Three new governments plus lots of other changes!

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Edit: Updated to latest version.

I'm working on a little mod with three new government types and lots of other (hopefully) desirable changes. Two of the new governments are intended to be transitional governments, and one is a future type of government. Here is a description of the governments:

Martial Law: This government is intended to be useful during prolonged military campaigns by civs who would otherwise prefer Democracy, and becomes available when military tradition has been researched. It has a higher draft rate, and military police limit than democracy or communism. Workers work at 200% rate, compared with 150% under Democracy. When martial law is in effect, the civ is immune to having a spy planted, and its own spies are 'veteran'. This government must still pay upkeep for improvements, and must pay for military units, but does get some free. Free units are 2 per town, 4 per city, and 8 per metropolis. War weariness is 'low', corruption is 'problematic'.

Coalition: The main feature of the coalition government is its high assimilation rate of 20%, compared with 4% for democracy. This is the chance each turn that a citizen of another nationality in one of your cities will switch to your nationality. This government is most similar to Democracy, but does not allow a draft, and does not allow military police. Corruption and waste are slightly higher, at 'nuisance' level vs. 'minimal' in Democracy. This reflects the need to divert resources from production towards 'bringing everyone together'. This government would be appropriate if your civ has recently acquired citizens of other nationalities, or if it is surrounded by more powerful civs. It is more resistanct to propaganda from other governments, and there is more resistance to other forms of government than under Democracy. Diplomats are elite, but spies are conscript, and it is immune to 'expose spy'. Radio technology is required for this form of government. Coalition is shunned by Egypt, Aztecs, and Zululand, but preferred by France and India.

Oligarchy: This is the 'government of the future' available when genetics has been researched. Knowledge of genetics help in selecting the 'right person for the right job'. This applies to both laborers and the government leaders. Workers are genetically engineered to perform their jobs better, allowing a 250% worker rate. The leaders, selected for their genetic superiority, govern with minimal corruption and waste, and keep war weariness at 'low' level. Spies and diplomats are 'elite' (of course). The civilization under oligarchy is immune to 'steal technology'. While the chosen few are happy with this type of government, the inferior masses are susceptible to propaganda from other civs, and don't resist as much as they would under other types of governments. Although the citizens enjoy the efficiency and wealth of their oligarchy, deep down they resent being categorized as 'genetically inferior' to their leaders. The assimilation chance is a low 1%, as citizens of other nationalities are not readily accepted. Oligarchy is the preferred form of government in Germany and Japan.

There are some changes I hope people will like to explorers, marines, and paratroopers, among all the other things.

Here is the current readme for this mod:

New Forms of Government

Martial Law form of government added, requires military tradition
Police station available with military tradition instead of communism
Coalition government available with radio
Oligarchy available with genetics
Germany favorite government changed from republic to oligarchy
Japan favorite government changed from republic to oligarchy
Aztecs shunned government changed to coalition from republic
Zululand shunned government changed to coalition from republic
Egypt shunned government changed to coalition from republic
France preferred government changed from republic to coalition
India preferred government changed from democracy to coalition
Communism unit support cost changed to 2
Monarchy unit support cost changed to 2

Changed to one ruler title for each government

Anarchy - "Chief"
Despotism - "Great One"
Monarchy - "Royal Highness"
Communism - "Comrade"
Republic - "Prime Minister"
Democracy - "President"
Martial Law - "Adjutant General"
Coalition - "Secretary General"
Oligarchy - "Minister Supreme"

Tech Costs Increased

Democracy cost changed from 60 to 90
Invention cost changed from 42 to 60
Military Tradition cost changed from 68 to 100
Theory of Gravity cost changed from 64 to 104
Tech rates:
Tiny - 40
Small - 80
Standard - 120
Large - 200
Huge - 280

New Resources

Luxury - Bananas, found in Jungle
Gives +1 food, +1 commerce

Strategic - Cobalt, found in mountains
Gives +2 shields, +2 commerce
appearance ratio 50, disappearance 0


Culture changes

Change border multiplier to 5 instead of 10
Change level multiplier to 500 instead of 1000
"repulsed by" when culture ratio is 1:4 added
"confused by" when culture ratio is 4:1 added
"selling their kidneys to" when culture ratio is 5:1 added
"unaware of" when culture ratio is 1:5

New Railroad and Oil Requirements

Oil available with industrialization
Railroad needs iron and oil and industrialization instead of steam power, iron and coal.
Railroad turns to complete changed from 12 to 16 (this is done to require more workers to get the job done in the 'usual' amount of time)

