I have noticed that no one has a mod with aditional governments that are realistic and balance the game(except for the fascism mod). I have been working on trying to make one and would like some feedback on my ideas. I have not posted the mod because it isn't finished.
All of the starting governments are the same. The unit cost on all governments has been doubled(I'm tired of democracies and republics fielding lagre armies). I find that this simple change brings back the government's influence on an army's size seen in civ 1 and 2.
New governments
Tribes- starting government
Support: 1 town, 1 city, 1 metropolis
Hurry production: forced labor
Draft limit: 3
Military police: 1
Corruption: rampant
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Standard Tile Penalty
immune to establishing embassies
Rate cap:6
I made this government because I was uncomfortable with Despotism being the starting gov, being that the strongmen didn't start appearing until later than civ 3 starts. The high draft limit is there to represent some tribal people's ability to resist invasion.
City States: pre-masonry
Support: 1 town, 1 city, 1 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 0
Corruption: rampant
War weariness: high
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Rate cap: 6
I don't like this government, but feel it should have a place. I'm thinking of changing the corruption level but don't have any idea where its place among the balance of the other govs.
Theocracy: pre-Polytheism
Support: 1 town, 2 city, 4 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: problematic
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 3
Rate cap: 7
This government is there to represent the pre-strongman rule in places like mesopotamia(sp?) by the priests. Because of this I made it a scaled back version of Monarchy.
Fuedalism: pre-feudalism
Support: 5 town, 5 city, 5 metropolis
Hurry production: forced labor
Draft limit: 2
Military police: 3
Corruption: rampant
War weariness: none
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Rate cap: 7
Give me suggestions
Constitutional Monarchy- pre-education
Support: 1 town, 3 city, 6 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: problematic
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 2
standard trade bonus
Rate cap: 7
This gov was in ancients mod and I like it.
Confedaration: pre-printing press
Support: 0 town, 0 city, 0 metropolis
Hurry production: paid labor
Draft limit: 0
Military police: 0
Corruption: nuisance
War weariness: high
Worker rate: 3
Requires mantinance
Assimilation chance: 10
Standard trade bonus
Rate cap:9
Think Articles of confederation or 17th century Holland. I am thinking of moving it up to Banking.
Stratocracy: pre-Military Tradition
Support: 3 town, 5 city, 10 metropolis
Hurry production: forced labor
Draft limit: 3
Military police: 4
Corruption: problematic
War weariness: none
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Rate cap: 8
I have the most trouble with this gov. I am thinking of moving it up to Military tradition and making minor changes. It is here to represent rule by the military.
Socialism: pre-industrialization
Support: 1 town, 2 city, 4 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: communal
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Standard trade bonus
immune to initiate propoganda
Rate cap: 9
I am thinking of getting rid of its immunity. It is suppose to be in between communism and democracy.
Fascism: pre-espionage
Support: 1 town, 3 city, 6 metropolis
Hurry production: forced labor
Draft limit: 2
Military police: 4
Corruption: nusiance
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Standard Trade Bonus
immune to steal technology
Rate cap: 8
Same as communism except of the corruption.
Corporate State: pre-The Corperation
Support: 0 town, 0 city, 0 metropolis
Hurry production: paid labor
Draft limit: 0
Military police: 0
Corruption: nusiance
War weariness: high
Worker rate: 3
Requires mantinance
Assimilation chance: 10
standard trade bonus
Rate cap: 10
Think 19th century Holland or what republicans would like to do to America.
Fanaticism
Corporate State: pre-Scientific Method
Support: all units free
Hurry production: forced labor
Draft limit: 4
Military police: 5
Corruption: nusiance
War weariness: none
Worker rate: 2
Assimilation chance: 2
Standard tile penalty
immune to expose enemy mole
Rate cap: 8
Think French Terror or Afganistan
New World Order: pre-satellites
Support: 1 town, 2 city, 3 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 1
Corruption: nusiance
War weariness: low
Worker rate: 3
Requires mantinance
Assimilation chance: 15
standard trade bonus
immune to sabotage production
Rate cap: 10
This is a made up government but I thought the modern age needed a new gov.
So, give me your feedback. It is still a work in progress. I have yet to make all of the propoganda relationships and put rate cap into effect. When I made this I tried to balance military strength with internal improvements, tade bonuses, and corruption.
I did us my historical knowledge in making this mod, even though I haven't mentioned too much here.
All of the starting governments are the same. The unit cost on all governments has been doubled(I'm tired of democracies and republics fielding lagre armies). I find that this simple change brings back the government's influence on an army's size seen in civ 1 and 2.
New governments
Tribes- starting government
Support: 1 town, 1 city, 1 metropolis
Hurry production: forced labor
Draft limit: 3
Military police: 1
Corruption: rampant
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Standard Tile Penalty
immune to establishing embassies
Rate cap:6
I made this government because I was uncomfortable with Despotism being the starting gov, being that the strongmen didn't start appearing until later than civ 3 starts. The high draft limit is there to represent some tribal people's ability to resist invasion.
City States: pre-masonry
Support: 1 town, 1 city, 1 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 0
Corruption: rampant
War weariness: high
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Rate cap: 6
I don't like this government, but feel it should have a place. I'm thinking of changing the corruption level but don't have any idea where its place among the balance of the other govs.
Theocracy: pre-Polytheism
Support: 1 town, 2 city, 4 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: problematic
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 3
Rate cap: 7
This government is there to represent the pre-strongman rule in places like mesopotamia(sp?) by the priests. Because of this I made it a scaled back version of Monarchy.
Fuedalism: pre-feudalism
Support: 5 town, 5 city, 5 metropolis
Hurry production: forced labor
Draft limit: 2
Military police: 3
Corruption: rampant
War weariness: none
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Rate cap: 7
Give me suggestions
Constitutional Monarchy- pre-education
Support: 1 town, 3 city, 6 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: problematic
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 2
standard trade bonus
Rate cap: 7
This gov was in ancients mod and I like it.
Confedaration: pre-printing press
Support: 0 town, 0 city, 0 metropolis
Hurry production: paid labor
Draft limit: 0
Military police: 0
Corruption: nuisance
War weariness: high
Worker rate: 3
Requires mantinance
Assimilation chance: 10
Standard trade bonus
Rate cap:9
Think Articles of confederation or 17th century Holland. I am thinking of moving it up to Banking.
Stratocracy: pre-Military Tradition
Support: 3 town, 5 city, 10 metropolis
Hurry production: forced labor
Draft limit: 3
Military police: 4
Corruption: problematic
War weariness: none
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Rate cap: 8
I have the most trouble with this gov. I am thinking of moving it up to Military tradition and making minor changes. It is here to represent rule by the military.
Socialism: pre-industrialization
Support: 1 town, 2 city, 4 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 2
Corruption: communal
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 4
Standard trade bonus
immune to initiate propoganda
Rate cap: 9
I am thinking of getting rid of its immunity. It is suppose to be in between communism and democracy.
Fascism: pre-espionage
Support: 1 town, 3 city, 6 metropolis
Hurry production: forced labor
Draft limit: 2
Military police: 4
Corruption: nusiance
War weariness: low
Worker rate: 2
Requires mantinance
Assimilation chance: 2
Standard Trade Bonus
immune to steal technology
Rate cap: 8
Same as communism except of the corruption.
Corporate State: pre-The Corperation
Support: 0 town, 0 city, 0 metropolis
Hurry production: paid labor
Draft limit: 0
Military police: 0
Corruption: nusiance
War weariness: high
Worker rate: 3
Requires mantinance
Assimilation chance: 10
standard trade bonus
Rate cap: 10
Think 19th century Holland or what republicans would like to do to America.
Fanaticism
Corporate State: pre-Scientific Method
Support: all units free
Hurry production: forced labor
Draft limit: 4
Military police: 5
Corruption: nusiance
War weariness: none
Worker rate: 2
Assimilation chance: 2
Standard tile penalty
immune to expose enemy mole
Rate cap: 8
Think French Terror or Afganistan
New World Order: pre-satellites
Support: 1 town, 2 city, 3 metropolis
Hurry production: paid labor
Draft limit: 1
Military police: 1
Corruption: nusiance
War weariness: low
Worker rate: 3
Requires mantinance
Assimilation chance: 15
standard trade bonus
immune to sabotage production
Rate cap: 10
This is a made up government but I thought the modern age needed a new gov.
So, give me your feedback. It is still a work in progress. I have yet to make all of the propoganda relationships and put rate cap into effect. When I made this I tried to balance military strength with internal improvements, tade bonuses, and corruption.
I did us my historical knowledge in making this mod, even though I haven't mentioned too much here.
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