<font size=5>Social Engineering and Government</font>
Wherein we shall discuss various methods of keeping the people firmly under our heels. This is a summary of the posts in <a href=http://apolyton.net/forums/Forum28/HTML/000002.html>Social Engineering ver1.0</a> and <a href=http://apolyton.net/forums/Forum6/HTML/000548.html>CIV3: Starting a list for social choices</a>. (Note: I haven't included any of the religious discussions in this summary, since religion has its own thread now. All future discussion on that topic should probably go there.)
<a name="se-sections"><font size=4>Sections:</font></a>
<a href="#se-choices">1. Social Engineering Choices</a>
<a href="#se-effects">2. Social Engineering Effects</a>
<a href="#se-concepts">3. Related Concepts</a>
<a href="#se-issues">4. Issues for Discussion</a>
<hr width="150" align="center">
<a name="se-choices"><font size=4>Social Engineering Choices</font></a>
The general consensus seems to be to move Civ to the SMAC model of social engineering. Within that broad statement . . .
Categories for social engineering: Government, Society, Economic Structure, Values, Religion, Regional Government
Government Types:
Despotism, Monarchy, Fascism, Totalitarianism
Republic, Democracy, Tribal, Dictatorship
Feudalism
(Note: Choice of government type restricts your choices in other areas.)
Society Types:
Police State, Open, Corporate, IngSoc
Economic Structures:
Barter, Currency, Manoralism, Banking
Mercantilism, Corporate, Labor Union, Communism
Values:
Knowledge, Power, Mores, Wealth
Regional Governments:
Federal, Confederacy, City-State
<a href="#se-sections">Back to Sections</a>
<a name=se-effects><font size=4>Social Engineering Effects:</font></a>
SE choices can have effects on the following areas:
Growth, Happiness, Economy, Gregariousness
Environment, Pride, Control, Fanaticism
Ego, Materialism, Vengeance, Curiosity
Industry, Distribution of Wealth, Corruption, Conservatism
Game Effects:
SE Effect -- Game Effect
Growth -- Rate of population growth
Happiness -- Happiness of the populace
Economy -- Tax and trade income
Gregariousness -- Maximum size of cities
Environment -- Pollution rate
Pride -- Resistance to subversion
Control -- Police
Fanaticism -- Resistance to SE change
Ego -- Modifier to foreign relations
Materialism -- Duplicate of Economy?
Vengeance -- Holding a diplomatic grudge
Curiosity -- Research rates
Conservatism -- Combination of Fanaticism and Pride?
Distribution of Wealth -- Duplicate of Happiness?
Corruption -- As in CivII
Industry -- Production rates
<a href="#se-sections">Back to Sections</a>
<a name="se-concepts"><font size=4>Concepts:</font></a>
<ul>[*]SE settings should have an effect on gameplay. For instance, a setting of Laisse-Faire Capitalism should prevent you from micromanaging your economy, while Communism would force you to do more tweaking to be efficient.[*]National and ethnic character: Should each Civ start with inherent pluses and minuses like in SMAC? How to assign them without starting a race war?[*]Discovery of some techs should have an immediate impact on your SE effects, i.e. plastics gives you a minus on environment.[*]Culture Points: (Trachmyr, this was my interpretation of what you posted, but after looking back over your post I don't think it's right. Could you clarify for me please?) This system separates the discovery of a society tech from its implementation. Instead, after you discover a tech you have to spend a certain number of "culture points" to actually make the change in the social engineering window. Culture points are gained automatically as time passes, through (positive) diplomatic relations, Philosophers (which are like entertainers) and Wonders.[*]Depending on your regional government structure, you should be able to make a few SE choices for regions as well as the entire empire. Tax/Lux/Sci rates may also be set down to the city level, but the interface must allow you to set levels in multiple cities at once.[*]Revolutions should cause large splits in the empire. Also, if different regions have very different SE settings, this should increase the chances of a revolution. Revolutions create new civ that you are immediately at war with, but they can be reintegrated with the original civ if they surrender or ally within a given amount of time.[*]Dynasties. Every once in a while, your government destabilizes as the line of succession is debated/argued/murdered over.[*]Generals, like the officers of MoO2.[*]Civ-specific units and buildings, but instead of assigning the units to a specific civ, the first civ to discover a given tech gets them, and that tech is no longer available to other civs.[*]Preset government "templates" that set all the SE choices for you, and which you can then modify from there.[*]Laws: Laws are like SE settings, only with less effect and not mutually exclusive. They're sort of like city ordinances from SimCity. Possible laws include mandatory military service, child labor/education, legalized drugs, etc. that all have small effects on your empire. We'd need a lot of these to get it to work.[*]Economies should go through boom/bust cycles, the strength of which depends on your SE settings.[/list]
<a href="#se-sections">Back to Sections</a>
<a name="se-issues"><font size=4>Issues for Discussion:</font></a>
<ul>[*]Slavery is something nobody can seem to agree on . . . in or out, and if in, how?[*]Instead of making SE choices directly, we make them by supporting certain structures or groups, which then create pluses and minuses on their own. So, instead of picking "Police State: +2Police, -1Economy" you beef up your police and military and they eventually give you +2 Police and -1 Economy.[/list]
<a href="#se-sections">Back to Sections</a>
Contributers: Zorloc, JT, anachron, Trachmyr, Ecce Homo, mhistbuff, the Octopus, Fuji the Great, Shining1, Freddz, Mark_Everson, Frank Moore, kmj, 23 Skidoo, Depp, Singularity, NotLikeTea, Armageddon, LordStone1, HolyWarrior, Lancer, primetime000, JamesJKirk, RINCEWIND_HAS_RETURNED, darkgrendel, Spartan187, Bell.
[This message has been edited by Bell (edited May 23, 1999).]
