Additional Government Types
Posted: Sun May 18, 2014 1:13 am
Hi all!
It seems to me that only 5 types of government is a bit limited, even though I know you tried very hard to capture everything in those five. I think it might make for a much more interesting game if a few additional were included. I took the time to write down 3 that came to mind. I don't know if the Sid Meyer games ever included any of these, but I do know that both Theocracy and Ecotopia are availabe in Call to Power (though would not be handled the way I describe below as Gov effects are handled very differently in that game). Ecotopia in particular would be brilliant for late game bloodlust victories, while Theocracy gives an alternate path for early game governments and small states that are either remnants or split offs.
Theocracy
Description
Rule by a powerful church and temple, a council of religious elders, and a court. Theocracies have a very strong rule-of-law, and also a strong emphasis on duty and obligation, making them strong both economically and militarily, but have the worst empire growth problems of any government type. In addition, the quasisuperstitious religious faith and religious raison d’etre of theocracy makes them susceptible to civil wars.
Requisite Technology
Polytheism
Title of Ruler
High Priest, Father, Reverend, Ayatollah, Caliph, Elder, Pope, Pontifex…
Gameplay:
• First unhappy citizen appears at six cities.
• An additional unhappy citizen appears at every five cities.
• Each city can support up to 3 units without paying production upkeep. Settlers require 2 food a turn.
• Max rate for science, luxury and tax is 80%.
• Additional trade produced for every tile that produces trade, and additional production produced for every tile that produces at least 2 production.
• Celebrating cities grow in population.
• Up to three units can enforce martial law, each makes one unhappy citizen content.
• If the capitol is lost, likelihood of civil war is 50%. If population is lost to famine, likelihood of civil war is 50%. If a city is in disorder for more than 2 turns, likelihood of civil war is 10% a turn.
• Military units cause no unhappiness.
• No corruption at capitol, corruption increases rapidly as distance from capitol increases (faster than increase in monarchy)
Imperialism
Description
Monarchy meets the modern age. Imperialist governments are a balanced state of a monarch, parliament, courts, royal magistrates and viceroys governing far away territories on behalf of the monarch and royally chartered corporations that have the authority of a government but the profit motivation of a private business. A deeply contradictory, oligarchic, contract-based, conservative form of government, Imperialist states are both strong and weak in both economic and military ways, and are prone to civil wars for reasons that most other government types do not deal with and additional constraints that other more ideologically consistent government types need not concern themselves with.
Requisite Technology
The Corporation
Title of Ruler
Emperor, Chancellor, King…
Gameplay
• First unhappy citizen appears at 19 cities.
• An additional unhappy citizens appears at every 23 cities.
• Each city can support up to 1 unit without paying production upkeep.
• Up to three units can enforce martial law. Each unit enforcing martial law makes 2 unhappy citizens content.
• If more than one unit is present in a city, corruption increases 25% for two unit or 50% for three or more.
• Any tile producing trade produces one additional trade.
• Corruption is low near capitol, and increases moderately fast as distance increases.
• Celebrating cities grow.
• MINIMUM rate for tax, luxury and science is 20% (meaning that the maximum rate is 60%, but in such a case the other two factors must be 20% each.)
• Your parliament can object to you increasing taxes, moving the capitol, selling a building or ceasing work on a wonder (but will never object to you going to war, or turning luxury to science or science to luxury, or decreasing taxes).
• You cannot replace existing trade routes. Once a city reaches four trade routes, its trade will remain the same forever.
• Any time a city is lost, one additional unhappy citizen occurs throughout your civilization for 5 turns (even if you win it back). If the capitol is lost, three additional unhappy citizens occur throughout your civilization for 10 turns (even if you win it back).
• If the capitol is lost, likelihood of civil war is 40%. If famine occurs, the likelihood of civil war is 75%. Any time a city is in disorder for more than two turns, the likelihood of civil war is 50% a turn.
