialist citizen.
Oligarchy: 1 Authoritarian citizen or 1 Libertarian citizen.
Classical Republic: 1 Libertarian citizen or 1 Socialist citizen.
Monarchy: 1 Authoritarian citizen or 1 Conservative citizen.
Theocracy: 1 Conservative citizen or 1 Socialist citizen.
Merchant Republic: 1 Conservative citizen or 1 Libertarian citizen.
If the city has less than the population for the number of eras it has been under your rule, earlier eras are not taken into account. The ideology of the citizen is assigned randomly between the two options. Chieftain gives no effect at all.
Units
The only units the player would use to influence his citizen's ideology are spies and a brand new unit, the politician. Spies would get a new exclusive mission to decrease the influence of a certain ideology on your cities. Meanwhile, the politician would be intended to increase support for a certain ideology if in one of your own cities and to produce diplomatic favor (or even work as a Civ V diplomat) if in another player's city. They would only be able to increase two of the four possible ideologies according to your current government:
Fascism: Conservative and Authoritarian
Communism: Socialist and Authoritarian
Democracy: Conservative and Libertarian
Corporate Libertarianism: Libertarian and Authoritarian
Digital Democracy: Conservative and Socialist
Technocracy: Libertarian and Socialist
I picture the politician as working similar to a Rock Band in the sense that it has more or less chance to "burn down" rather than die after performing a "speech" or a "rally". It would be acquired through production normally (but a dark age policy giving the ability to bribe them with gold would be fitting), mostly for balance purposes.
Final notes
Lastly, you would notice that I completely ignored diplomatic victory and diplomatic favor generation. I think they might be included in this system, I just don't know how as there have been recent changes to the diplomatic system and it seems wiser to wait to see how it develops in game with the recent changes.
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