I know I should bring this up in Creation, but that forum is a LOT less active than this one. Plus, half the stuff talked about in here is changes, etc.
An idea was brought up a while ago, the concept of EDICTS. These would be sort of like laws. They'd be small wonders that are government-specific and have zero shield cost. However, they would have upsides and downsides. I've thought about this and developed it further, so I think I have a way to reform the way govs work in civ3 (in a mod, not a patch). I also have an idea for two governments that could be added, and I'm thinking that Republic should be removed. Also, the Palace is renamed to the Capitol. Each gov (except Despotism) has a "capitol building" (small wonder) that is required for the edicts (i.e., they can only be built there), provides its own special benefits, and requires the Capitol to be built.
First, because of these changes, Dictatorship will be COMPLETELY worthless. It will be EXTREMELY disadvantageous to put off a revolt.
Changes:
Monarchy
Requires: Feudalism
War Weariness: Low
Hurrying: Forced labor
Corruption: Somewhere near the middle, leaning towards worse.
Bonuses: Standard trade bonus.
Capitol Building: King's Court, allows Espionage.
Edicts:
Consitution - not sure what this does yet (maybe 1 happy citizen in every city, maybe a corruption thing). Either requires upkeep or gives some other penalty (can't think of anything else, though, except happiness
). Requires The Republic.
Nobility - Treasury earns 5%.
Feudalism - pays upkeep for all trade installations, adds one sad face to every city.
The idea of Monarchy is gold. It can't handle large empires, but it can do espionage long before anyone else can. It also should have the money to do that espionage. The addition of the Constitution allows for a "Constitutional Monarchy" without adding a gov and requiring a revolt.
Maritime Society (needs a new name?)
Requires: Map Making
War Weariness: High
Hurrying: Paid labor
Corruption: Somewhere near the middle, leaning towards worse
Bonuses: none
Capitol Building: Seaport, +1 trade in each trade-producing tile (i.e., the Colossus), must be built on a coastal tile.
Unique buildings:
Port - reduces Corruption, builds veteran ships, requrires Harbor, requires upkeep.
Edicts:
Official Cartographer - +1 ships movement, requires SIGNIFICANT upkeep.
Free Traders - acts as Great Library, requires Official Cartographer.
Maritime Society is supposed to be a sort of "scientific" government; at least that's its strong point. Both of its edicts, ESPECIALLY Free Traders, give it a big science boost. They also both need name changes
. It can even manage a few overseas colonies because of the Port. The upkeep on the Cartographer will be enough to keep the Free Traders from being too powerful. However, it doesn't like war. Sort of like the abolished Republic, but with some special quirks.
Empire
Requires: Monarchy (renamed to Empire)
War Weariness: Low
Hurrying: Paid labor
Corruption: Minimal
Bonuses: none
Capitol Building: Palace, double combat strenght versus barbarians.
Unique Small Wonders:
Regional Capitol - there are a very high number of levels of this, enough that you can never build them all. The first one requires 2 armies. The next one requires 3 armies, the next one 4, and so on. Each is a Forbidden Palace. Since you need 4 cities per army, you can have a maximum of one regional capitol every 4 cities.
Edicts:
Legions - allows the production of armies without a leader, requires significant upkeep.
Empire is designed for, guess what, an Empire. It is the only government, except maybe Democracy, that can control a large territory without worrying overmuch about corruption. The Regional Capitol is so powerful that Empire only gets one other special thing, the Legions. They are necessary for the Regional Capitol system to work. It is also realistic, as the Romans managed to hold their empire only because of their massive legions.
Communism
Requires: Communism
War Weariness: none
Hurrying: Forced labor
Corruption: Communal
Bonuses: Elite Spies
Capitol Building: Politbureau, double combat strenght versus barbarians.
Unique Small Wonders:
KGB - Allows espionage, acts as Great Library, requires EXTREME upkeep.
Edicts:
The Draft - build larger armies, build armies without leader, 1 unhappy face in each city.
Modernization - half upgrade cost, creates a communism-dependent "improvement" in each city that adds 8 pollution.
Communism may seem immensely powerful now, but their enormous corruption coupled with the high cost of the KGB will make it difficult for them to support it (by extreme, I mean 20, 30, maybe even 50 or 60 gpt). It will allow them to sort of keep up in tech, but they're still hurting. They do have the larger armies though, and effectively the Legions edict, but for free.
Democracy
Requires: Democracy
War Weariness: High
Hurrying: Paid Labor
Corruption: Minimal
Bonuses: Standard Trade Bonus
Capitol Building: Congress, has no effect. (I wish there was a check "increases corruption"
)
Edicts:
Universal Sufferage - +2 happy citizens each city.
Free Market - Pays maintenance for all trade installations
The Patent - 2 free techs
An idea was brought up a while ago, the concept of EDICTS. These would be sort of like laws. They'd be small wonders that are government-specific and have zero shield cost. However, they would have upsides and downsides. I've thought about this and developed it further, so I think I have a way to reform the way govs work in civ3 (in a mod, not a patch). I also have an idea for two governments that could be added, and I'm thinking that Republic should be removed. Also, the Palace is renamed to the Capitol. Each gov (except Despotism) has a "capitol building" (small wonder) that is required for the edicts (i.e., they can only be built there), provides its own special benefits, and requires the Capitol to be built.
First, because of these changes, Dictatorship will be COMPLETELY worthless. It will be EXTREMELY disadvantageous to put off a revolt.
Changes:
Monarchy
Requires: Feudalism
War Weariness: Low
Hurrying: Forced labor
Corruption: Somewhere near the middle, leaning towards worse.
Bonuses: Standard trade bonus.
Capitol Building: King's Court, allows Espionage.
Edicts:
Consitution - not sure what this does yet (maybe 1 happy citizen in every city, maybe a corruption thing). Either requires upkeep or gives some other penalty (can't think of anything else, though, except happiness