Ecotopia
Description
The ultimate military state, Ecotopia considers complete control and re-engineering of all human behavior and any act of war justified by the salvation of the Earth. Micromanaging every aspect of human existence and seeking to decrease humanities ecological footprint, Ecotopias are inevitably very corrupt and inefficient economically but consider this a small price to pay for making the world “sustainable”. Ecotopias are weak economically, and deal with constraints both economically and demographically that other government types do not deal with, but have an unlimited empire size and are powerful for rapidly vanquishing other civilizations and bringing them under your control.
Requisite Techonlogy
Environmentalism
Title of Ruler
Brother, Great Leader, Wiseman, Defender, Protector…
Gameplay
• After the first 17 cities, the first unhappy citizen appears. Like in Communism, it is the only one.
• Each military unit enforcing martial law makes 2 unhappy citizens content. There is no limit on how many may be used for this purpose.
• Military units do not produce unhappiness, but each Settler, Engineer, Caravan/Freight and Worker makes 2 citizens unhappy.
• Celebrating cities pay +100% of trade output in taxes.
• Cities can support at most 2 trade routes.
• Each city can support 5 units without paying production upkeep. Nuclear weapons and missiles never cost upkeep.
• Each tile producing 3 or more food, production or trade suffers a penalty of one.
• Supermarkets, Stock Exchanges, Harbors, Granaries, Superhighways and any form of Power Plant aside from a Solar Plant are prohibited in this civilization type.
• Cities require twice as much food to grow.
• The maximum rate for science and tax is 60%. The maximum rate for luxury is 0%. Entertainers are the only allowable source of luxury in this civilization type.
• Pollution makes citizens unhappy, one unhappy citizen for every 1 pollution.
• Twice as much population loss caused when an Ecotopia takes over a city. Any city with less than 3 citizens is annihilated. City walls do not prevent population loss.
• Factories and other buildings that increase pollution are sold when an Ecotopia takes over a city. Amount of gold looted by Ecotopias is 300% more.
• Loss of capitol does not cause civil war.
• Spy & Diplomat actions cost 75% less gold.
It seems to me that only 5 types of government is a bit limited, even though I know you tried very hard to capture everything in those five. I think it might make for a much more interesting game if a few additional were included. I took the time to write down 3 that came to mind. I don't know if the Sid Meyer games ever included any of these, but I do know that both Theocracy and Ecotopia are availabe in Call to Power (though would not be handled the way I describe below as Gov effects are handled very differently in that game). Ecotopia in particular would be brilliant for late game bloodlust victories, while Theocracy gives an alternate path for early game governments and small states that are either remnants or split offs.
Theocracy
Description
Rule by a powerful church and temple, a council of religious elders, and a court. Theocracies have a very strong rule-of-law, and also a strong emphasis on duty and obligation, making them strong both economically and militarily, but have the worst empire growth problems of any government type. In addition, the quasisuperstitious religious faith and religious raison d’etre of theocracy makes them susceptible to civil wars.
Requisite Technology
Polytheism
Title of Ruler
High Priest, Father, Reverend, Ayatollah, Caliph, Elder, Pope, Pontifex…
Gameplay:
• First unhappy citizen appears at six cities.
• An additional unhappy citizen appears at every five cities.
• Each city can support up to 3 units without paying production upkeep. Settlers require 2 food a turn.
• Max rate for science, luxury and tax is 80%.
• Additional trade produced for every tile that produces trade, and additional production produced for every tile that produces at least 2 production.
• Celebrating cities grow in population.
• Up to three units can enforce martial law, each makes one unhappy citizen content.
• If the capitol is lost, likelihood of civil war is 50%. If population is lost to famine, likelihood of civil war is 50%. If a city is in disorder for more than 2 turns, likelihood of civil war is 10% a turn.
• Military units cause no unhappiness.
