empire direction / government

One possibly interesting change to the game would be to revamp the government system to be based on sliders as oppossed to defined government types. Something similar to the system in Europa universalis 2 comes to mind.

So for example, you would have sliders relating to freedom of citizens (ranging from slave of emporer, to standard freedoms, to anarcists) and a slider for individual world freedom (ranging from colony, through local government, to independent worlds). Researching certain technologies moves the sliders 1 point in certain directions (so researching slave pits would move the citizen slider 1 point towards slave). Decisions in occasional pop-ups would also allow the shifting of sliders (eg. a random events). the position of the sliders will determine the exact bonus the player gets from the government. Multiple sliders can all effect the same bonuses.

This sort of system allows the player themselves to either fine tune themselves or allows their actions and decisions to shape the government they desire. Do you grant that planet more independence (+10% cultural resistance, -10% tax) or tighten the reigns of control (+10% rebellion chance, -10% cultural resistance, +20% tax)?

Multiple sliders can be added to any aspect of the empire direction that you desire (slider for foreign relations, slider for trade/economics, slider for research/idea control).

Paul.
55,191 views 49 replies
Reply #1 Top
t anyways. To be that sounds like you want to play a slightly different game then what Gal Civ is ment to be but please someone tell me if I'm wrong here.
Reply #2 Top
even more so.
A detailed model with sliders is fun, but I don't think GC2 is the game for it. Galciv was simple design, it would be good not to add too much things in GC2 that would only increase micromanagement.
Reply #3 Top
evolve from decisions. Therefore government is defined by your actions and decisions not by some 'label'.

Paul.
Reply #4 Top
well praised.

Paul.
Reply #5 Top
planet due to logistics culture and seperation. Don't know how it could be done though !!
Reply #6 Top
don't you post ideas about influence and logistics in the "influence and logistics" thread. maybe we can work something out!
Reply #7 Top
Greecian model. The senate was finally destroyed until the power of the generals, specifically Julius Caesar.
Reply #8 Top
u the current government settings that your actions have determined, and make clear the bonus' associated with any changes to givernment.

Paul.
Reply #10 Top
ll to the game. Should it be there at all? Does it actually make the game more fun/immersive? Or is it something that takes a player a whole 3 seconds once every hour to deal with?
Reply #11 Top
ust accordingly. You end up with a very versatile government system, which allows players to play any kind of governmen thtey desire, without any micromanagement or governmnet swapping.

paul.
Reply #12 Top
rity.
Reply #13 Top
come into effect. So assuming you don't change the slider again every turn each stat goes up or down an appropriate amount. No instant "Hooray, we're now a Democracy and suddenly we're much better at X Y and Z.

Reply #14 Top
ach other. Perhaps in GC2 allowing this direct modification of sliders every Y turns would be good as well. The player could be automatically prompted to change a slider (if desired) after every Y turns (or UP meeting).

Paul.
Reply #15 Top
I haven't played EU2, but in EU you didn't have to remember to change the slider every turn. You just put it where you wanted it to end up and your empire would gradually go there.
Reply #16 Top
ed in a particular order. Simpler to use, less micro-management means more time spent playing the fun parts of GC. And that is a good thing, isn't it?
Reply #17 Top
o turn off random events period.

Paul.
Reply #18 Top
to reload the game and keep the same event.
Reply #19 Top
o the largest pool of GC players. Bad event ruining your fun? Go back a turn or two, and play on. The most important point is to have fun, so fun-leechers should not be designed in if there are better alternatives.
Reply #20 Top
ologies/wonders you deside to implement should help determine the government.

Paul.
Reply #21 Top
ironman mode that you may switch on if you like).
Reply #22 Top
plan and China went to a different point. In both cases it was the one that seemed appropriate given the settings of the time. (ignoring what happened to the USSR in the future.)
Reply #23 Top
ns between them.

Paul.
Reply #24 Top
vents) factors?
Reply #25 Top
ability to affect your government's abilities/moralty without adding many techs. i.e. a random event can increase morality 10% while increasing economy 10% or it will lower both in exchange for +10% to military production.