V. Effects of the Government Model over the Rest Models
Once govt policies are finally set as described in section IV, they affect the civ in several ways. The following are the effects policies will have in general terms:
V.1. Effects over economy
- Private Property, Social Policies, Economic Planning and Tax Rate will be taken in by Mark's economic model to change the behavior of economy. These variables should be able to drive the economic model from pure capitalism to pure communism.
- Income Distribution will change, not only because of the above variables, but also through the existence of privileges for the Upper Class given by the Political Structure.
- Finally, the existence of slavery will also affect economy, providing higher productivity at a cheap cost in slavered peoples. Hopefully, the Merchants Model will be able to take advantage of this and provide trade of slaves for further flavor in the game.
V.2. Effects over the social model
The govt defines the environment people live in through economic policies, Civil Rights and other policies. The environment will affect people's culture slowly as time advances, so culture will change influenced, at least partly, by the govt.
V.3. Effects over the tech model
Tech development in the civ should depend partly on Civil Rights and Empire's Stability. These two govt model's variables should be taken in the tech model to be used in the Research Points production process.
V.4. Effects over diplomacy
The future diplomacy model should use the Foreign Affairs policy to control ruler's activities while negotiating, so the player won't be allowed to simply declare war if FA is low.
V.5. Effects over the riots model
- People will be upset if the govt isn't what they want. This, along with other things, will produce a discontent that might end in bloody events.
- The existence of ideologies provides the riots model with a flavoring element to generate ideological civil wars and that sort of things.
- Slavery, Ethnic Discrimination and Religious Discrimination will also play a role generating discontent on minorities and the possibility of rebellions.
V.6 Effects over the govt model (feedback)
When policies change the following conditions are checked comparing previous and new values for Religious Discrimination and Ethnic Discrimination:
1) The civ has stopped having an official religion and became secular.
2) The civ has stopped being secular and adopted an official religion.
3) The civ has no longer preference for a tribe and became multiethnic.
4) The civ stopped being multiethnic.
If any of those are true, all ethnic groups in the civ are analyzed in order to give them majorities or minorities status according to the rules explained in Appendix 1. Then, MCA (Majorities Cultural Attributes) and RCM (Religious Class Mentality) are updated as described in Appendix 2.
VI. Playing the Game and Running the Model
VI.1. What will the player do when playing the game?
Mainly, the player will use an interface to put in the values he thinks are best for each policy. Anytime he change his mind and enters new values, he will hit a "Negotiate!" button triggering the Negotiation Procedure and related calculations described in section IV. What's fun about that? Well, far beyond the govt model, he'll be affecting several things in his civ as explained in section V. The challenge is he'll have to strategically play his game trying not to upset powerful classes and trying to take away power from those classes that doesn't allow him to do what he wants. The player will have to move, or at least try to move, from despotic rules to more representative systems and vise versa as needed in order to survive and make his civ progress.
The player will also be able to make Special Actions, making the game more interesting. Special Actions will include:
-Banning ideologies: Ideologies can be banned by the ruler. All ideologies the ruler bans will have their Knowledge Levels diminished and will continue going downwards for as long as the banning persist. Representation values for banned ideologies is set to zero, which makes those ideologies unable to influence govt policies. (Representation Values and Representation Matrix are explained in Appendix 3).
-Propaganda: It's the opposite case. The ruler's govt profile or the govt profile is presented to the public as the best and propaganda is carried on to encourage people to choose it. KL for it is increased depending on total money spent in propaganda.
-Foul play: The ruler kills key politicians supporting an ideology he dislikes to keep it away from the political arena for a while. Representation value is reduced for the ideology. It has transitory effects since Representation for the ideology will slowly rise if not banned.
-Closing the Parliament: The ruler can close the parliament, setting UC and LC pol.powers to zero. If the ruler doesn't take more radical actions like this, eventually UC and LC will recover slowly their power with the help of MC and RC, since these two classes probably support ideologies where UC and LC have more than zero pol.power and will use their pol.power to make it real.
