woodelf said:
Good to see you modding again AG.
It's good to be back, for a while.
dh_epic said:
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The question is how the citizens choose your state ideology
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Thanks for the input, dh_epic... it's always good take a critical look at things. Just to keep in mind, my particular modding philosophy leans towards realism. I know that sometimes this may come at the expense of playability, but where I can, I try to leave in as much player choice and playability as possible.
To address your concerns, which I think are all valid, here's a more in-depth explaination of how state ideology is determined, as of right now.
First, note that in two of the five government systems, absolute monarchy and military juanta, the player can set the state ideology to whatever he/she wishes. It may cause some unhappiness if the monarch/general chooses an unpopular ideology, but hey... everything comes at a cost.
Second, in two of the five government systems your ideology is not directly set by player choice. In constitutional monarchy and democracy, the ideology is "elected," meaning that the ideology most present in your cities is the ideology that is chosen (just a very simple algorithm in python). The player may influence elections, however, by doing things to influence what ideologies are present in a city. By sending polititians, the ideological equivalent of missionaries, to cities, building certain buildings, or picking the "Political Religion" civic to limit spread of nonstate idologies, and choosing certain options in events, the player may influence what ideology is in a city, and thereby influence what the outcome of elections are. I argue that player choice has not been removed, rather, it has just taken on more complexity. Only in a proletarian dictatorship is the ideology forced outside of player influence - it forces state ideology to communist.
Summary:
In two out of five government set-ups, the player directly chooses state ideology. In another two out of five, the player inderectly influences the state ideology. In only one set-up, is state ideology forced.
Note, that government choice is totally up to the player... unless he/she does something really wrong and gets a revolution.
Important: Each ideology only loses 1-3 choices in each civic option, but there are still ways with large costs for attaining the civics that they wish. There is still much choice. I can list out all of the choices by ideology if you wish.
dh_epic said:
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1: The snowball effect of ideology. Your citizens begin to drift towards an ideology, which lead you to make certain choices, which reinforce that ideology, leading quickly to equilibrium. This can lead to predictability and boredom.
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There is no feedback from your civics choice into what ideology the citizens become (except under political religion, where non-state ideology spread is prevented at large costs). Thus, for example, although a socialist state may choose to have a planned economy, it's citizens still may be, or even become, liberal.
Different ideologies will spread at different times in different places. Spread happens in different ways, for different reasons, hopefully adding a new dynamic. The player will have some control over the spread, through "missionaries," etc... but that's about it.
Also note that just because a government is one ideology, doesn't mean the player has to switch old civics choices to ones in line with the new ideology. For example, if Prussia is formerly running mercantilism but the state ideology becomes liberal through elections, then Prussia is NOT forced into switch to liberal civics. The only thing that happens is if it wants to change civics, it's choice is now limited.
Thus, I believe that things will continue to be dynamic and there is no ideological equilibrium.
dh_epic said:
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2: Too much automation, not enough choice. You end up in positions where the player has very little say in their empire. Even if that automation is confined to some civics, the tradeoff for a lack of control isn't really worth it.
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Again, things are not as automatic as they may appear. Players are not forced into certain civics because of ideologies, their choices are only limited. Players have many ways at their disposal to overcome these limitations and choose the things they want.
Here's a large example:
Let's say that I'm playing England which has a constitutional monarchy which elects a liberal government. Suppose I would like to have "planned economy" civic, which is only availiable to socialist or communist state ideologies. I can reach this in a number of ways.
First Option: producing socialist/commie polititians in cities with socialism/communism and sending them to cities without, thus influencing the electorate to choose socialism, allowing me to select "planned economy." Then, of course, there's the problem of the newly socialist electorate if I wish to again have a liberal ideology... there are many ways of doing this, if somebody's interested I'll tell you, but this is getting way to long.
Second Option: have a militiary coup and switch to Military Juanta as a government (any ideology may do this). Once anarchy has subsided, I appoint select socialism as the state ideology (Military Juantas may do this), and select "planned economy". After I have it, I switch back to liberalism and have another revolution restoring the constitutional monarchy. This option of course has the sidebacks of hurting diplomatic relations with liberal governments, and a long period of revolutionary upheaval, but I can get the job done.
Third Option: If there are no socialist cities, I may build trade unions, which have a 50% chance of adding socialism to a city's ideological spectum upon being built. Thus, I can launch a large campaign of building trade unions to get a socialist electorate, allowing me to switch. I can then use polititians from the "trade union" cities to spread socialism to cities without it. Again, I have now have a socialist electorate to deal with.
There are many more ways to do this, I've only illustrated three. I think this is not only much more realistic and complex, but the choices are better: do I want to risk a socialist electorate to reach my goals, or is it more worth it to have a long period of upheaval, or is it even worth the costs at all? The choices haven't dissapeared, they've become more complex.
Just to reiterate what I wrote above, I don't think the player has lost choice and control; rather, the play now has a
different kind of choice and control. Choices now have different real costs and oppurtunity costs. Again, each ideology only loses 1 - 3 choices in each civic option, but the player can come up with workarounds that may have large costs.
Keep in mind, the mod is highly specific to a limited geography and a limited time frame. This too limits some things, but, at the same time highlights other aspects. In any abstration in any mod, some things have to be chosen over others.
Thanks again for the input, and sorry about the long diatribe.

Hopefully, this will help others to understand what I'm doing.