Wherein we shall discuss various methods of keeping the people firmly under our heels. This is a summary of the posts in <a href=http://apolyton.net/forums/Forum28/HTML/000002.html>Social Engineering ver1.0</a> and <a href=http://apolyton.net/forums/Forum6/HTML/000548.html>CIV3: Starting a list for social choices</a>. (Note: I haven't included any of the religious discussions in this summary, since religion has its own thread now. All future discussion on that topic should probably go there.)
<a name="se-sections"><font size=4>Sections:</font></a>
<a href="#se-choices">1. Social Engineering Choices</a>
<a href="#se-effects">2. Social Engineering Effects</a>
<a href="#se-concepts">3. Related Concepts</a>
<a href="#se-issues">4. Issues for Discussion</a>
<hr width="150" align="center">
<a name="se-choices"><font size=4>Social Engineering Choices</font></a>
The general consensus seems to be to move Civ to the SMAC model of social engineering. Within that broad statement . . .
Categories for social engineering: Government, Society, Economic Structure, Values, Religion, Regional Government
Government Types:
Despotism, Monarchy, Fascism, Totalitarianism
Republic, Democracy, Tribal, Dictatorship
Feudalism
(Note: Choice of government type restricts your choices in other areas.)
Society Types:
Police State, Open, Corporate, IngSoc
Economic Structures:
Barter, Currency, Manoralism, Banking
Mercantilism, Corporate, Labor Union, Communism
Values:
Knowledge, Power, Mores, Wealth
Regional Governments:
Federal, Confederacy, City-State
<a href="#se-sections">Back to Sections</a>
<a name=se-effects><font size=4>Social Engineering Effects:</font></a>
SE choices can have effects on the following areas:
Growth, Happiness, Economy, Gregariousness
Environment, Pride, Control, Fanaticism
Ego, Materialism, Vengeance, Curiosity
Industry, Distribution of Wealth, Corruption, Conservatism
Game Effects:
SE Effect -- Game Effect
Growth -- Rate of population growth
Happiness -- Happiness of the populace
Economy -- Tax and trade income
Gregariousness -- Maximum size of cities
Environment -- Pollution rate
Pride -- Resistance to subversion
Control -- Police
Fanaticism -- Resistance to SE change
Ego -- Modifier to foreign relations
Materialism -- Duplicate of Economy?
Vengeance -- Holding a diplomatic grudge
Curiosity -- Research rates
Conservatism -- Combination of Fanaticism and Pride?
Distribution of Wealth -- Duplicate of Happiness?
Corruption -- As in CivII
Industry -- Production rates
<a href="#se-sections">Back to Sections</a>
<a name="se-concepts"><font size=4>Concepts:</font></a>
<ul>[*]SE settings should have an effect on gameplay. For instance, a setting of Laisse-Faire Capitalism should prevent you from micromanaging your economy, while Communism would force you to do more tweaking to be efficient.[*]National and ethnic character: Should each Civ start with inherent pluses and minuses like in SMAC? How to assign them without starting a race war?[*]Discovery of some techs should have an immediate impact on your SE effects, i.e. plastics gives you a minus on environment.[*]Culture Points: (Trachmyr, this was my interpretation of what you posted, but after looking back over your post I don't think it's right. Could you clarify for me please?) This system separates the discovery of a society tech from its implementation. Instead, after you discover a tech you have to spend a certain number of "culture points" to actually make the change in the social engineering window. Culture points are gained automatically as time passes, through (positive) diplomatic relations, Philosophers (which are like entertainers) and Wonders.[*]Depending on your regional government structure, you should be able to make a few SE choices for regions as well as the entire empire. Tax/Lux/Sci rates may also be set down to the city level, but the interface must allow you to set levels in multiple cities at once.[*]Revolutions should cause large splits in the empire. Also, if different regions have very different SE settings, this should increase the chances of a revolution. Revolutions create new civ that you are immediately at war with, but they can be reintegrated with the original civ if they surrender or ally within a given amount of time.[*]Dynasties. Every once in a while, your government destabilizes as the line of succession is debated/argued/murdered over.[*]Generals, like the officers of MoO2.[*]Civ-specific units and buildings, but instead of assigning the units to a specific civ, the first civ to discover a given tech gets them, and that tech is no longer available to other civs.[*]Preset government "templates" that set all the SE choices for you, and which you can then modify from there.[*]Laws: Laws are like SE settings, only with less effect and not mutually exclusive. They're sort of like city ordinances from SimCity. Possible laws include mandatory military service, child labor/education, legalized drugs, etc. that all have small effects on your empire. We'd need a lot of these to get it to work.[*]Economies should go through boom/bust cycles, the strength of which depends on your SE settings.[/list]
<a href="#se-sections">Back to Sections</a>
<a name="se-issues"><font size=4>Issues for Discussion:</font></a>
<ul>[*]Slavery is something nobody can seem to agree on . . . in or out, and if in, how?[*]Instead of making SE choices directly, we make them by supporting certain structures or groups, which then create pluses and minuses on their own. So, instead of picking "Police State: +2Police, -1Economy" you beef up your police and military and they eventually give you +2 Police and -1 Economy.[/list]
<a href="#se-sections">Back to Sections</a>
Contributers: Zorloc, JT, anachron, Trachmyr, Ecce Homo, mhistbuff, the Octopus, Fuji the Great, Shining1, Freddz, Mark_Everson, Frank Moore, kmj, 23 Skidoo, Depp, Singularity, NotLikeTea, Armageddon, LordStone1, HolyWarrior, Lancer, primetime000, JamesJKirk, RINCEWIND_HAS_RETURNED, darkgrendel, Spartan187, Bell.
[This message has been edited by Bell (edited May 23, 1999).]
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