Espionage cost reduced

Sabotage production base cost reduced from 10 to 2
Steal plans base cost reduced from 10 to 2
Steal technology base cost reduced from 10 to 1
Investigate city base cost reduced from 10 to 3
Initiate propaganda base cost reduced from 100 to 60
Expose enemy spy base cost reduced from 80 to 50

Chance of intercept increased

Chance to intercept air missions increased from 50% to 80%
Chance to intercept stealth missions increased from 5% to 10%
SAM battery air power changed from 8 to 12
Jet fighters can do precision strikes when the tech is available


Explorer and Ship Changes

Explorer available with Map Making instead of Navigation
Explorer requires 40 shields and two population instead of 20 shields and no pop
Explorer moves 4 instead of 2, but does not get all terrain as road
Explorer can build cities
Explorer upgrades to rifleman (to make them obsolete)
Scout cannot upgrade to explorer
Galley - no change, upgrades to caravel
Caravel available with Feudalism, has no attack or defense strength
Caravel can travel safely in the ocean
Caravel upgrade to galleon
Privateer no longer hidden nationality
Privateer attack/defense of 2.1, requires iron and saltpeter
Privateer can transport 2
Privateer upgrade to frigate

Corruption Changes

Walls reduce corruption
Barracks reduces corruption
Bank reduces corruption
Harbor reduces corruption (transportation costs)
Airport reduces corruption (transportation costs)


Unit Changes

Modern armor requires cobalt instead of rubber
Radar artillery requires cobalt
ICBM requires cobalt
Nuclear sub requires cobalt
Jet fighter requires cobalt
Stealth fighter requires cobalt
Stealth bomber requires cobalt
F-15 requires cobalt
SS Thrusters requires cobalt
SS Engine requires cobalt
Strategic missile defense requires cobalt
All artillery bombard strength increased by 4
Marine defense strength changed from 6 to 8
Marine cost changed from 100 to 110 shields
Paratrooper attack strength increaed from 6 to 10
Paratrooper defense strength lowered from 8 to 4
Paratrooper op range increased from 6 to 8
Paratrooper given blitz ability
Paratrooper cost changed from 100 to 140 shields
Paratrooper movement changed from 1 to 2
Swordsman change to upgrade to rifleman
Horseman upgrades to knight
Longbowman upgrade to rifleman
Musketman upgrade to rifleman
Knight upgrade to cavalry
Cavalry has no upgrade
Cruise missile ranged changed from 2 to 4
Cruise missile bombard strength increased from 16 to 20
Ironclad upgrades to destroyer
Frigate upgrades to ironclad
Submarine attack strength changed from 8 to 10, movement changed from 3 to 4
Submarine given zone of control
Nuclear sub attack strength changed from 8 to 12, movement changed from 4 to 5
Nuclear sub given zone of control
AEGIS cruiser changed to allow blitz
Mech infantry changed to allow blitz
Helicopter transport capacity increased from 1 to 2
Helicopter operatioanl range increaed from 6 to 8
Jet fighter op range increased from 6 to 8
Stealth fighter increased from 6 to 8
Legionary can upgrade to rifleman
Immortals can upgrade to rifleman
Rider can upgrade to cavalry
Mounted warrior can upgrade to cavalry
Samurai can upgrade to rifleman

Civilopedia Updated
 

Admiral_Thrawn

Chieftain
Joined
Feb 22, 2002
Messages
8
I enjoyed it and hope you post when finished... i would like to try it

-Thrawn out
(heh...selling body organs to...)
 

Switch625

I don't care.
Joined
Feb 7, 2002
Messages
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Location
I'm not there anymore.
Some items look good, some items look questionable, and some items look undesirable. In depth:

Martial Law: This is different than what you proposed in the thread where you first brought up the idea. I was intrigued by it then, but I don't think I would implement the govt as it is now. Immunity to "Plant Spy???" Whoa. VERY unbalancing. For that reason alone, there would be no reason to use any other form of govt. I also am wary of the 200% worker rate.

Coalition: Immune to "Expose Spy." That alone will bong this govt in my book. In the the "real world" no intelligence agency is so good that counterintelligence ops against it automatically fail. This govt and the Martial Law govt above are "Democracy, only different (better)."

Oligarchy: This is the one I come closest to liking, though the worker rate of 250% is a bit much. Unlike the other two govt types you've presented, there are disadvantages to this one that will balance out the advantages. Set the worker rate down to 200% (still reflecting a genetically enhanced workforce), and it might be a winner.