-Bribing politicians: Increases ruler's de facto influence.
-Internal Intelligence Services: In order to destroy the capabilities of the people to threatening the establishment (riot, revolutions, etc), the ruler activate these services. They'll reduce all Events probabilities in the Riots Model.
Some of the actions above should cost money or have some type of requisites. These actions are just examples of what can be done and with some more imagination others can be included.
VI.2 When does the model work?
Mainly when negotiations are called, so the model will do very little in a typical game turn. Negotiations are called when the player hits the "Negotiate!" button and when "enough" time has passed. The latter means after some time (let's say twice a century) it's necessary to update people's preferences to catch up with changes in culture, higher Knowledge Levels for ideologies and other events.
When any of these two occurs (player hitting the button or the game automatically calling negotiations with updated info), the model will compute people's preferences and apply the negotiation procedure several times until an equilibrium point in all variables is achieved. This new Govt Profile will be stored. The model will slowly move each game turn current values toward the equilibrium point, representing the political process over the years leading to a new Govt Profile. The speed of the change is given by the length in years of the game turn and the magnitude of BE pol.power. This latter appears here because BE's intention is to keep things as currently are, so the greater its pol.power, the more successful it is slowing any changes.
VII. Administrating the Empire
Previous sections explain how the govt decides the general frame for the civ (major decisions valid for all provinces). We'll assume there're always more decisions that must be taken to solve local problems in a much more detailed level, like providing a local justice system. This leads to the idea of local governments implementing both general govt policies and local solutions. This section explains how power is handled between central and local administration and the implications of it.
To generate local administration you need local infrastructure. This type of infrastructure is called Institutional Infrastructure (II) in the econ model. II provides the capability to implement global and local solutions. We'll define the Administration Effectiveness Level (AEL) as that capability in the 0-100% range. When AEL=100% it means administration is effective enough to run the province at its best, while AEL=0% means there's no real administration at all. AEL will affect people's welfare in the province reflecting the impact on population of bad or good administration. A far away province can be more difficult to run, specially under a centralized govt. A centralized administration is less sensitive to local problems in distant provinces and so, less effective. On the contrary, if local administration is managed mostly by a local governor (or any other local authority), effectiveness is increased in general terms. So, AEL will be given by:
AEL=(C*exp(-K*PI)+(1-C)*(0.8+0.2/(1+PI)))*(1-(H-II)/TPP)
where C is the centralization level (0-100%), PI is Province Isolation, i.e. a measure of how far the province is from the capital at the current level of transportation and communications techs, H is a game constant indicating the amount of Institutional Infrastructure per person needed in a province for optimum effectiveness, II is the current level of Institutional Infrastructure and TPP is Total Province Population.
The player will have to decide the value for C in each province, that is, how much he wants province administration depends on central govt employees. The closer the province is to the capital, the less important this decision is, but in distant provinces it is relevant. The formula encourages him to choose a low centralization, but this desire for better administration effectiveness has a trade off. Low centralization means autonomy, so in the Riots Model isolated provinces seeing themselves too autonomous will tend to think about independence. There should also be economic trade offs between low and high centralization, but that's still a thread to come.
Appendix 1: Discrimination Laws
ED (Ethnic Discrimination) and RD (Religious Discrimination) policies are the discrimination laws. They define what ethnic groups in the civ are considered majorities and what minorities. An ethnic group is considered minority if:
- It hasn't the civ's nationality and ED>0
- It doesn't follow the Dominant Religion and RD>0
- It hasn't the civ's nationality and RD>0 and the Dominant Religion is a Primitive Religion (as defined in the social model)
Otherwise it's considered in majorities.
Appendix 2: Majorities Cultural Attributes and Religious Class Mentality
MCA-Majorities Cultural Attributes
MCA stores the cultural information majorities have in order to have UC and LC politically acting according to their culture. MCA values are in essence just a copy of the cultural values in the social model for attributes Individualism, Asceticism, Religious Tolerance, Ethnic Tolerance, Importance of Religion, Nationalism and Aggressiveness. The question is from what ethnic group (EG) this info must be read.
