Hey.

I'm not getting involved in an argument of politics here (though I am a Trot) -- I just have an idea for a 'penalty' for Fascism in the game, that I don't know if anyone else has said. I haven't read more than a few posts in this threat.
Anyway, with Fascism, howabout, every turn, twenty-percent of the cities in the civ, besides the capital city, have a 1/2 chance of going into civil disorder? It wouldn't be the same cities everytime -- just, alternatingly.
Also -- I don't know if this happens in Civ3, I think it happens in CTP -- but, also, the risk of revolution (one city of yours turning 'barbarian') has a 1/20 chance for happening to any of your cities every turn?
Just saying one thing, though -- the Civ game handles the whole ideas of governments pretty..weird. I mean, some people here say they're Marxists, they ought to know that the whole thing about new technology and governments coming around just because of abstract 'scientific achievement' is totally wrong.
I don't have a good enough understanding of the complexities of the Civ3 gameplay to give a real suggestion, but maybe that line of thinking will lead to some interesting setup for advances, wonders, governments, etc.
My only idea is that, in order to be ABLE to produce certain new things, you have to switch governments, and build up the city improvements that they would need (ie, despotism = none needed, monarchy = serf village, republic = slave-trade (if it's based on the Greeks/Romans, it's got to be slaves),), etc., which all have higher and higher production costs, and require an increasingly large chunk of gold to maintain. I think, with a few tweaks in 'corruption' and much higher demands for happiness(easy to keep okay at low populations, very hard in bigger cities), Democracy could be changed to 'Capitalism'. Communism could be called 'Proletarian Bonapartism' (which is what Stalin, Castro, Mao, etc were), higher corruption in funds but almost none in production, no happy citizens (but content ones and whatever sad ones would be normally), but culture stops wherever it's at. And Fascism could get built-in too, since I did give my great idea.

I think there should be big, big economic and production requirements for it, but there should be a 'Marxist' government that one can reach by the middle of the end of the modern age. It could be a 'wonder', maybe, since it would make no sense for one 'Marxist' civ to war or compete with another one. You could call it, 'Classical Communism' -- that is, communism as it's been theorized, but not reached -- a society of super-abundance. Basically, enough boost in happiness where there will never be disorder, giant production boost, giant trade and science increase, culture gains hugely (basically, putting more and more of the enemies cities in danger of switching to your side), big defense boosts for cities. But, of course, there have to be negatives -- this is a game. I think there should be a longer period of 'anarchy' before the government comes into effect, with a chance of up to twenty percent of the civ's cities going 'barbarian' (counter-revolution) at the change. Also, the costs for the wonder/government would be so high, that it might put a civ at a bit of a disadvantage while it's having to concentrate so much on building it up.
I'm sure that that all needs a lot of tweaks, but maybe it gives a little direction for a new setup? I definately don't think that the point should be to 'make as many governments as possible'. I honestly think that can muddle-up strategy, along with the historical importance and possibilities of each advance. On that last note, I don't think that Fascism or Communism should be one of those that I said that you have to 'go to' if you want to move on. They would just offer benefits that, depending on your style of play, you might dig. Capitalism = big funds and increasing happiness troubles, Fascism = military bonuses but big disorder problems, Communism = production bonuses but hard on funds (hard to keep it going for a long time). The industrial age gives you some branching choices in that way.
Anyway, whatever you think about governments, everything I said was about ideas for a mod, so making an argument wouldn't make any sense for anyone.
Thanks for reading.

I don't know how to program a mod, but if anyone's interested (ComradeRed?) in getting together to think it out some and they /do/ have the skills to make it, I'd really like talking on it.

Seeya.
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just a new thought, popped into my head a little after I'd typed out this first message.

First off, w/ Fascism, culture = as far as your cities resource borders. Basically, the entire world hates the culture, only way to expand is by military.
I know this all is pretty stripped-down from ComradeRed's original mod, which I haven't tried out yet (going to right now!

), but I admit it needs tweaking. Just don't think things need to be taken overboard if a mod gets focused on what exactly needs tweaking done. But thanks to CR for getting it made up, putting all the work in, great ideas, great direction -- trying it out now.
