I have a suggestion, BTW.
Marxist Communism ought not to have upkeep costs, seeing as it's a society of super-abundance.
Also, I think that no computer-controlled Civ ought to be able to be of the socialistic governments. Seeing as it would be controlled by the 'workers' of the particular nation, it going to war, being hostile in any way, would just not make sense. Sure, you could have it, maybe, to only target fascists and capitalists -- but that's still not accurate (fraternization and not war would be called for), and, anyway, if the /player/'s civ had become socialistic, why would it need to fight another which is?
Hehe.
Sortof leads to the extra-cool scenario whereby it is YOUR CIV which leads the world into the revolution and new age -- by culture-expansion (which should go /through the roof/ for Marxist Communism) you would 'win over' more and more of the cities from other nations as the people in them 'cast off their oppressors', as I believe the in-game message says.
In any case, I still believe that the idea I had months ago on 'government types' and not 'scientific advances' moving the game along is still more accurate to the theories. My idea for implementing it would be a very thorough edit of the tech-tree and city-improvements, and wonders too -- though I certainly don't have the know-how. But what this would mean is that, in order to produce new units, to 'keep up', one would have to move through the socioeconomic systems which provided adequate resources. This would neccessitate the kind of progression which is natural in the development of productive forces, yes?
And at the end of it, in the modern-age, several branches, to faccilitate certain playing styles. There's the path of shaky but profitable Capitalism, brutal and miserable but militarily strong Fascism ('Capitalism in decay'), scientifcally and productively stagnant yet invincible-to-subversion-and-malcontent fundamentalist-ruled government, financially rough but productively superior-to-all-else communism. If starting without adequate resources, deformed -- bonapartist, Stalinist. But if done with adequate industry and capital, genuine. That of course doesn't fit every circumstance historically, but plays out well for the game.
And, perhaps, as the Wonder-of-the-world by which to end the game, classless society.
...all a whole lot of work which I'm not good enough to do, but just my said-for-the-second-time suggestions to try to help out a bit. ;P Really enjoying the mod, though, Red.
Thanks for it.
Marxist Communism ought not to have upkeep costs, seeing as it's a society of super-abundance.
Also, I think that no computer-controlled Civ ought to be able to be of the socialistic governments. Seeing as it would be controlled by the 'workers' of the particular nation, it going to war, being hostile in any way, would just not make sense. Sure, you could have it, maybe, to only target fascists and capitalists -- but that's still not accurate (fraternization and not war would be called for), and, anyway, if the /player/'s civ had become socialistic, why would it need to fight another which is?
Hehe.

Sortof leads to the extra-cool scenario whereby it is YOUR CIV which leads the world into the revolution and new age -- by culture-expansion (which should go /through the roof/ for Marxist Communism) you would 'win over' more and more of the cities from other nations as the people in them 'cast off their oppressors', as I believe the in-game message says.

In any case, I still believe that the idea I had months ago on 'government types' and not 'scientific advances' moving the game along is still more accurate to the theories. My idea for implementing it would be a very thorough edit of the tech-tree and city-improvements, and wonders too -- though I certainly don't have the know-how. But what this would mean is that, in order to produce new units, to 'keep up', one would have to move through the socioeconomic systems which provided adequate resources. This would neccessitate the kind of progression which is natural in the development of productive forces, yes?
And at the end of it, in the modern-age, several branches, to faccilitate certain playing styles. There's the path of shaky but profitable Capitalism, brutal and miserable but militarily strong Fascism ('Capitalism in decay'), scientifcally and productively stagnant yet invincible-to-subversion-and-malcontent fundamentalist-ruled government, financially rough but productively superior-to-all-else communism. If starting without adequate resources, deformed -- bonapartist, Stalinist. But if done with adequate industry and capital, genuine. That of course doesn't fit every circumstance historically, but plays out well for the game.
And, perhaps, as the Wonder-of-the-world by which to end the game, classless society.
...all a whole lot of work which I'm not good enough to do, but just my said-for-the-second-time suggestions to try to help out a bit. ;P Really enjoying the mod, though, Red.
