ArbitraryGuy
Rusty Shackleford?
- Joined
- Jul 11, 2003
- Messages
- 1,076
Vox Populi: The Internal Politics Mod
Development Thread
Here’s something I’ve been working on for a while. Unlike most of my other mods, this one has a definite chance of being completed this month. Anybody that wishes to contribute ideas or code to this mod, please feel free to do so here…
Goal
This mod will add a missing dimension to the epic game: internal politics. It will attempt to add this dimension with a goal of parsimony in mind, i.e. adding simple components that blend well with the existing game rather than taking existing game components away.
In effect, this mod adds a “civic synergizing” component. Running combinations of civics preferred by your people will bring you bonuses. Running civics opposed by your people will bring you penalties.
New Concepts
Stability
A political stability rating of 0 to 5 will be a measure of how well a civilization’s civic choices conform to the vox populi (voice of the people). Higher stability will bring bonuses and lower stability will bring penalties… and perhaps eventually revolution.
Ideology
Various ideologies will represent the various wishes of your different citizens. Ideologies will have preferred civics and civics to which they are opposed to, different for each ideology. Ideologies spawn nationally depending upon different factors, detailed below.
Vox Populi
The majority ideology of your citizens will be the measuring stick against which your civics choices are compared. If your civics choices “jive” with the vox populi, your stability will increase. If your civics choices are opposed by the vox populi ideology, your stability will decrease.
A few new civics
Currently, a few new civics choices will be added (one to each civics category). This shouldn’t change things very much. The new additions are currently Proletarian Dictatorship (government), Human Rights (legal), Welfare State (economy), and State Atheism (religion).
A slight change will be made to the labor category. Emancipation will be removed (Human Rights will have similar effects) and Wage Labor and Unionism will be added instead.
Mechanics
The political system will only be activated once a civilization discovers Nationalism (representing a general historical trend of religion becoming less important for stability and national politics become more important).
Ideologies will spawn in cities linked to different events such as random spawn based on buildings, angry citizens, illness, specialists, war, etc, as long as certain tech requirements are met (e.g. the Fascism ideology can only spawn if fascism is discovered).
The vox populi will simply be determined by the ideology with the greatest sum of followers, weighted by city size.
Base stability will be 3. For every two preferred civics of the vox populi run by a civilization, the stability rating will increase by 1. For every opposed civic run by a civilization, the stability rating will decrease by 1.
See below for a rough draft of ideologies, their preferred and opposed civics, and their linked technologies. Keep in mind this is preliminary. All comments are appreciated. I tried to include each civic, but was not always sucessful. A couple are kind of streches (e.g. Fundamentalism preferring Caste System). Some ideologies don't have a prefered civic in each category, which is okay. There are only three opposed civics for each ideology.
For example, lets say the majority ideology (vox populi) in a civilization is Liberalism. Suppose the civilization is running Universal Sufferage, Free Speech, Caste System, Mercantilism, and Organized Religion. Then, the stability would be 4 (base 3 plus 1 for running two preferred civics). If the civilization had a revolution and adopted Wage Labor and Free Religion, stability would increase to 5 (base 3 plus 2 for running four preferred civics).
Another example, lets say the vox populi is Communism in a civilization. Suppose the civilization is running Representation, Bureaucracy, Unionism, Free Markets, and Theocracy. The stability would be 2 (base 3 plus 1 for running two preferred civics minus 2 for running two opposed civics). If the civilization had a revolution and adopted Wage Labor in place of Unionism stability would drop to 0 (base 3 plus 0 for running no couples of preferred civics minus 3 for running three opposed civics).
Stability levels will have effects something like the following (again, this is a rough draft):
0: - 30% gold commerce modifier, + 30% war weariness modifier, chance of revolution that might change civics to reflect the preferences of vox populi
1: - 20% gold income modifier, +20% war weariness modifier
2: -10% gold income modifier, +10% war weariness modifier
3: no effects
4: +10% gold income modifier, -10% war weariness modifier
5: +20% gold income modifier, -20% war weariness modifer
The gold commerce modifier can be seen as bonus tax revenues for political stability. The war weariness modifier can be seen as a bonus for support of government actions.
Please, any comments, complaints, questions, or concerns are welcome. Balance will be important. especially in stability bonuses and penalties (I don't want them to be too game-breaking).
