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Detailed thoughts and ideas on the UN (pretty long)

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  • Detailed thoughts and ideas on the UN (pretty long)

    I will try to do some constructive thought posting on the subject of the United Nations in Civ 3. It has been mentioned many times that the United Nations, as they are, are not too good, many want to see that close to UN of SMAC.

    I do wholeheartedly agree with the statement, but I believe some specifications should be put here.

    For the beginning, I see the UN as an organization where many civs participate, and certain requirements must be met to be in the UN. Now, I’ll go exactly to those requirements.

    1. A civilization must build the United Nations Embassy, a Small Wonder to get a chance to participate in the UN. UN Embassy can still be enabled by Fission, as it’s an early game modern technology, which is, IMHO, a good time to begin the UN thing.
    2. A civilization must produce a certain value of culture points per turn. I’m not quite sure as to what should it be, as I haven’t paid attention to culture amounts yet, but it should be a number that can’t be easily reached by a third-level power civ.

    I have thought it over and decided that there’s no better second requirement. Total culture value doesn’t suit here, because it never decreases, population isn’t much of a factor, while the military size doesn’t necessary mean it’s a good civ worth to be in the UN. And the internal score calculated by Civ 3 is too abstract, IMO.

    So, if you meet these two requirements, you are a member of the United Nations. Any civilization can call the United Nations, but there should be a limit, so that it doesn’t happen each turn. Say, the same civ can’t call the UN twice in 5 turns, and the same proposal can not be considered in 10 turns. The UN Secretary General is an exception to both rules.

    About the abovementioned Secretary General. Before any other proposal can be considered, the UN must have a SC. It’s elected by a simple majority (more than 50% of votes) by the members. The type of vote here is seat vote. Eligible should only be two candidates, the ones who have more votes than the other countries. This brings us to the subject of vote calculation, but let that go a little bit later. So, the Secretary General is an exception to the period of UN meetings rule. SC also holds a right of veto, both in the country vote and seat vote. I’ll explain these concepts now.


    Seat vote is when each civ has a certain number of votes, calculated by a specific formula. Country vote is when a vote of any civ counts as one vote. Number of the seats a civ gets in the UN should, again, be dependant on culture. I do also think that the whole UN thing would then raise cultural priority for people. I think that the UN should have quite some power, and thus culture will be valued higher by people in MP games, because a crafty bargainer could use the UN votes to his advantage.

    So, we have a constant value of n – that’s the minimal culture to enter the UN. You get one seat for each culture point per turn you have above the n-1 value. That is, if n is 250 (don’t know if it’s balanced, again) and you are producing exactly 250 culture points per turn, you only have 1 seat in the UN. If you produce as much as 320 culture points per turn, you get 71 seats in the UN. Let’s say this number is m.

    However, m isn’t exactly the number of seats you get. For each Great Wonder you possess, m is increased by 10. For each Small Wonder, m gets an increase of 3. For each Great Leader you’ve had during the game, m is increased by 20 (will make the Leader more important!). These are the positive factors impacting m, and creating the number k.

    However, the negative factors are to take impact now, altering k. For each time you’ve used a nuclear weapon, k is decreased by 10%. Thus, a civ using much nukes just can’t be a major power in the UN. For each time you break a peace treaty by sneak attacking, you get 15 seats subtracted. If you declare war in negotiations, there’s no penalty, this only applies to sneak attacks. For each time you sneak attack OR declare war on the civilization you have a Right of Passage agreement, you lose 10 seats from k. This creates the number f, the final number of seats in the UN you get.

    I think these negative factors should be enough, not to decrease the k too much. Also, if a civ is in the UN, it will always have at least one seat. That is, even if k is 185, while f is 220, the civilization still has one seat, it doesn’t go negative.

    Back to the UN Secretary General, for a bit. Being elected the SC doesn’t give you victory, not at all. To win, you have to be elected the Supreme Leader (better term, anyone?). You can only be elected as the Supreme Leader if you are at peace with everyone currently. Elections for the Supreme Leader are also by the seat vote method; however, you must gain 75% of votes to become the Supreme Leader.

