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
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