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  • SOCIAL ENGINEERING/GOVERNMENT (ver 2.0): Hosted by Bell

    Social Engineering and Government
    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>, <a href="http://apolyton.net/forums/Forum28/HTML/000070.html">Social Engineering ver1.1</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.) For more details on anything in this summary, please see the previous threads.

    Sections:
    1. Social Engineering Choices
    2. Social Engineering Effects
    3. Related Concepts
    4. Issues for Discussion

    Social Engineering Choices
    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, Army.
    Government Types:
    Despotism, Monarchy, Fascism, Totalitarianism, Republic, Democracy, Tribal, Dictatorship, Feudalism, Darwinistic/’Pure’ Aristocracy, Virtual (Technological True Democracy)
    (Note: Choice of government type restricts your choices in other areas.)
    Society Types:
    Police State, Open, Corporate, IngSoc, Welfare
    Economic Structures:
    Barter, Currency, Manoralism, Banking, Mercantilism, Corporate, Labor Union, Communism
    Values:
    Knowledge, Power, Mores, Wealth, Environment, Hedonism
    Regional Governments:
    National, Confederacy, City-State, Independent, Regional.
    Army:
    Militia, Volunteer, Selective Draft, Reserve, Mandatory Service, Brainwashed, Professional, People’s Army
    Individual Liberty:
    Individual liberty would be an indicator of all your other settings combined. If it gets too low, your people would revolt, but if it’s too high, you would have problems enforcing your will when you take an unpopular action (like go to war or raise taxes.) This isn’t really a setting, but a gauge of your other settings.
    Special Events:
    These are special events that you can order which have effects on the different classes in your society. Upsetting a certain class could make it harder for you to take action in the areas they control (for instance, unhappy merchants inhibit trade.)
    Crusade: increases military strength, reduces population pressure, but angers target (a foreign power).
    Purge: reduces military strength and science, but pacifies masses through terror.
    Enclosures: angers masses, pacifies elites.
    Grant Fairs: increase taxes, pacify merchants, grows cities (but thus angers nobles)
    Grant city charters: enhance city growth, anger nobles
    Increase Feudal Levy: increase taxes, anger nobles
    Grant Serfdom: anger populace, pacify nobles
    Sell Offices: increase corruption, pacify nobles
    Conscription: increase military, anger masses


    Social Engineering Effects:
    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
    Morale -- Um, ah, morale
    Military -- How much your military costs, as a % of normal
    Supply -- Upkeep costs on your military, as a % of normal

    Concepts:
    <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: 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. Some culture settings are available at game start. This system would require eliminating many of the Wonder effects and replacing them with a large number of culture points.[*] 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. Suggestions: Legalize birth control, legalize drugs, crime crackdown, institute welfare, nationalize health care, legal human testing, ban child labor, freedom of information, ethnic cleansing, free university, environmental action.[*] Economies should go through boom/bust cycles, the strength of which depends on your SE settings.[*] Contradictory SE settings should be possible, but be very difficult to play or have contradictory game effects. For example, while you could play a democratic, communist, religious state, the various pluses and minuses would average out to about zero.[*] Inertia bonuses: A civilization that consistently maintains a certain attitude (peaceful, warlike, diplomatic, etc.) would get bonuses in those categories. For instance, if you’ve spent the last 400 years at peace, you could get a science or happiness bonus.[*] Certain SE choices allow other (AI) entities to take limited control over parts of your empire. If your SE settings give the church or corporations a great deal of power, they can automatically build structures, set up trade routes, etc. These actions are not controlled by you. There are advantages to this though, like lower costs or extra happiness. These AI entities would have their own agendas, mainly building things that enhance their own power (the church builds temples, etc.) If popular opinion gets strong enough, you may be forced to change a SE setting or face revolution.[*] More government-specific units, like fanatics.[*] Ethnicity, implemented like capturing a base in SMAC, where the populace (passively) resists you until they assimilate.[*] City structures would have their effects by modifying the SE values for the city in which they’re built, instead of as % of output changes. For instance, building a library increases your research value by 1 in that city only.[*] Gradual changes: You can hit the button anytime you want to make yourself a democracy, but your people won’t necessarily listen. Game effects are delayed after you change a SE setting.[/list]

    Issues for Discussion:
    <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.[*] There should be more choices under each SE category . . . but we don’t know what they are![*] Slavery, as implemented in C:CTP. Good or bad?[*] Use sliders for SE settings instead of set choices?[/list]

    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, wheathin, Harel, Kropotkin, Diodorus Sicilius, CormacMacArt, Stefu, Isle, Galen, Flavor Dave, Cartagia the Great, korn469, Black Dragon, SnowFire, Daniel Bistman, Bell.