Ethnic Discrimination and Religious Discrimination policies define what EGs in the civ are in majorities and what in minorities. MCA attributes are a weighted sum of cultural attributes of EGs with majorities status, using populations as weights. This is done for Individualism, Asceticism and Aggressiveness. For the rest a weighted sum is also used, but cultural values are altered before entering in the sum according to these rules:
1) If the EG hasn't the civ's nationality, it appears in the weighted sum having Nationalism=0 and Ethnic Tolerance=100.
2) If the EG doesn't follow the Dominant Religion (as defined in III.6), it appears in the weighted sum having Importance of Religion=0 and Religious Tolerance=100.
RCM-Religious Class Mentality
RCM contains religious attributes of the RC. The list of attributes is the same MCA has. Attributes Nationalism and Ethnic Tolerance are made equal to the values in MCA. Importance of Religion is made equal to 0.2*100+0.8*MCA_ImportanceReligion. For Individualism, Asceticism, Religious Tolerance and Aggressiveness, there're two cases:
1) There's an official religion: RCM values are equal to the values stored in the social model for the religion that happens to be official (religion's moral code).
2) There's no official religion (secular State): RCM values are the average of moral code's values of all present religions.
Appendix 3: Representation Values and Representation Matrix
Instead of using the Support Shares Matrix in section IV.3.2. to compute pol.powers for ideologies, a Representation Matrix will be used to allow the existence of obstacles to ideologies. By obstacles I mean ideology-specific difficulties imposed by the ruler or others, like forbidding a specific ideology or killing "politicians" supporting a specific ideology. In those cases, the pol.power the affected ideology has is decreased, transitorily or constantly. The idea is a govt can give pol.power to a class, but not allow it to support any ideology or do it under-represented (that is, with lower effectiveness).
To achieve this, the model uses Representation Values. There's one RV for each ideology indicating what level of imposed difficulties it is facing. If RV=100% it means nothing is artificially affecting the ideology. If RV<100%, some difficulties have been imposed on it and its supporters. RV can only decrease by special actions. Representation Values increase slowly each turn up to 100%, so any effect is transitory and the ideology eventually will recover. Banning the ideology is the only way to keep the respective RV each turn at 0%.
To build the Representation Matrix, first each column in SSM is multiplied by the Representation Value for the specific ideology, leading to a Pre Representation Matrix, like in this example:
Suppose SSM is:
_______Ideology1__Ideology2__Ideology3__Ruler's Govt Profile__Govt Profile
UC______46%______12%______20%___________7%________ __15%
LC_______5%______20%______33%__________20%________ __22%
RC_______2%_______1%______90%___________1%________ ___6%
MC______13%______12%______20%__________42%________ __14%
and Representation Values are Ideology1-0%, Ideology2-75%, Ideology3-100% (Govt Profile and Ruler's Govt Profile always have RV=100%). The Pre Representation Matrix is:
_______Ideology1__Ideology2__Ideology3__Ruler's Govt Profile__Govt Profile
UC_______0%_______9%______20%___________7%________ _15%
LC_______0%______15%______33%__________20%________ _22%
RC_______0%_______1%______90%___________1%________ __6%
MC_______0%_______9%______20%__________42%________ _14%
Now, to build the Representation Matrix, each row is scaled to make it sum 100%:
_______Ideology1__Ideology2__Ideology3__Ruler's Govt Profile__Govt Profile
UC_______0%______17%______40%__________14%________ __30%
LC_______0%______16%______37%__________22%________ __25%
RC_______0%_______1%______92%___________1%________ ___6%
MC_______0%______10%______23%__________50%________ __16%
Using this matrix instead of SSM in the negotiations ensure banned ideologies, like ideology1, won't be able to affect the govt, and ideologies having problems with their politicians being effective, like ideology2, will be less effective in changing the govt policies.



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