Note: It isn't a contradiction to suggest a 200% worker rate in Oligarchy, but not like it in Martial Law. "Genetic engineering" is a good excuse for the high worker rate (which M-Law lacks), and Oligarchy has a better balance of advs/disadvs than the other.

Culture Changes: By setting the border and level multipliers lower, you are making a cultural victory much easier to achieve. Not necessarily a complaint, just an observation. I like your new categories. "Selling their body organs to??" :eek:

Rail and Oil Requirements: I still don't get it.

Espionage Costs: Good ideas.

Intercept Changes: Good ideas.

Explorer Changes: Making explorers available with Map Making is a good idea. The rest of it is... a little odd.

Unit Changes: Mostly good, except where you have Longbowmen, Swordsmen and Swordsmen-based UUs upgradable to Rifleman. You are upgrading an offensive unit to a defensive one. Something about that doesn't work for me.

Anyway, just my opinions, FWIW.
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Martial Law: This is different than what you proposed in the thread where you first brought up the idea. I was intrigued by it then, but I don't think I would implement the govt as it is now. Immunity to "Plant Spy???" Whoa. VERY unbalancing. For that reason alone, there would be no reason to use any other form of govt. I also am wary of the 200% worker rate.

Humm I don't know what you mean by this, the only things that I've adjusted are the corruption level (making it nuisance or problematic), whether it gets the trade bonus, and how many free units they get. It could be summed up as "a good type of democracy for wartime", and the civs in my test game seem to agree. With the current settings, they have gone into and out of martial law quite nicely :) Sometimes they still use Communism though. The immune to plant spy just means that you can't plant a spy while a government is in martial law. Any spies you currently have stay there doing their job.

Coalition: Immune to "Expose Spy." That alone will bong this govt in my book. In the the "real world" no intelligence agency is so good that counterintelligence ops against it automatically fail. This govt and the Martial Law govt above are "Democracy, only different (better)."

Yes, they are altered forms of Democracy, that was the idea. They are immune to expose spy while in a coalition, but it won't make sense for a civ to stay in coalition forever. Besides, their own spies are conscript, so that balances things. I don't know why you feel the spy things are such big deals.

Oligarchy: This is the one I come closest to liking, though the worker rate of 250% is a bit much. Unlike the other two govt types you've presented, there are disadvantages to this one that will balance out the advantages. Set the worker rate down to 200% (still reflecting a genetically enhanced workforce), and it might be a winner.

By the time a civ gets to the point where they can have an oligarchy there shouldn't be much work to do anyway. Just clean up pollution. Also I increased the number of turns to build railroads, so that blunts the impact of increased worker rates.

Note: It isn't a contradiction to suggest a 200% worker rate in Oligarchy, but not like it in Martial Law. "Genetic engineering" is a good excuse for the high worker rate (which M-Law lacks), and Oligarchy has a better balance of advs/disadvs than the other.

The rationale with martial law is that people are motivated to work more due to their concern over the war, and their willingness to do more in a time of crisis. If you want to go further, you could say that the military government has imposed temporary restrictions and requirements on the citizens to get more work out of them.

Culture Changes: By setting the border and level multipliers lower, you are making a cultural victory much easier to achieve. Not necessarily a complaint, just an observation. I like your new categories. "Selling their body organs to??" :eek:

Well I'm not sure about that. I don't think it will make a cultural victory much easier if it does. Everyone in the game is playing by these same rules.

Unit Changes: Mostly good, except where you have Longbowmen, Swordsmen and Swordsmen-based UUs upgradable to Rifleman. You are upgrading an offensive unit to a defensive one. Something about that doesn't work for me.

Well one reason to have units upgradeable is so that they no longer appear on the menu after they are obsolete. They logic of having them upgrade to rifleman is that they are foot soldiers and we are taking away their swords and bows and giving them rifles.

Anyway, just my opinions, FWIW.

Thanks for the feedback! Try it out and send me a save game! :scan:
 

Blasphemous

Graulich
Joined
Feb 23, 2002
Messages
3,079
Location
Jerusalem, Israel
Could you please release a version that only adds Oligracy and the oligracy-balancing touches?
I think that it's a great idea and would really like to use it, but I don't like making massive changes. And what does "Olig" mean???
Thanks!
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Originally posted by ShadowFlame
Could you please release a version that only adds Oligracy and the oligracy-balancing touches?
I think that it's a great idea and would really like to use it, but I don't like making massive changes. And what does "Olig" mean???
Thanks!

Oligarchy is "government by the few" - the 'chosen few' in this case. Historically, it usually refers to a government where all the wealthy, industry leaders get together and run things primarily for their own benefit.

