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Government mod fundamentals

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  • Government mod fundamentals

    Okay, here's my beef.

    As far as I can see, the biggest changes from one gov type to another is the slider settings. Sure, higher science rate is nice, and same for your production or gold bonuses, martial law or pollution, etc... But having the sliders start out lower is far more important.

    If the mid point on each slider is zero (as in CD's chart), then the total score of +1 and -1 for each of the three is for me the best indicator of the relative values of the governments. Monarchy gets what, -2? Theocracy is -1. After that, things go downhill. All the modern age governments are at 0 or 1, and the later govs are 2 or 3. One slider tick costs you 20-25% of your production, gold, or food - those add up fast!

    I play with only moderate expansion - I'll found maybe 2 dozen cities by the end of the industrial age, tops - so the city limits on the governments aren't that important - and my worlds tend to allow fewer cities to conquer (Even with all the streamlining, I still don't like 150+ cities)

    As such, I find myself staying in Theocracy forever, even though I would like the added bonuses from science that Republic or Democracy *ought* to bring! But those one or two slider ticks can make up for most (if not all) of the other advantages that the advanced governments bring. What to do?

    Thoughts?

    Wheathin
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