Re: Government modifiers
Ditto on my first idea. Just create gov specific buildings instead of everyone having Cathedrals. I'm making City Hall my happiness building for Democracy, rather than Cathedral. This nicely represents the seperation of church and state in that government form as well. Or how about Politburo for Communism. Mind you there will be some turmoil after I switch governments, since I'll have to rebuild, but it should make it a bit more interesting.
Originally posted by star mouse
I would like to see more government modifiers. At present, we have the Despotic reduction in tile bonuses, and the Republic/Democracy trade bonuses. I would like to see a few more:
I would like to see more government modifiers. At present, we have the Despotic reduction in tile bonuses, and the Republic/Democracy trade bonuses. I would like to see a few more:
- -2 Happiness penalty - The citizens are not very happy with this form of government, perhaps because they repress the people too much. Works well with military police because undefended cities would be less happy. (Fascism)
- Now that gov specific buildings are working, you can include that into any structures you make for them. It provides a lot more options for differentiating between the various government forms, as well as for creating new ones. I've been coming up with ideas all day.
I agree, there are 2 basic models now, Communal and Centralized. It would be great if I could select Communal Minimal, instead of just having one option.- Communal corruption - Instead of this being a corruption setting, it should be a separate selection, so we can control the settings of corruption levels better with custom governments.
- +1 happiness on religious buildings (temple, cathedral). (Fundamentalism)
Think of it as time spent absorbing and understanding the new information. The actual time required to master the new information could be modifed by the scientific capabilities of the civ receiving it, with possible additional modifiers from scientific ability of the civ teaching it. Also, the more techs someone receives in trade, the longer the waiting period, although the time delay for each could run concurrently. It might even be "fair" to penalize the tech the civ is currently researching, since manpower and resources would have to be devoted to bringing the new knowledge online. I think this approach would redefine the balance that appears to be lost due to the AI collaborative trade network and "tech-whoring" in general.
IMHO they should add the option anyway. The more options the better I say! 
_)
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