    <font size=1 color=444444>[This message has been edited by Bell (edited June 16, 1999).]</font>
    "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

  • #2
    I think it's a shame that corruption makes late game republic unviable. Two suggestions:

    1. Police stations double the effect of courthouses. This way, courthouses + Women's Suffrage would mean that republic rocks. I might even build Women's Suffrage.

    2. Certain techs (electricity, etc.) increase effectiveness of courthouses.

    Comment


    • #3
      -=*MOVING THREAD UP*=-
      I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

      "Yin": Your friendly, neighborhood negative cosmic force.

      Comment


      • #4
        -=*MOVING THREAD UP*=-
        I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

        "Yin": Your friendly, neighborhood negative cosmic force.

        Comment


        • #5
          Summary is up, sorry it took so long, and that it's not as pretty as the last one, I was kind of in a hurry. Hopefully I've screwed up enough that people will say something so Yin doesn't have to keep bumping the thread . . .
          "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

          Comment


          • #6
            Cross-posted from the Firaxis forums.

            <hr>

            Well, apparently there's some political sh1t going on between the forums, and I quite frankly don't want to get involved in it. So, here's what I'm going to be doing. First, I'm going to continue the thread as is on the Apolyton site, since that's where it was started and that's where the structure exists to support it. However, I'm also going to keep this thread going here, as long as people are willing to support it by posting their ideas and criticisms and suggestions. If you don't want me here, just don't post in the thread. I think there's a lot of advantages to this system, but if you don't want to use it, that's up to you.

            The discussions themselves will remain separate. However, if I see an idea posted to one forum that is a real deviation in the direction the thread is moving, and introduces new thoughts and concepts to the dicussion, I'm going to cross-post it to the other forum. Yes, this will be based on my judgement, but there's nothing stopping the original poster from cross-posting their idea themselves. I think it would be counter-productive to cross-post everything and basically have a mirror of the discussion on both sites, but if that's what you want to do, go for it. I can't, and wouldn't, stop you anyways. However, both threads will be integrated into summaries, and the summaries will be cross-posted to both forums.

            OK, now then. Soapbox mode on. That means, if you don't want to hear it, don't read it.

            I've seen a lot of talk about the list's structure and leaders and politics, almost as much talk as has been involved in the gathering of ideas. I've run business and corporate web sites before, I know that the name of the game is traffic. That's one reason why Firaxis wants the list here, so they can get traffic. That's one reason why Apolyton volunteered it's resources in the first place. This list has generated a lot of traffic. I'm not saying that nobody is interested in the game, but that's what the whole forum fight is about. As far as the game is concerned, as long as the ideas get there, it doesn't matter where they came from. Where only matters to the people running the websites.

            There's also been mention of whose property this list is. The first one belongs to Apolyton, the next ones belong to Firaxis, etc., etc. Bullsh1t! The list belongs to the people who post the ideas, not the people who run the sites. So if Firaxis wants to officially endorse Yin, or me, or any of the other thread masters from Apolyton, that's fine with me. If not, I really couldn't care less. I'm taking an organizational role only because chaos doesn't get the job done on this kind of effort. I'm willing to take the responsibility of saying that the ideas you post in this thread and the one at Apolyton will go in a list that will be sent to Brian Reynolds. Who sends it, I don't care about, as long as it gets done. If separate lists are generated, then the same summary will appear in both of them, as long as whoever generates the list is willing to accept my summary. Whether BR reads it or not, I can't say, but if you post ideas in these threads, at least he'll personally have to throw them away to ignore them.

            So Stephen, if you want to say I'm official, go right for it. If you don't, that's all right too. One way or another, whatever ideas are put forth in this thread will end up in BR's mailbox from some source. I suspect that I'll still be part of the Apolyton list in any case, and I don't know what's going to happen here, but if I have to send them myself, that's how it will be done.

