Hi Guys,
I know this has been discussed in other threads, but I'd like to raise the issue of "Social Interaction" in Civ III.
Basically, I want to have some sense that the population of a Civ are not merely passive bystanders in history, but can actually affect change. A simple model was once proposed by a contributor to this site called "The Joker" and I'd like to put forward my take on this model.
Firstly, the keys to SI are "Influence" and "Absolutity", which I will now discuss:
1) There should be several major groups in a Civilization- Merchants, Military, Clerics, Workers, criminals and Scientists (later in the game you might even have environmentalists)
2) The base "influence" each group has on your empire is dependant on several factors: a) The # of relevent improvements
b) The # of relevent units.
c) The number of "Specialists"
d) The amount of certain "Commodities"
e) Certain tech advances
For example, a society with a large # of military improvements and/or a large # of armies would have a great deal of influence. Things like a war or tech advances like "Military Tradition" will increase their influence. On the other hand, a society with lots of Marketplaces, banks and tax men will be greatly influenced by merchants (this would increase according to the number of luxaries and trade deals)
NB. The combined base "Influence" of all these groups can be greater than 100%
3) This base "Influence" could then be modified by 2 things: Government Type and "Absolutity Index" (AI)
a) Different governments would give bonuses to the influence of some groups, and penalties to others (eg. a military government would increase the influence of the military, wheras a capitalist government would increase the influence of the merchants).
b) AI would be an integer from 0(Absolute democracy)-9(Totalitarian). You would set this index when you first form a new government, but could change it at any time (NB. certain government types would have built in minimum/maximum AI's).
Basically, an AI from 0-4 would give bonuses to the Influence of all groups and 6-9 would give penalties, with a corresponding change to happiness.
4) The first effect of SI would be to try and prevent you from getting all your own way in decision making. Essentially, several triggers for SI would exist; these would be: War and Diplomacy, Improvement and Unit construction (first time only), Tech Research and Government Changes.
5) When 1 of these triggers is enacted, a random number would be generated by the computer. This would then be compared to the following formula for each group:
AI (0=50% and 9=5%)+Groups' Influence+/-Groups interest (some triggers would interest certain groups more than others). If the generated number is less than or equal to the number generated by this formula, then the group opposes your plans. If the combined influence of the opposing groups is greater than 51%, then you must abandon your plans. You would be able to try again later, but each successive attempt would reduce civ-wide happiness.
6) "Influence" would also have another effect. If a revolution breaks out, the group with the greatest influence determines the nature of the revolt. eg. if your workers are in ascendence, then it will be a "Bolshevik" revolution. If it's the military, then an attempted Coup. Some groups, like merchants, won't revolt, but can hurt you by witholding the money produced by ALL financial improvements in effected cities.
Yours,
The_Aussie_Lurker.
I know this has been discussed in other threads, but I'd like to raise the issue of "Social Interaction" in Civ III.
Basically, I want to have some sense that the population of a Civ are not merely passive bystanders in history, but can actually affect change. A simple model was once proposed by a contributor to this site called "The Joker" and I'd like to put forward my take on this model.
Firstly, the keys to SI are "Influence" and "Absolutity", which I will now discuss:
1) There should be several major groups in a Civilization- Merchants, Military, Clerics, Workers, criminals and Scientists (later in the game you might even have environmentalists)
2) The base "influence" each group has on your empire is dependant on several factors: a) The # of relevent improvements
b) The # of relevent units.
c) The number of "Specialists"
d) The amount of certain "Commodities"
e) Certain tech advances
For example, a society with a large # of military improvements and/or a large # of armies would have a great deal of influence. Things like a war or tech advances like "Military Tradition" will increase their influence. On the other hand, a society with lots of Marketplaces, banks and tax men will be greatly influenced by merchants (this would increase according to the number of luxaries and trade deals)
NB. The combined base "Influence" of all these groups can be greater than 100%
3) This base "Influence" could then be modified by 2 things: Government Type and "Absolutity Index" (AI)
a) Different governments would give bonuses to the influence of some groups, and penalties to others (eg. a military government would increase the influence of the military, wheras a capitalist government would increase the influence of the merchants).
b) AI would be an integer from 0(Absolute democracy)-9(Totalitarian). You would set this index when you first form a new government, but could change it at any time (NB. certain government types would have built in minimum/maximum AI's).
Basically, an AI from 0-4 would give bonuses to the Influence of all groups and 6-9 would give penalties, with a corresponding change to happiness.
4) The first effect of SI would be to try and prevent you from getting all your own way in decision making. Essentially, several triggers for SI would exist; these would be: War and Diplomacy, Improvement and Unit construction (first time only), Tech Research and Government Changes.
5) When 1 of these triggers is enacted, a random number would be generated by the computer. This would then be compared to the following formula for each group:
AI (0=50% and 9=5%)+Groups' Influence+/-Groups interest (some triggers would interest certain groups more than others). If the generated number is less than or equal to the number generated by this formula, then the group opposes your plans. If the combined influence of the opposing groups is greater than 51%, then you must abandon your plans. You would be able to try again later, but each successive attempt would reduce civ-wide happiness.
6) "Influence" would also have another effect. If a revolution breaks out, the group with the greatest influence determines the nature of the revolt. eg. if your workers are in ascendence, then it will be a "Bolshevik" revolution. If it's the military, then an attempted Coup. Some groups, like merchants, won't revolt, but can hurt you by witholding the money produced by ALL financial improvements in effected cities.
Yours,
The_Aussie_Lurker.
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