This thread started as a debate over which system is better (and should therefore be the system civ3 uses); rigid civ2 like governments or modular SMAC like SE. I believe that the SE system is superior to the government system, but that is just my opinion; furthermore there are many who hold that not only is SE a worse system than the government system but it actually ruins the game to an extent. However, we have been able to find some middle ground in the form of an idea I had on how to add some flexibility to the way civ3 manages government.
The idea is to add ordinances that work in a similar manner to the ones found in SimCity 3000. Ordinances would work equally well with either system (governments or SE) and it would be an easy to understand system that could increase player emersion exponentially. Though while this suggestion may be hard to program into the game (it may not I don't know) it would not violate the Sid rule of complexity is never a substitute for depth. It is straight forward, you open up a screen click a box and it goes into effect. It adds depth, each box would make a civ unique to an extent and it would allow for interesting game play possibilities. Ordinances would be tied to technology so you couldn't have "clean air laws" before you knew what air was. So here are some examples of what I would like to see included in the game. My examples will be in simple civ2 terms and concepts.
Constitution: a constitution codifies the customs and practices of a government. It gives an acceptable legal frame work on how to solves crisis situations on how to govern. A constitution symbolizes a government's legitamacy. It has the following effects:
[*]Increases cost to bribe cities.[*]Decreases the chance by half that a civ will errupt into civil war when it's capital falls.[*]Gives democracy a 1/3 chance of not collapsing when a city remains in disorder for two consecutive turns.[*]Automatically triggers a civil war when a civ changes it's present form of government. (aka going from republic to communism)
Bill of Rights: This document enumerates all of the civil liberties a society holds dear. A Bill of Rights gives the people certain inalienable rights which the government cannot ignore. It is the very foundation of freedom. It has the following effects:
[*]Doubles the effect of luxery spending.[*]Negates the effect of police stations to make unhappy citizens content.[*]Cities only have 1/4th the chance of normal that infrastructure will be destroyed during disorder. (peaceful demonstrations)[*]Every one unhappy citizen made content by a military unit cause two random content citizens throughout the civ to became unhappy.[*]Increases your civ's reputation by one level.[*]Cannot select Bill of Rights and Secret Police at the same time.
Secret Police: A tool despots have used for centuries to oppress their people. These organizations rely on the use of terror to keep people inline; committing atrocities to protect the status quo usually strains relations with the free world. It has the following effects:
[*]A spy unit will double the number of unhappy citizens that a military unit will make content.[*]Spy units get a 50% bonus on defense when they are in a friendly city or fort.[*]Cities with a spy unit present have 1/2 the chance of revolting.[*]Cities without a spy unit cost half to bribe and have double the chance of revolting.[*]Each time a city goes into riots a random number of partizan units appear around the city.[*]Lowers your civ's reputation by one level.[*]Cannot be used at the same time as Bill of Rights.
Universal Health Care: A civ decides that every member of society has a right to recieve free health care. This progressive policy helps to eliminate sickness and to create a more content populace. However it requires a huge beurocracy to implement this plan. It has the following effects:
[*]Cities with a hospital present will have one unhappy citizen became content.[*]Epidemics only have half the chance of effecting your civ.[*]Doubles the upkeep cost of hospitals
Conscription: Every able bodied citizen has to serve in a civ's military. This massive allocation of resources allows a civ to muster huge armies, usually this comes at the cost of fighting spirit as draftees replace volunteers in the ranks. It has the following effects:
[*]Decreases cost to build military units by 1/4th.[*]Decreases a unit's morale by one level.[*]Units only have half the chance of gaining morale as normal units.
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ok so that is how i envision ordinaces working. you open a screen click a box and suddenly your civ has a constitution...not only do u have a constitution but the player now has some interesting strategic choices to make
any thoughts or comments are appreciated
discussion is encouraged
korn469
The idea is to add ordinances that work in a similar manner to the ones found in SimCity 3000. Ordinances would work equally well with either system (governments or SE) and it would be an easy to understand system that could increase player emersion exponentially. Though while this suggestion may be hard to program into the game (it may not I don't know) it would not violate the Sid rule of complexity is never a substitute for depth. It is straight forward, you open up a screen click a box and it goes into effect. It adds depth, each box would make a civ unique to an extent and it would allow for interesting game play possibilities. Ordinances would be tied to technology so you couldn't have "clean air laws" before you knew what air was. So here are some examples of what I would like to see included in the game. My examples will be in simple civ2 terms and concepts.
Constitution: a constitution codifies the customs and practices of a government. It gives an acceptable legal frame work on how to solves crisis situations on how to govern. A constitution symbolizes a government's legitamacy. It has the following effects:
[*]Increases cost to bribe cities.[*]Decreases the chance by half that a civ will errupt into civil war when it's capital falls.[*]Gives democracy a 1/3 chance of not collapsing when a city remains in disorder for two consecutive turns.[*]Automatically triggers a civil war when a civ changes it's present form of government. (aka going from republic to communism)
Bill of Rights: This document enumerates all of the civil liberties a society holds dear. A Bill of Rights gives the people certain inalienable rights which the government cannot ignore. It is the very foundation of freedom. It has the following effects:
[*]Doubles the effect of luxery spending.[*]Negates the effect of police stations to make unhappy citizens content.[*]Cities only have 1/4th the chance of normal that infrastructure will be destroyed during disorder. (peaceful demonstrations)[*]Every one unhappy citizen made content by a military unit cause two random content citizens throughout the civ to became unhappy.[*]Increases your civ's reputation by one level.[*]Cannot select Bill of Rights and Secret Police at the same time.
Secret Police: A tool despots have used for centuries to oppress their people. These organizations rely on the use of terror to keep people inline; committing atrocities to protect the status quo usually strains relations with the free world. It has the following effects:
[*]A spy unit will double the number of unhappy citizens that a military unit will make content.[*]Spy units get a 50% bonus on defense when they are in a friendly city or fort.[*]Cities with a spy unit present have 1/2 the chance of revolting.[*]Cities without a spy unit cost half to bribe and have double the chance of revolting.[*]Each time a city goes into riots a random number of partizan units appear around the city.[*]Lowers your civ's reputation by one level.[*]Cannot be used at the same time as Bill of Rights.
Universal Health Care: A civ decides that every member of society has a right to recieve free health care. This progressive policy helps to eliminate sickness and to create a more content populace. However it requires a huge beurocracy to implement this plan. It has the following effects:
[*]Cities with a hospital present will have one unhappy citizen became content.[*]Epidemics only have half the chance of effecting your civ.[*]Doubles the upkeep cost of hospitals
Conscription: Every able bodied citizen has to serve in a civ's military. This massive allocation of resources allows a civ to muster huge armies, usually this comes at the cost of fighting spirit as draftees replace volunteers in the ranks. It has the following effects:
[*]Decreases cost to build military units by 1/4th.[*]Decreases a unit's morale by one level.[*]Units only have half the chance of gaining morale as normal units.
__________________________________________________ _____
ok so that is how i envision ordinaces working. you open a screen click a box and suddenly your civ has a constitution...not only do u have a constitution but the player now has some interesting strategic choices to make
any thoughts or comments are appreciated
discussion is encouraged
korn469
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