Recent changes Random page
GAMING
Gaming
 
WoWWiki
Halopedia
FFXIclopedia
Age of Conan
Warhammer Online
Grand Theft Wiki
See more...

Advanced Governments

From Freeciv

Jump to: navigation, search

Freeciv ought to have more advanced governments. Three categories: Politics, Economics and Culture. You choose one from each category, and all combinations are legal (Planned Anarchy focusing on Conquest may be odd, but no impossibility).

Government bonuses increase over time, making it less and less advantageous to switch governments to suit the situation and rewarding successful long-term planning. The bonuses increase in 'steps' occuring every 3^N turns (ie in turns 3, 9, 27, 81, 243 and 729). (Thanks to redguts on the forums for inspiring this idea.)

Implementation being worked on in PR#14763 NOTE: Implementation cancelled, Per no longer active in FreeCiv development.

Contents

[edit] Politics

Deals with unit upkeep, martial law and unhappiness from city size. May allow units, partisan rules and senate rules. All enable +1 trade from each tile when 'celebrating'. All have an unhappiness cost for field units of 1.

Additional ideas perhaps have two further divisions, i hope it wont get too convoluted - but there could be default suggestions. ps perhaps not everything goes to plan. Small changes might bring complacency to some cities.

  1. Civics
  2. Power (Singular, By Group, Inclusive; Derives from : Heredity, Merit, Might, Decree, Wealth, Equality)
  3. Politics (Voting, Referendums, Forum, Tradition )
  4. Economy (Income Tax, Tariffs, Tolls, Tithes)
  5. Culture

[edit] Anarchy

You rule by the consent of everyone. There is no unhappiness due to city size, however the incentives needed to get people to join your units and go into danger are prohibitively expensive.

Unit upkeep +100% City production random No income from tax -- Does this model well?

[edit] Aristocracy

You rule on behalf of the powerful in society, elected by those deemed worthy of suffrage.

Unhappiness from size 0, +2 each step. One unhappy free unit in each city each step. Martial law 1 content citizen for each unit. Luxuries +20% each step. Allows Knights unit.

[edit] Authoritarian

You rule as a heavy-handed dictator, caring nothing for your people, who only exist to serve. You do not care that they hate you, as long as they fear you.

Unhappiness from size 2, +1 each step. Martial law 1 content citizens for each unit each step. Gold +20% each step. Allows Legion unit.

[edit] Democracy

You are the elected leader of all your people. Your people slander you in the press and gossip behind your back, and your senate threatens to veto your spending bills. However, the freedom inspires creativity in your people and increases research and development.

Unhappiness from size 3, +1 each step. Inspires Partisans. Has Senate. Unit food (and gold) upkeep +100%. Field units unhappiness +100%. +10% Trade production each step.

[edit] Totalitarian

You aim to rule not only the state but also the minds of the people. The total and unquestioning devotion of a whole people makes for awesome military might, but awful research.

Requires Radio.

Unhappiness from size 5, +1 each step. One unhappy free unit each city for each step. Martial law 1 content citizens for each unit for each step. Halved research.

PROPOSAL:

[edit] Autocratic

You are the only governor and source of leadership and in control of power. Monarchy is the aristocratic form of autocracy.


[edit] Libertarian

Your citizens have freedom to associate and live the way they like, to express their opinions, to prosper and populate lands. This society accepts immigrant settlers from other unhappy cities. eg resolution by increasing the local city population if the city gets other settlers next to city

[edit] Transparent

Your rule is open to the public opinion, and advice from the senate/court. The decisions of the ruling body are available freely to the public.

[edit] Communitarian

Civilization decides as a Community on the foreign policy, production, consumption, social plans. secretariat decides the direction.

[edit] Timocracy

Rule by military might. Dissent-City rebellion makes Fanatics / Partisan units. Military units make happiness in the city.

Upkeep is double. Victory gives a unit of gold as trophy. Conquered cities dissent if from democratic republics.

[edit] Olchocracy

The mob rules the state. appears instead of Anarchy. Autocrats and Totalitarians are overthrown. Corruption and piracy are high.

Requires democracy.

[edit] Theocracy

The church rules the state. Requires Mysticism. Cathedrals, Temples create income from tithes, no tax. Happiness +2.

[edit] Economics

Deals with production tile bonuses and corruption.

[edit] Commons

Primitive or Utopian, as you happen to look at it, type of government. Everything is owned by everyone, and everyone works with everyone else to make stuff go around.