Nobility - Treasury earns 5%.
Feudalism - pays upkeep for all trade installations, adds one sad face to every city.
The idea of Monarchy is gold. It can't handle large empires, but it can do espionage long before anyone else can. It also should have the money to do that espionage. The addition of the Constitution allows for a "Constitutional Monarchy" without adding a gov and requiring a revolt.
Maritime Society (needs a new name?)
Requires: Map Making
War Weariness: High
Hurrying: Paid labor
Corruption: Somewhere near the middle, leaning towards worse
Bonuses: none
Capitol Building: Seaport, +1 trade in each trade-producing tile (i.e., the Colossus), must be built on a coastal tile.
Unique buildings:
Port - reduces Corruption, builds veteran ships, requrires Harbor, requires upkeep.
Edicts:
Official Cartographer - +1 ships movement, requires SIGNIFICANT upkeep.
Free Traders - acts as Great Library, requires Official Cartographer.
Maritime Society is supposed to be a sort of "scientific" government; at least that's its strong point. Both of its edicts, ESPECIALLY Free Traders, give it a big science boost. They also both need name changes

Empire
Requires: Monarchy (renamed to Empire)
War Weariness: Low
Hurrying: Paid labor
Corruption: Minimal
Bonuses: none
Capitol Building: Palace, double combat strenght versus barbarians.
Unique Small Wonders:
Regional Capitol - there are a very high number of levels of this, enough that you can never build them all. The first one requires 2 armies. The next one requires 3 armies, the next one 4, and so on. Each is a Forbidden Palace. Since you need 4 cities per army, you can have a maximum of one regional capitol every 4 cities.
Edicts:
Legions - allows the production of armies without a leader, requires significant upkeep.
Empire is designed for, guess what, an Empire. It is the only government, except maybe Democracy, that can control a large territory without worrying overmuch about corruption. The Regional Capitol is so powerful that Empire only gets one other special thing, the Legions. They are necessary for the Regional Capitol system to work. It is also realistic, as the Romans managed to hold their empire only because of their massive legions.
Communism
Requires: Communism
War Weariness: none
Hurrying: Forced labor
Corruption: Communal
Bonuses: Elite Spies
Capitol Building: Politbureau, double combat strenght versus barbarians.
Unique Small Wonders:
KGB - Allows espionage, acts as Great Library, requires EXTREME upkeep.
Edicts:
The Draft - build larger armies, build armies without leader, 1 unhappy face in each city.
Modernization - half upgrade cost, creates a communism-dependent "improvement" in each city that adds 8 pollution.
Communism may seem immensely powerful now, but their enormous corruption coupled with the high cost of the KGB will make it difficult for them to support it (by extreme, I mean 20, 30, maybe even 50 or 60 gpt). It will allow them to sort of keep up in tech, but they're still hurting. They do have the larger armies though, and effectively the Legions edict, but for free.
Democracy
Requires: Democracy
War Weariness: High
Hurrying: Paid Labor
Corruption: Minimal
Bonuses: Standard Trade Bonus
Capitol Building: Congress, has no effect. (I wish there was a check "increases corruption"

Edicts:
Universal Sufferage - +2 happy citizens each city.
Free Market - Pays maintenance for all trade installations
The Patent - 2 free techs
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