    As I said, the Secretary General has the veto right in the UN. What it means – if it’s a seat vote, then the number of votes for “Yes” decreases by 50%, giving the Secretary General a nice chance to get what he wants. If it’s a country vote (each country one vote), than the Veto overrides all those “Yes” votes, *unless* ALL the civs vote “Yes”. That is, if there are 6 UN members, 5 vote “Yes” on the matter, while the sixth one, which is the Secretary General, says “Veto”, the decision still passes. Otherwise, the veto is executive.

    Among other proposals, there will, of course, be a possibility to elect a new Secretary General. I will now give a list of various proposals for the UN, but I think there could and should be more, ideas welcome.

    o Elect the Secretary General (Seat vote, simple majority to accept).
    This is what makes a new Secretary General come to the driver’s seat. Of course, the previous one can retain.

    o Elect the Supreme Leader (Seat vote, 75% or more to accept).
    This is what I’d like to see as the Diplomatic Victory. Should be hard enough, and close to that in SMAC, a better model.

    o Global Embargo (Country vote, majority to accept)
    Vote initiator can choose any civ to direct the Global Embargo at. If accepted, all UN members must declare Embargo on the victim civ. The Embargo can not be cancelled by any leader, only by the UN.

    o Global War (Seat vote, majority to accept)
    Vote initiator can choose any civ to direct the Global War at. If accepted, all UN members must declare war on the victim civ. Within the first 10 turns after the measure is taken, you get no option to sign a Peace Treaty. Moreover, all the UN civs are then allied, so signing a Peace Treaty first will likely strain your relationships.

    o Repeal Global Embargo (Country vote, majority to accept)
    A civ with Global Embargo on it is chosen. If accepted, the Embargo against that civ by all the UN members ends automatically.

    o Repeal Global War (Seat vote, majority to accept)
    A civ with Global War waged on it is chosen. If accepted, the war against that civ by all the UN members ends automatically – that is, a Peace Treaty is signed. The alliances are also cancelled, and there’s no diplomatic relations penalty for anyone.

    o Expulsion from the UN (Seat vote, 66% or more to accept)
    Vote initiator can chose any UN member. If the proposal is accepted, the nation gets out of the UN. In order to return to the UN, 20 turns must pass, after that the Civ returns to the UN automatically. I think this is OK.

    o Nuclear Missile Decrease (Country vote, majority to accept)
    Vote initiator selects a number of nuclear missiles. If accepted, any civ with that number of nuclear missiles or more than that must disband the agreed number of them within 5 turns. If not done, the member failing to do so faces a 20 turn expulsion, and there’s a slight strain of relationships.

    o End Military Conflict (Seat vote, majority to accept)
    Vote initiator selects any two civs currently at war. If accepted, the two nations automatically sign a Peace Treaty.

    Just a couple of proposals here, as I said, I welcome more. Note that you can make two such proposals 5 turns after each other: End Military Conflict, Rome and Greece. 5 turns later you can make another: End Military Conflict, England and India. Offering two same nations is considered the same proposal, and can only happen once in 10 turns.

    If a UN member uses nuclear weapons vs. another UN member, a vote about his expulsion from the UN is initiated automatically.


    OK, I’m tired now, and must take a break with this, but these are some suggestions we could use. Possibly, I will update this, but I really welcome any comments. Hope this wasn’t a bad post.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  • #2
    Solver...simply outstanding! That would add sooooo much to the game!

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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    • #3
      Thanks you very much, Vel. If you think a post is good, I believe it to be so, as I respect your strategic eye.
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

      Comment


      • #4
        Well, I'd say you did a fine job indeed of fleshing out the UN and making it more interesting all around!

        I especially like the notion of tying culture in with both membership to and total votes within, the UN. This gives cluture a measure of clout, and makes it a form of currency in its own right.