No corruption. --eh? If there is no personal interest in things why should people, renovate, repair or clean common areas, things? Disinterest forms on one hand and without personal initiative there is a lack of innovation which is the prime mover of economic development.

[edit] Slavery

Slaves carry out most of the crucial work. As this frees up parts of society for more important work, it leads to a flowering of philosophy and science and makes it easy to produce great works, but is quite wasteful and lends itself best to highly centralized civilizations.

Palace gives +50% shield, luxuries and gold production. All other cities experience 80% corruption - 10% each step.

[edit] Feudalism

Large parts of the people live in serfdom, and work under special economic obligations, producing some for themselves and some for their patrons. This increases industrial innovation and production.

Requires: Feudalism

Food production +1 on all tiles with irrigation & Granary. Corruption 50% - 7% each step.

[edit] Market

Valuables are in general privately owned, and those who do not own sufficient capital to live from rent, work for wages. Cut-throat competition between capital owners make for high production and innovation.

Requires: Economics

Trade production +1 on all tiles with road & Marketplace. Corruption 40% - 6% each step.

[edit] Planned

Everything is owned and managed by the state. Its planning commissions command the economy. This has the advantage of all factors in the economy pulling in the same direction, becoming capable of achieving singular goals much faster, but is rather inefficient overall.

Requires: Communism

PROPOSAL: This should be renamed collectivist because Market economy is also planned.

Additionally there could be Controlled economy that has longterm plans and spends most on production. No bonus for science. So scientists could be used for labour.

Shield production +1 on all tiles with mines & Factory. Corruption 40% - 4% each step. Waste 20% - 3% each step

[edit] Wellfare

High technology and Democracy enable an economy that cares for each member and provides for their social security. Based on the ideas of social democrats. Unemployment assurance. Medical care. Progressive taxation.

Such care has high costs and increases life expectancy.

[edit] Culture

[edit] Pluralism

Your society is awash with multitudes of different values and life goals. None is pulling in the same direction. No bonuses. No penalties. Should have a trading bonus, more market segments, as well as better connections to other markets.

[edit] Conquest

Your society strives towards and prides itself in its power and territorial conquests.

Requires: Horseback Riding

Produced units +1 veteran level. Cities may upkeep 1 units free of gold/food for each step. Building upkeep +100% gold each building (double upkeep).

[edit] Knowledge

Your society strives towards achieving knowledge of the world and of themselves. Being a value set of rather pacifist bent, it increases science production at the cost of unit support.

Requires: Writing

Science production +10% each step. Field units unhappiness +100%. Unit build costs +50%.

[edit] Wealth

The members of your society care more than anything about each becoming wealthy, lavishing in riches. It is not unreasonable that some fall short of this goal, however, as in order for some to be richer, some have to be poorer. Gold income is increased at the cost of more unhappiness.

Requires: Currency

Gold production +20% each step. Wonder build costs +50% (large projects suffer a death from a thousand cuts as everyone wants their cut).

[edit] Pleasure

Your society reaches towards greater physical happiness as the goal of living.

Requires: Mysticism

Luxuries +20% each step. Shield prod -20% (too laid back to work their asses off).

[edit] Fundamentalism

A society shaped to accomodate literal interpretations of chosen religious texts. There is little tolerance of heretics, and trade of all kind suffers due to religiously imposed restrictions.

Requires: Theology Requires: Secular law (Torah, Sharia, Patimokkha) (thanks to 'briann' in the talk page for this idea)

Unhappiness from field units starts one later each step (as Police Station effect). Trade production -20%. Allows Fanatics unit.

PROPOSAL 1

Why only religious fundamentalism, it has partners such as ethical fundamentalism, military fundamentalism.

Missionaries are such wonderful units! They disappeared from the pc game, Meier wanted to have a non-religious game in the beginning.


PROPOSAL 2

Treat religion and its effects separately that was on my wish-list from '90 on. So Heresy, Apostasy and Schism run their effects on history as well as Prophecy, Saviour, Avatar, Exodus, Enlightenment, Ascendance, Revelation.

[edit] Piety

Healthy living, peaceful souls, spiritual inspiration. Modesty of needs. Care for each other, benevolence.


[edit] Appollonian

Society is dedicated to culture, flourishing loci in arts, and the scientific exploration of creativity, perception and reality. High arts attract immigration. Wonders -25%

[edit] GUI

This is a mockup of the Advanced Governments dialog by Hogne (based on earlier draft by Per): Image:Mockup.png

[edit] Rulesets

Civ1 and civ2 governments should be supported, using a single category of governments.

Rate this article:
Share this article: