I have a character flaw. Like I said in the "Why doesn't Order cancel Freedom/Liberty" thread, there are times when I just want to play the bad guy. I don't think that's the best way to run a country, and I wouldn't ever do that sort of thing in real life - I'd like to think if I were the King of the World that I'd try to do what's "good", ie, makes people happy with their lives (which would probably mean stepping down as King of the World**, darn it.) But this is just a game, I think it's okay to be an oppressive jerk to a bunch of silocone bits. We have a number of modern Totalitarian States we could model this sort of anti-social behavior after. The two that leap to mind that we'd like to emulate are the Soviet Union and Nazi Germany. (Again, emphasize here that "we'd like to emulate" in game terms.) Both were very successful at the usual "Pinky and the Brain" goal of World Domination - they had very strong militaries, especially for their size and industrial capacities. (The Soviet Union had a moderately strong industrial capacity, but not really exceptional when juxtaposed against comparably sized democracies - unless you just look at military production, which is what we care about here, we don' need no steenking consumer goods, we're gonna Conquer the World!!) The problem we have in Civ is that some dumbass has decided that it was a good idea to differentiate between these two modern totalitarian states in terms of Social Policies you'll adopt to implement their systems. They stuck them in separate trees. Genius. As Borkenau says, "Totalitarianism more united the German and Soviet dictatorships than divided them." Without putting too fine a point on it, you have to adopt certain policies like "police state" and "planned economy" (state-controlled production) to make a good evil empire. You can't stick them in separate trees. Likewise, you'll have to have some limits on compatible social policies. There was no "Free Speech" policy in the Soviet Union or Nazi Germany. What I'm proposing here is a new, "Totalitarian State" social policy tree for modern, ideologically-based dictatorships that we can take when we want to go Pinky on the rest of the world. I think the first step is to take a look at the historical examples of the two Totalitarian State models and determine what's inherently different about them. Happily, this is easy - Communist regimes (USSR, China, Cuba, etc.) have a class-based ideology, Fascist regimes have a ethnic-based ideology. (This isn't some deep insight by me, it's directly from the Wiki article on Totalitarianism, ie..."For Nazism, all history is the history of race struggle; and, for Marxism, all history is the history of class struggle.") This matches reasonably well, the Japanese and Italian versions of Fascism heavily emphasized ethnic (Bushido, Roman) values, and while a few Communist governments had some sparse elements of ethnic/group ideology (ie, Nationalism) they were very, very rare.** Consider building our "Totalitarian" social policy tree. We have to deal with "ultra-nationalism" (Fascist) vs. "proletarianism" (Communist) branches - can they exist simultaneously? (Do they in North Korea?) Here's a radical idea - can we ignore them? (Thinking out loud here.) Fascist and Communist ideologies basically supply the rationale supporting the transition from a popular form of government to an authoritarian regime. (Or in the case of USSR, one set of a-holes to another.) What's the actual difference, in terms of results? Let's assume "none" in game terms for the time being - you can think of clicking on the Totalitarian branch as either adopting a Fascist or Communist ideology, we don' care, we're just gonna go kill stuff. Then, what's similar? Basically, everything. All we have to do is identify the core set of policies that make up a Totalitarian government and stick them into a tree. I'd propose: Totalitarian State (branch root) - Invalidates Freedom and Liberty, but subsequent Totalitarian policies are 1/2 price. Police State - buff this up, and don't limit it to "occupied" cities, something like - all cities with a garrison get +4 happiness. (They're not really "happy", they just have a dude with a gun standing next to them.) Planned Economy (government directed, if not owned) - increase effectiveness of military production. All units 1/2 production cost. Militarism - increase effectiveness of military units. Currently makes them cheaper to buy, I'd change it to +25% strength or some such. [need two more policies here. perhaps one to make units cheaper to buy ala current "militarism" and one to increase city defense strength ala "Universal Suffrage", which just doesn't make sense.] For the "other" late game branch I'd suggest something like "Socialism", ie, a benevolent form of social class leveling. ** King of the World - just think of the cheerleading squad you could put together! ** Communist Nationalism - Stalin temporarily re-incorporated Nationalist values during WWII in an attempt to provide martial motivation (emphasizing the Rodina, ie, "Motherland" etc.), but only after it became obvious Soviet ideology wasn't cutting it and only temporarily.