Rodrigo:
I think I do understand. Let me verify:
I need to give each civ a collection of known 'ideologies', correct?
Then each 'social class' needs to pick from among those available 'ideologies', and store it's choice?
Should the ruler also chose an 'ideology'?
P.S. -- I still think custom social classes will be far easier than you realize. It's all based upon variables that can be manipulated. But that is certainly for later.
[This message has been edited by F_Smith (edited August 15, 2000).]
I think I do understand. Let me verify:
I need to give each civ a collection of known 'ideologies', correct?
Then each 'social class' needs to pick from among those available 'ideologies', and store it's choice?
Should the ruler also chose an 'ideology'?
P.S. -- I still think custom social classes will be far easier than you realize. It's all based upon variables that can be manipulated. But that is certainly for later.
[This message has been edited by F_Smith (edited August 15, 2000).]
Rodrigo's line of thought needs a bit of expansion. This is my vision of a possible implementation. If my line of thought seems too messy, I beg your pardon; it is due to the slight fever. 
We can start the game with a landowner class and, once kc (kapital per capita) surpasses a certain limit, we can generate a bourgeois class; once the Kapital to Sites ratio rises above another limit, we can merge the two classes anew. We can start the game with a RC and, once IR (importance of religion) drops below a certain point, abolish the RC. After RP per capita production has reached a certain level, we can introduce a scientist class. Even complex classes can be created (in an otherwise standard game) if cultural conditions allow it. This sounds like flexibility to me much more than the ability to have N middle classes.
But of course my suggestion is way, way better...
It's then when real discussions start!
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