Andu Indorin
Retired Druid
Part 1 of 4
The Power Democracy (Consolidated):
The Essential Starlifter
Introduction: It's been almost two years since Starlifter last posted in the CivFanatics Forum, but in his heyday he was probably the most prolific writer on Civ II. Since then, players have occasionally asked about the Power Democracy, of which Starlifter was a master practitioner, and its first and most vocal advocate. This occasional interest -- and the fact that there are still many players who prefer Civ II to its successor -- has prompted me to compile and organize his principal discussions on the Power Democracy and to present them in a more accessible form. Hence, the "Essential Starlifter."
This compilation has at least two benefits. First, his most pertinent discussions are "scattered" among his almost 4000 posts; and they are usually presented in a "fragmented" form as responses to other players' questions, often using specific examples from Games of the Month. (Indeed, some of his most important posts, like that relating to his trade system, are not even included in the "traditional links" concerning the Power Democracy.) By presenting his most important writings in a single location, and by "expunging" material related to specific GotMs, I have reduced the amount of searching required to track down Starlifter's views on the Power Democracy. Second, in terms of playing the early game, Starlifter more or less comes from the "expansionist" school (e.g., "a smaller empire of 100 cities"); consequently, some of his "benchmarks" for a Power Democracy (number of cities, units, etc.) may appear intimidating to players more accustomed to the "perfectionist" school. Collecting Starlifter's writings in one place offers me the opportunity -- as a "perfectionist" practitioner of the Power Democracy -- to collect my own thoughts and present them as additional perspectives on the PD; variations on a common theme, as it were. -- Andu Indorin
Maxims and Standards: Defining the Power Democracy
While the Power Democracy has never been formally defined, the following selections provide an idea of the basic principles and potentials of a Power Democracy. --A.I.
Democracy is, flat out, the best government in the game, and it is far and away the best government for a long, violent, bloody war. ... But the caveat is that you need to get it up and running, and this can take many turns to do so.
In Demo, get trade (gold and science) and grow. Let nothing stand in your way, even war!
In a Demo, what you are shooting for is Caravans/Freight, delivered overseas to a large trade-rich republic/democracy city.
At times, you might have 20 to 25 ships, in huge chains, snaking around the planet. But the return on a large (or even normal) map is staggering.
In the mid-game, starting around Industrialization, you can take in 3,000 to 8,000 gold and just as much science every single turn. With a few citizens set as Scientists, a mere 10-20 beakers will thus yield you an advance every turn. ... You might shoot for 1 tech every turn, within 5 or so turns after reaching Corporation.
In a "standard" game (deity, 7 civs, large map, raging hordes, any terrain), many AI's will never reach gunpowder by the time you reach Stealth. After flight (or at least after Computers), you can be researching at least 2 new techs every turn. Maybe a single AI civ might reach Industrialization before you hit FT001.
Properly run, a Democracy will return you a new advance every turn, with 0% science, 70% tax, and 30% lux (continual WLTP growth, ALWAYS!). Improperly run, a Democracy will scorch your tail feathers and leave you singing the praises of Fundy forever.
At first, getting used to the war planning, city planning, unit redistributions, etc. is a pain. Not to mention all the money you will likely spend on Superhighways, Airports, Mass Transits, etc. None of these items can shoot, but all are essential to a power democracy.
A democracy will earn more gold than even a Fundy gov't, when properly developed. ... You can rush buy entire navies/armies/air forces in one turn if you wish ... Even an all-out war with the AI rarely consumes more than 25% of the resources of a Power Democracy.
If your democracy is going well, only the most bizarre of circumstances would cause you to benefit from a switch.
The Power Democracy (Consolidated):
The Essential Starlifter
Introduction: It's been almost two years since Starlifter last posted in the CivFanatics Forum, but in his heyday he was probably the most prolific writer on Civ II. Since then, players have occasionally asked about the Power Democracy, of which Starlifter was a master practitioner, and its first and most vocal advocate. This occasional interest -- and the fact that there are still many players who prefer Civ II to its successor -- has prompted me to compile and organize his principal discussions on the Power Democracy and to present them in a more accessible form. Hence, the "Essential Starlifter."
This compilation has at least two benefits. First, his most pertinent discussions are "scattered" among his almost 4000 posts; and they are usually presented in a "fragmented" form as responses to other players' questions, often using specific examples from Games of the Month. (Indeed, some of his most important posts, like that relating to his trade system, are not even included in the "traditional links" concerning the Power Democracy.) By presenting his most important writings in a single location, and by "expunging" material related to specific GotMs, I have reduced the amount of searching required to track down Starlifter's views on the Power Democracy. Second, in terms of playing the early game, Starlifter more or less comes from the "expansionist" school (e.g., "a smaller empire of 100 cities"); consequently, some of his "benchmarks" for a Power Democracy (number of cities, units, etc.) may appear intimidating to players more accustomed to the "perfectionist" school. Collecting Starlifter's writings in one place offers me the opportunity -- as a "perfectionist" practitioner of the Power Democracy -- to collect my own thoughts and present them as additional perspectives on the PD; variations on a common theme, as it were. -- Andu Indorin
Maxims and Standards: Defining the Power Democracy
While the Power Democracy has never been formally defined, the following selections provide an idea of the basic principles and potentials of a Power Democracy. --A.I.
Democracy is, flat out, the best government in the game, and it is far and away the best government for a long, violent, bloody war. ... But the caveat is that you need to get it up and running, and this can take many turns to do so.
In Demo, get trade (gold and science) and grow. Let nothing stand in your way, even war!
In a Demo, what you are shooting for is Caravans/Freight, delivered overseas to a large trade-rich republic/democracy city.
At times, you might have 20 to 25 ships, in huge chains, snaking around the planet. But the return on a large (or even normal) map is staggering.
In the mid-game, starting around Industrialization, you can take in 3,000 to 8,000 gold and just as much science every single turn. With a few citizens set as Scientists, a mere 10-20 beakers will thus yield you an advance every turn. ... You might shoot for 1 tech every turn, within 5 or so turns after reaching Corporation.
In a "standard" game (deity, 7 civs, large map, raging hordes, any terrain), many AI's will never reach gunpowder by the time you reach Stealth. After flight (or at least after Computers), you can be researching at least 2 new techs every turn. Maybe a single AI civ might reach Industrialization before you hit FT001.
Properly run, a Democracy will return you a new advance every turn, with 0% science, 70% tax, and 30% lux (continual WLTP growth, ALWAYS!). Improperly run, a Democracy will scorch your tail feathers and leave you singing the praises of Fundy forever.
At first, getting used to the war planning, city planning, unit redistributions, etc. is a pain. Not to mention all the money you will likely spend on Superhighways, Airports, Mass Transits, etc. None of these items can shoot, but all are essential to a power democracy.
A democracy will earn more gold than even a Fundy gov't, when properly developed. ... You can rush buy entire navies/armies/air forces in one turn if you wish ... Even an all-out war with the AI rarely consumes more than 25% of the resources of a Power Democracy.
If your democracy is going well, only the most bizarre of circumstances would cause you to benefit from a switch.