            Soapbox Mode Off

            OK, enough of this. Let's get back to work.
            "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

            Comment


            • #7
              Bell, what about combinations and levels of SE enforcement?
              Also, I think we should mabey make Values more indepth, perhaps having a Value set for Money(Economics?), Religion (already in your summary), Knowledge and Work. The last one is how much hard work is valued. An example of a high one is Confucianism, but our modern western value systems don't value it so much.

              Comment


              • #8
                I'm not sure what you mean by 'enforcement' . . . could you elaborate?
                "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

                Comment


                • #9
                  I was recently thinking about this and I propose a pretty radical change, instead of choosing wether your country is a democracy or fascism or something else why not actually 'making' your country a democracy ?
                  I believe that you should be able to customize your country more detailed in it's economic an institutional systems.

                  Rather then just making a country a democracu, you must install a parliament, decide who chooses the parliament (all of the population or just a part, only the aristocracy ?), you must intall freedom of speech, you must decide how much power the president (you) has.

                  Idem with economy, rather than saying "communism" or "capitalism", you must decide in detailed how your economy is structurised, a German welfare state type economy or a Japanese mercantilist, protectionist type economy ?

                  Rather than just turning your country into a federal democracy from a centralised dictature with a single click you must do it by reforming the institutions and laws etc
                  Rather then just turning your country into a capitalist from a communist you must do it by privatising etc
                  And all of this should take time as well of course.

                  The system SMAC has was a good start but it should be detailed and expanded MUCH MUCH more.
                  DISCLAIMER: the author of the above written texts does not warrant or assume any legal liability or responsibility for any offence and insult; disrespect, arrogance and related forms of demeaning behaviour; discrimination based on race, gender, age, income class, body mass, living area, political voting-record, football fan-ship and musical preference; insensitivity towards material, emotional or spiritual distress; and attempted emotional or financial black-mailing, skirt-chasing or death-threats perceived by the reader of the said written texts.

                  Comment


                  • #10
                    Such as choosing HIGH, NORMAL, LOW for your level of the setting, high having really big +s and -s, mormal medium, and low small. Like in Democracy, say it was like in SMAC with +2 GROWTH, +2 EFFIC, -2 SUPPORT. If you had it at low it would be +1 GROWTH, +1 EFFIC, -1 SUPPORT. If you had high it would be +3 GROWTH, +3 EFFIC, -3 SUPPORT.

                    Comment


                    • #11
                      I would like to suggest two forms of government:

                      . Oligarchy (should appear after monarchy but before republic). The Spartans and others employed it (government by elders/committees, can be with or without monarchy).

                      . Government of national unity (this is the form of government preferred by democracies during time of war - could be a subsetting of democracy and give the opportunity for democracy to continue during time of war - with some trade offs/costs).

                      Comment


                      • #12
                        At this point we may as well call everything VALUES, since it's an all-encompassing banner. My idea is to use slider bars (apparently like CtP). The various values would be:

                        Political/Social:One end is Tyranny and at the other is democracy, or anarchy, with things like Monarchy and Republic in between

                        Economic:Laisse-faire free market at one end and communal at the other, with regulated market & planned in between

                        Centralization: With very decentralized at one end and very centralized at another

                        Religion: With fundamentalism at one end and secularism at the other (which I've described at the RELIGION thread)

                        Happiness: This one is affected only by the other choices but is VERY IMPORTANT, so it should be easy to see by player (unless you want to learn the hard way; someone proposed using your spy network to keep tabs on the happiness levels of your people. Perhaps a toggle before game start?).

                        Technological (actually social) advances would allow newer forms of the same basic VALUE type. Based on what is posted above, I think that ARMY ratings might better be served by tech advances & "special options" in a workshop? The rest of the above suggestions can fit in this system, as many of the above can simply be techs (labor union) or combinations of the above(demo+very decentral= confederacy). Value bonuses/penalties would be presented in % modifications, rather than using the current SMAC style. Certain combinations would have additional benefits/ penalties outside the value system. Also certain choices would prevent, enhance, or subdue social effects from technology.

                        Tyranny: % bonus to suppress population. Allows greater control of market, production, and research. % bonus to support. % penalty to happiness. Democracy is opposite.

                        Laisse-faire: % bonus to economy, % penalty to happiness; little control of market, production, research. Communal is opposite. Complete laisse-faire cannot benefit from Environmentalism tech.