        Some interesting things you can do to build on this basic model would be:

        Voting in new members (50% majority needed, can be overridden by the Sec. Gen, but that can in turn be overriden by a 67% majority...REALLY interesting possibilities for MP)

        Pollution caps: 67% majority needed - can set production limits on all cities. Violators will either pay fines Xgp/shield of over production, and/or face penalties in the form of embargoes and possibly war.

        Nuclear proliferation: Inspectors, anyone? LOL

        some others, but damn...I just got a call....

        -=Vel=-
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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        • #5
          Good ideas though too complicated. In my point of view there shouldn't be country or seat votes just one country one vote. The idea is to make it interesting but simple too.
          Then I feel that UN should not get through fission but earlier. Because game is pretty much at the end when u get fission and anyway its extremely boring to play in modern age...(I for my self never continue game when I get to modern age).

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          • #6
            Another couple while I'm thinking of it...LOL (still on the call, but decided to jot down some ideas that are buzzing thru my head while I'm fixing this lady's printer)

            * - Favored Trading Status: Generates extra coins for parties involved....particulars would need to be worked out, but say it could only be between member states, duration floats, each party gets x gold per turn (based on total number of cities or something ) in commerce driven gold (extra trading opportunities) and if you have several "extra" resources (say you've got five Ivory, for example) then if/when the first of those becomes available, it is automatically "gifted" to your favored trading partner. Attacking a Favored Trading partners is simply unallowed for the duration of the agreement.

            * - Cooperative Research: Pretty much as above, 'cept you'd get extra beakers per turn instead of extra coins, and members in the agreement would always be willing to trade/sell their tech back and forth, but exclusively within the group (ie - they'd not sell any tech so gained to any other civ....and neither could you...the option simply would not be there to do it...to prevent exploits).

            * - Client Civ Development - (not easily implemented!) Borrowing on the IMP2 concept, membership in the UN could allow you to buy specific tiles of a non-member civ's territory and make use of whatever resource might be there. Also, that resource could traded/sold by the civ whose territory it's in, and if so, you get a cut of the profits.

            More...GRRR...but again...must go....

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

            Comment


            • #7
              Do you think the AI would be able to handle voting about things like Nuclear arms restrictions? I agree the ideas are cool, though.

              Also, keep in mind that there will be games where there are only 2-3 civs left alive by the time anyone gets Fission. The UN as you propose it will work better with many civs.

              I think there should be a set number of seats available in the UN (lets say 1000, for example). Each civ would get a share of those seats based upon the ratio of their culture to the others. Actually, I'd like to see population come into it as well, so maybe an average between your culture and population ratios.

              Say you have the highest culture of all the civs, and it amounts to 25% of the world total per turn*. If culture were the only factor, you would get 250 seats. Now say that you have 20% of the world's population. That would give you 200 seats. Averaged, you get 225 seats.

              This is, in a way, similar to the Moo2 Galatic Council system, although that only used population. All the council could do was elect a leader, but at least there was an option to reject the decision (whereupon the rest of the galaxy ganged up on you - and peace was not an option). I liked that feature, and I think it should remain in CivIII. If you're the biggest and the strongest, and have been warmongering for thousands of years (so everyone hates you), you're not just going to meekly accept a UN decision you don't like.

              I think building the UN great wonder should then enable people to build the UN embassy small wonder. The great wonder should give you some sort of advantage... maybe a boost to your seats... a percentage of some sort.

              I do not think your reputation (breaking treaties, use of nukes, etc.) should have a direct impact on # of seats. Your rep will make it difficult to get other civs to vote for you, and you will be in danger of an embargo and/or getting kicked out for 20 turns. However, butter up those other civs with enough cash/tech/resouces, and you can get back into their good graces. That strikes me as more realistic (if cynical).

              Anyway, those are my thoughts on the matter - but in general I like your ideas.

