OK this is my idea about governments. Maybe one for Civ4. I think a similar suggestion has been put up here before - so thanks to whomever gave me the idea.
Your government is set up as a pyramid of 6 "slots", one top "controlling power" slot, 2 middle "executive" slots and 3 lower "Lobby" slots.
You then have several governmetal bodies, for example;
Military
Religious
Populance
Civil
Commercial
Industrial
Monarchy
Senate
Media
These bodies become available with certain advances - for example, Senate with Republic, Populance with Democracy, Industry with Industrialisation. Military is available right from the start.
Now depending on what slot you put them in you get certain benefits and losses, for example;
Military - controlling power slot - Miltary units cost 50%, Martial Law upto 5 per city, science down by 50%
Military - executive slot - Martial Law upto 3 per city, science down by 10%
Military - lobby slot - default
Military - no slot - conscription disabled
Populance - controlling power slot - 3 extra happy people per city, science up 50%, war unhappiness up 50%
Populance - executive slot - 1 extra happy people per city, science up 25%, war unhappiness up 25%
Populance - lobby slot - default
Populance - no slot - Unhappy people per city after size 3
Monarchy - controlling power slot - Reduces corruption 50%, war unhappiness down 50% (patriotism)
Monarchy - executive slot - Reduces corruption 25%, war unhappiness down 25% (patriotism)
Monarchy - lobby slot - +1 happy person with media - patriot
Monarchy - no slot - +1 happy person with civil - republican
Haven't had time to work out the rest (or even the above ones) properly but the rest sort of work like Civil - helps workers & city improvments, commercial - more gold & certain city improvements, industrial - improved production, pollution & certain city improvements, media - happyness & war weariness, religious - happyness, tithes, less science, fanatics!, senate - corruption, happyness.
This gives you a "tunable" government that isn't to hard to program (the AI might be tough) but is more "realistic". And I think this is more fun as you have more scope for playing with the game.
Revolution happens for 1 turn if slot 2 bodies are moved, and for 3 turns if slot 1 bodies are moved.
So some examples;
Start of game, depositic rule;
Controlling Power - military
And that's all you've got so far - so other slots aren't filled.
Mid game, this gives you a sort of Roman style republic
Controlling Power - Monachy
Executive - Military, Senate
Lobby - Religious
Obviously this could be arranged completely differently at this stage of the game, here's an Inca style government;
Controlling Power - Religious
Executive - Military, Monachy
Lobby - Senate
Later game (OK please don't take issue with the descriptions it's just an idea!);
American Style Democracy
Controlling Power - Populace
Executive - Commercial, Senate
Lobby - Military, Media, Religious
No Slot - Monachy, Civil, Industrial
USSR Style Republic
Controlling Power - Senate
Executive - Military, Industiral
Lobby - Populace, Civil, Media
No Slot - Monachy, Religious, Commercial
Obviously it would need a lot of game play to turn it.
That's my 2p's worth...
Your government is set up as a pyramid of 6 "slots", one top "controlling power" slot, 2 middle "executive" slots and 3 lower "Lobby" slots.
You then have several governmetal bodies, for example;
Military
Religious
Populance
Civil
Commercial
Industrial
Monarchy
Senate
Media
These bodies become available with certain advances - for example, Senate with Republic, Populance with Democracy, Industry with Industrialisation. Military is available right from the start.
Now depending on what slot you put them in you get certain benefits and losses, for example;
Military - controlling power slot - Miltary units cost 50%, Martial Law upto 5 per city, science down by 50%
Military - executive slot - Martial Law upto 3 per city, science down by 10%
Military - lobby slot - default
Military - no slot - conscription disabled
Populance - controlling power slot - 3 extra happy people per city, science up 50%, war unhappiness up 50%
Populance - executive slot - 1 extra happy people per city, science up 25%, war unhappiness up 25%
Populance - lobby slot - default
Populance - no slot - Unhappy people per city after size 3
Monarchy - controlling power slot - Reduces corruption 50%, war unhappiness down 50% (patriotism)
Monarchy - executive slot - Reduces corruption 25%, war unhappiness down 25% (patriotism)
Monarchy - lobby slot - +1 happy person with media - patriot
Monarchy - no slot - +1 happy person with civil - republican
Haven't had time to work out the rest (or even the above ones) properly but the rest sort of work like Civil - helps workers & city improvments, commercial - more gold & certain city improvements, industrial - improved production, pollution & certain city improvements, media - happyness & war weariness, religious - happyness, tithes, less science, fanatics!, senate - corruption, happyness.
This gives you a "tunable" government that isn't to hard to program (the AI might be tough) but is more "realistic". And I think this is more fun as you have more scope for playing with the game.
Revolution happens for 1 turn if slot 2 bodies are moved, and for 3 turns if slot 1 bodies are moved.
So some examples;
Start of game, depositic rule;
Controlling Power - military
And that's all you've got so far - so other slots aren't filled.
Mid game, this gives you a sort of Roman style republic
Controlling Power - Monachy
Executive - Military, Senate
Lobby - Religious
Obviously this could be arranged completely differently at this stage of the game, here's an Inca style government;
Controlling Power - Religious
Executive - Military, Monachy
Lobby - Senate
Later game (OK please don't take issue with the descriptions it's just an idea!);
American Style Democracy
Controlling Power - Populace
Executive - Commercial, Senate
Lobby - Military, Media, Religious
No Slot - Monachy, Civil, Industrial
USSR Style Republic
Controlling Power - Senate
Executive - Military, Industiral
Lobby - Populace, Civil, Media
No Slot - Monachy, Religious, Commercial
Obviously it would need a lot of game play to turn it.
That's my 2p's worth...
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