                        Centralization: very decentralized is greater happiness, higher corruption. Very centralized is opposite. Monarchy+decentralized=feudalism, which may collect revenue from forts, castles, etc. in populated areas. Decentralized may alter lux/tax/science (if used) at "city" level, centralized may only at government level.

                        Religion: & bonus to happiness, with penalty to research, secularism is opposite. Tyranny+communal/laisse-faire+centralized= communism/fascism, which has 1/2 bonus from religion, reduced unhappiness for secular (due to 'faith' in ideology).

                        A point to be made. I would like to see civ3 adopt some MOO1 basics: Multiple areas of research allowed at same time, and be able to build more than one item in city, as well as multiples of the same item (units only) if sufficient production. In civ2 there are 5 areas of 'research'-military, economic, social, academic, and applied. These would be the areas you could divide by % 'research production'. In addition, the city screen would have 2 different areas to build items in. Now if you have democracy + free-market, you will have a considerable boost in your economy, however, you will probably only get to pick where approx. 25% of it goes. The rest will be applied by the AI, representing your people, who will generally pick non-military areas. Also your production will be divided, one of the menus is for your people to build what they want, the rest goes to you. Generally your people will build buildings that help them somehow, trade routes, or tile improvements. The result is that totalitarian, communal govts will have greater control of what goes where, but democratic, free-market govts will have a greater production overall. Also production, research? can be 'purchased' from your people during times of crisis (i.e. war), say, 1 or 2 coins per production/2 beakers.

                        As in civ2, the extremes of these slider bars will not be available until higher "techs" are available, and higher "techs" will add to the bonuses and possibly reduce penalties.

                        A final note is happiness. Happiness affects everything. It will give a bonus/penalty to food, shield, science production, growth, taxes, you name it, it affects it. Low unhappiness can result in population decrease &/or revolt. Since it is so powerful it's % bonus/penalty will be much less than the other areas.

                        IMHO this is very simple and should reduce micromanagement, while retaining a great deal of realism.

                        Whew! Comments, criticisms welcome.

                        <font size=1 color=444444>[This message has been edited by Theben (edited June 29, 1999).]</font>
                        I'm consitently stupid- Japher
                        I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                        Comment


                        • #13
                          Apologies to Zorloc, I didn't read your post 1st (in ver 1.1), which is basically the same idea I posted for the free-market system. But I'm glad that someone agrees!
                          I'm consitently stupid- Japher
                          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                          Comment


                          • #14
                            In addition:
                            All types of value combinations are allowed (communal can be democratic).

                            Tyranny also gets MORALE bonus (military only) and bonus to defensive espionage. democracy opposite. Democractic societies will have effect on non-democratic ones. If happiness of democratic society is equal or higher than non-demo AND they are adjacent to each other with open borders, allied, &/or established trade routes then the non-demo people will start to move the tyranny bar towards democracy. If the player/AI resists (by moving back) there will be greater unhappiness as a result. The tyrannic player/AI may shut down trade & borders, this will stop democratic discontent. Later techs (internet?) will make demo discontent unstoppable (unless there are other techs invented to stop it).

                            Fundamentalism will grant additional MORALE to troops. Secularism does not suffer morale penalty.

                            Since people generally hate change, slider bars cannot quickly be swung back & forth (small amounts of change would be exempt). Sudden democracy will upset your generals (if tyranny, it would be interesting to see some of your units rebel against you!), communal to free-market will upset your people, religious to secular would cause heavy problems. When moving slider bars the happiness bar will note how much the people are reacting to these changes. The resulting unhappiness will last for x# of turns. If the new society would be 'happier' than the old, then the overall unhappiness is reduced. This should probably be an option before game start.

                            Another possibility is to allow your people (AI) to move the bars a little at a time w/o your intervention, then if you want to change back you must suffer some unhappiness. People will move sliders towards given points; strong democracy, middle for economic, religion, some decentralized.
                            I'm consitently stupid- Japher
                            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                            Comment


                            • #15
                              Very interesting ideas! I lik ethis very much..

                              However, I'm not sure if I like the diea of the people changing your government settings, and you resisting by changing it back. I'd rather like to see some kind of public sentiment, which can result in a revolution, if not looked after.

                              Comment

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