              -Arrian

              * - I wish the f5 screen not only showed your total culture value, but how much it was increasing each turn, AND the total culture values of the other civs.
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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              • #8
                a couple of ideas

                *cooperative building of the space ship, a number of civs build the space ship together

                *use lockstep's idea that the number of votes is the square root of population, so that it is better to form a coallition than to have just one big civ bully all of the others

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                • #9
                  Great ideas and in keeping with the innovative "culture" side of CIV3.
                  We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
                  If any man be thirsty, let him come unto me and drink. Vampire 7:37
                  Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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                  • #10
                    Vel,

                    I'm not sure about the Trade Pact you propose, but it might be there well. As I get home, I'll probably edit the post with it.

                    However, the Mutual Reseach Pact, I don't like it the way you offer - it was in CtP 2, and didn't work too good. Just my opinion, not wanting to give any ciritcs.

                    But what about such a use for a Research Pact between parties, making it much stronger: if each of the involved parties gets a tech unknown to the other, it automatically goes to everyone involved, and the owner gets some gold, automatically.

                    E.g., France and Rome are involved. France discovers Nuclear Power, while Rome discovers Satellites. France immediately gets Satellites, and Rome gets Nuclear Power. Each of those get gold, too. Maybe the amount of gold could be the number of breakers this tech costs?

                    I kinda like the idea of a major wonder first. UN major wonder, gives permament place in the UN (no expulsion). No seats bonus, so that it doesn't become too powerful. After UN has been built, other civs can build the UN embassy.

                    Vel, what about the Mutual Spaceship? I find it pretty odd, as there's no Allied Victory in Civ 3, and why would anyone help to build another spaceship? Unless you make it so that if two civs finish the same spaceship, and both win when it's launched, but it would be too easy, IMO.

                    Voting in other members: I considered this, but I think civs that don't meet the culture requirements should not be in. However, it's much as people like it, and opinions can be different there.

                    Of course, during the vote, you can click on another leader, and get the option to bribe him, much like in SMAC.

                    All that is in my first post I see pretty easy to implement, programming wise, except that the AI would need some heck of code to understand it.

                    Client Civ Development - not sure I understood it.

                    I would also like something like more nuclear pact options, some nuke control or whatever, possibly in addition to my Nuclear Disbanding Pact.
                    Solver, WePlayCiv Co-Administrator
                    Contact: solver-at-weplayciv-dot-com
                    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                    • #11
                      By the way, the "UN embassy" should have a maintenance cost - say 25 gold/turn.
                      grog want tank...Grog Want Tank... GROG WANT TANK!

                      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                      Comment


                      • #12
                        I liked the UN back when I played Civ for the SNES. Were when you built it, all the other civs will always be generous and except any deal or demand.
                        I drink to one other, and may that other be he, to drink to another, and may that other be me!

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                        • #13
                          Originally posted by Arrian
                          By the way, the "UN embassy" should have a maintenance cost - say 25 gold/turn.
                          With nations been kicked, that refuse to pay it?

                          Comment


                          • #14
                            Yeah, you don't pay and the improvement goes bye-bye, and you've gotta rebuild the darn thing to get back in (let's say it costs 200 shields). Of course, there are some folks in Washington, D.C. who might not like this idea, but I say to heck with 'em.

                            -Arrian
                            grog want tank...Grog Want Tank... GROG WANT TANK!

                            The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                            Comment


                            • #15
                              To the guy saying there should only be country vote, not seat and country votes. Main reason for the seat vote is the election for Supreme Leader.

                              Imagine, there are 7 other civs in the UN, 5 are small and love you, 2 are very powerful and hate you. Also note that it's pretty easy to make smaller civs love you, due to huge culture you have compared to them and giving them stuff.

                              Now, it's country vote and elections for the Supreme Leader. 5 vote for you, 2 against, you vote for yourself. You get elected and win.

                              Now, it's Supreme Leader elections and seat vote, as it is by mine idea. 5 vote for you, 2 against, you vote for yourself. If the two powerful civs hating you hold more than 25% of the UN seats, you don't get elected. This makes it more realistic and also harder.

                              I think this makes sense.
                              Solver, WePlayCiv Co-Administrator
                              Contact: solver-at-weplayciv-dot-com
                              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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