Sure I'll put together a bic with just the Oligarchy added.

Here's an interesting link with many kinds of "-archys" and "-ocracys"

Government Types
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
I updated the download above to the latest version. Here are the most significant tweaks:

Explorer has movement of 4, but does not treat all terrain as roads. Scout can't upgrade to explorer.

France and India preferred governments changed to Coalition.

Paratrooper given blitz and movement of 2, cost increased.

Old ships given upgrades. This is mainly so they don't appear on your menu once they are obsolete. I know it doesn't necessarily make sense mechanically, but there isn't an option to make things obsolete or increase their maintenance cost after a certain point, so this will have to do.

Communism and monarchy unit maintenance cost increased to 2 from 1. This is something I'm trying out in an effort to make these behave in the game more like they do in real life. The logic behind making the unit cost (which is only paid on units exceeding the free limit) higher than it is on other government types is that communism and monarchy are centralized forms of government, and will collapse under their own weight if the military gets too large for the overall size of the civ. Sound familiar? hehe I've got a game going now to try these settings out, and of course I welcome feedback if anyone else tries this.
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
. . . made a few more little changes, most important is upping the explorer cost to 40 instead of 30, so it costs more than a settler.

If you find the idea behind my Oligarchy government intriguing, you may be interested in reading this story that appeared in the news today . . .

Genetically Selected Baby Born Free of Alzheimer's
Tue Feb 26, 4:13 PM ET
By Michael Conlon

CHICAGO (Reuters) - In a case that raises ethical issues, a woman who may be doomed to develop Alzheimer's within 10 years has given birth to a baby who was genetically selected to be free of the disease, researchers said on Tuesday


Full Story
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
. . . mainly ship changes, caravel can travel on ocean, available with feudalism. Privateer no longer hidden nationality. I'll update the zip when we can upload again.
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
. . . fixed some civilopedia issues, and upped the hit points of catapults thru cruise missles by 4. I think you deserve more of a reward if you go to the trouble of dealing with artillery than you get with the stock settings. I don't think I'm gonna make any more changes now, just tweak what I already have if necessary.
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Ok well I decided to add a new luxury resource, bananas. It is found only in jungles and gives +1 food and +1 commerce.

Another change is I upped the cost of some techs, they are:

Democracy cost changed from 60 to 90
Steam power cost increased from 120 to 140
Industrialization cost increased from 120 to 130


Besides that just a little more wrenching on the governments. I think this is going to be all set now, I'm going to play one whole game with these rules and if it looks good, call it "finished".
 

Marzipan

Warlord
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Dec 13, 2001
Messages
204
Location
Georgia
Ahhh, I can taste those fine Egyptian bananas now. . . banana cream pie, banana frikese, banana splits, just think of the possibilities. . .

 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
I decided to crank up the cost of some techs, and make some corruption reduction changes. The corruption changes are to have walls, barracks, harbors, and airports reduce corruption as well as the usual things. I've also updated teh civilopedia to refer to these losses as "transportation costs, corruption, and waste".

I'm going to add another strategic resource too. The US at least is fairly dependent on imports of certain industrial metals, and so I'm going to add this to my mod as a requirement for the most modern weapons.

Here is an interesting link about strategic metals:



Strategic metals

I'll post an updated zip with these changes soon. Almost done though promise!
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Ok here is the latest and hopefully final version! If anyone notices civilopedia or other issues please pass them on, thanks!

The main changes in this version over the last are:

I gave some additional improvements the "reduce corruption" characteristic (see the readme at the top of the thread for details).

Increased cost of some techs, and changed tech rates a bit for different map sizes. This is for two reasons, 1) it looked to me like the pace of technology was a little too fast at some points, and 2) with less corruption, I thought it would be necessary to increase the overall tech rate for different size maps so the lack of corruption doesn't result in faster overall technological progress.

I added a new strategic resource, cobalt (see readme for details). This is intended to represent modern "industrial metals" like cobalt and others from the platinum group. This is required for some of the most modern weapons, and for the SS Engine and SS Thrusters. Unlike the other strategic resources, though, you will see this one long before you can use it, since it becomes visible with the metalurgy advance.

Enjoy!
 

Marzipan

Warlord
Joined
Dec 13, 2001
Messages
204
Location
Georgia
Ok this mod has been completed! The final version is available in the completed mods section.

I made a few more little changes since the last version. The main one is to make ironclads available after industrialization instead of steam power. These things were always showing up too soon! I also increased the cost of a few techs to get the transition into the industrial age at closer to the right time.
 
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