• No corruption at capitol, corruption increases rapidly as distance from capitol increases (faster than increase in monarchy)
Imperialism
Description
Monarchy meets the modern age. Imperialist governments are a balanced state of a monarch, parliament, courts, royal magistrates and viceroys governing far away territories on behalf of the monarch and royally chartered corporations that have the authority of a government but the profit motivation of a private business. A deeply contradictory, oligarchic, contract-based, conservative form of government, Imperialist states are both strong and weak in both economic and military ways, and are prone to civil wars for reasons that most other government types do not deal with and additional constraints that other more ideologically consistent government types need not concern themselves with.
Requisite Technology
The Corporation
Title of Ruler
Emperor, Chancellor, King…
Gameplay
• First unhappy citizen appears at 19 cities.
• An additional unhappy citizens appears at every 23 cities.
• Each city can support up to 1 unit without paying production upkeep.
• Up to three units can enforce martial law. Each unit enforcing martial law makes 2 unhappy citizens content.
• If more than one unit is present in a city, corruption increases 25% for two unit or 50% for three or more.
• Any tile producing trade produces one additional trade.
• Corruption is low near capitol, and increases moderately fast as distance increases.
• Celebrating cities grow.
• MINIMUM rate for tax, luxury and science is 20% (meaning that the maximum rate is 60%, but in such a case the other two factors must be 20% each.)
• Your parliament can object to you increasing taxes, moving the capitol, selling a building or ceasing work on a wonder (but will never object to you going to war, or turning luxury to science or science to luxury, or decreasing taxes).
• You cannot replace existing trade routes. Once a city reaches four trade routes, its trade will remain the same forever.
• Any time a city is lost, one additional unhappy citizen occurs throughout your civilization for 5 turns (even if you win it back). If the capitol is lost, three additional unhappy citizens occur throughout your civilization for 10 turns (even if you win it back).
• If the capitol is lost, likelihood of civil war is 40%. If famine occurs, the likelihood of civil war is 75%. Any time a city is in disorder for more than two turns, the likelihood of civil war is 50% a turn.
Ecotopia
Description
The ultimate military state, Ecotopia considers complete control and re-engineering of all human behavior and any act of war justified by the salvation of the Earth. Micromanaging every aspect of human existence and seeking to decrease humanities ecological footprint, Ecotopias are inevitably very corrupt and inefficient economically but consider this a small price to pay for making the world “sustainable”. Ecotopias are weak economically, and deal with constraints both economically and demographically that other government types do not deal with, but have an unlimited empire size and are powerful for rapidly vanquishing other civilizations and bringing them under your control.
Requisite Techonlogy
Environmentalism
Title of Ruler
Brother, Great Leader, Wiseman, Defender, Protector…
Gameplay
• After the first 17 cities, the first unhappy citizen appears. Like in Communism, it is the only one.
• Each military unit enforcing martial law makes 2 unhappy citizens content. There is no limit on how many may be used for this purpose.
• Military units do not produce unhappiness, but each Settler, Engineer, Caravan/Freight and Worker makes 2 citizens unhappy.
• Celebrating cities pay +100% of trade output in taxes.
• Cities can support at most 2 trade routes.
• Each city can support 5 units without paying production upkeep. Nuclear weapons and missiles never cost upkeep.
• Each tile producing 3 or more food, production or trade suffers a penalty of one.
• Supermarkets, Stock Exchanges, Harbors, Granaries, Superhighways and any form of Power Plant aside from a Solar Plant are prohibited in this civilization type.
• Cities require twice as much food to grow.
• The maximum rate for science and tax is 60%. The maximum rate for luxury is 0%. Entertainers are the only allowable source of luxury in this civilization type.
• Pollution makes citizens unhappy, one unhappy citizen for every 1 pollution.
• Twice as much population loss caused when an Ecotopia takes over a city. Any city with less than 3 citizens is annihilated. City walls do not prevent population loss.
• Factories and other buildings that increase pollution are sold when an Ecotopia takes over a city. Amount of gold looted by Ecotopias is 300% more.
• Loss of capitol does not cause civil war.
• Spy & Diplomat actions cost 75% less gold.