This mod is my priority right now, I will get it done.
Development Thread
Here’s something I’ve been working on for a while. Unlike most of my other mods, this one has a definite chance of being completed this month. Anybody that wishes to contribute ideas or code to this mod, please feel free to do so here…
Goal
This mod will add a missing dimension to the epic game: internal politics. It will attempt to add this dimension with a goal of parsimony in mind, i.e. adding simple components that blend well with the existing game rather than taking existing game components away.
In effect, this mod adds a “civic synergizing” component. Running combinations of civics preferred by your people will bring you bonuses. Running civics opposed by your people will bring you penalties.
New Concepts
Stability
A political stability rating of 0 to 5 will be a measure of how well a civilization’s civic choices conform to the vox populi (voice of the people). Higher stability will bring bonuses and lower stability will bring penalties… and perhaps eventually revolution.
Ideology
Various ideologies will represent the various wishes of your different citizens. Ideologies will have preferred civics and civics to which they are opposed to, different for each ideology. Ideologies spawn nationally depending upon different factors, detailed below.
Vox Populi
The majority ideology of your citizens will be the measuring stick against which your civics choices are compared. If your civics choices “jive” with the vox populi, your stability will increase. If your civics choices are opposed by the vox populi ideology, your stability will decrease.
A few new civics
Currently, a few new civics choices will be added (one to each civics category). This shouldn’t change things very much. The new additions are currently Proletarian Dictatorship (government), Human Rights (legal), Welfare State (economy), and State Atheism (religion).
A slight change will be made to the labor category. Emancipation will be removed (Human Rights will have similar effects) and Wage Labor and Unionism will be added instead.
Mechanics
The political system will only be activated once a civilization discovers Nationalism (representing a general historical trend of religion becoming less important for stability and national politics become more important).
Ideologies will spawn in cities linked to different events such as random spawn based on buildings, angry citizens, illness, specialists, war, etc, as long as certain tech requirements are met (e.g. the Fascism ideology can only spawn if fascism is discovered).
The vox populi will simply be determined by the ideology with the greatest sum of followers, weighted by city size.
Base stability will be 3. For every two preferred civics of the vox populi run by a civilization, the stability rating will increase by 1. For every opposed civic run by a civilization, the stability rating will decrease by 1.
See below for a rough draft of ideologies, their preferred and opposed civics, and their linked technologies. Keep in mind this is preliminary. All comments are appreciated. I tried to include each civic, but was not always sucessful. A couple are kind of streches (e.g. Fundamentalism preferring Caste System). Some ideologies don't have a prefered civic in each category, which is okay. There are only three opposed civics for each ideology.

For example, lets say the majority ideology (vox populi) in a civilization is Liberalism. Suppose the civilization is running Universal Sufferage, Free Speech, Caste System, Mercantilism, and Organized Religion. Then, the stability would be 4 (base 3 plus 1 for running two preferred civics). If the civilization had a revolution and adopted Wage Labor and Free Religion, stability would increase to 5 (base 3 plus 2 for running four preferred civics).
Another example, lets say the vox populi is Communism in a civilization. Suppose the civilization is running Representation, Bureaucracy, Unionism, Free Markets, and Theocracy. The stability would be 2 (base 3 plus 1 for running two preferred civics minus 2 for running two opposed civics). If the civilization had a revolution and adopted Wage Labor in place of Unionism stability would drop to 0 (base 3 plus 0 for running no couples of preferred civics minus 3 for running three opposed civics).
Stability levels will have effects something like the following (again, this is a rough draft):
0: - 30% gold commerce modifier, + 30% war weariness modifier, chance of revolution that might change civics to reflect the preferences of vox populi
1: - 20% gold income modifier, +20% war weariness modifier
2: -10% gold income modifier, +10% war weariness modifier
3: no effects
4: +10% gold income modifier, -10% war weariness modifier
5: +20% gold income modifier, -20% war weariness modifer
The gold commerce modifier can be seen as bonus tax revenues for political stability. The war weariness modifier can be seen as a bonus for support of government actions.
Please, any comments, complaints, questions, or concerns are welcome. Balance will be important. especially in stability bonuses and penalties (I don't want them to be too game-breaking).
This mod is my priority right now, I will get it done.