Solitair

empire direction / government

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 #26 Top
Thanks all for you comments. I think we all would like to see the game change in different ways, and have different ideas of what would make the game better for us.

Paul.
Reply #27 Top
Strange, I haven't seen any reference to Alpha Centauri governements in this thread.
Reply #28 Top
d especially like to see some form of feedback.

Paul.
Reply #29 Top
e fun of GC. Maybe I'm just being super dense?
Reply #30 Top
empire's entire research for a few years just to look at the concept of slavery? No, but it might take them to actually look at the implementation of it.

paul.
Reply #31 Top
tomorrow, but at the cost of social change in their society. To suggest otherwise is just not real.

Paul.
Reply #32 Top
have to implement it. You research Star Democracy, but you still have to implement it. No reason to believe "Slavery" would be any different. And your system is missing that "implementation" factor.
Reply #33 Top
lity" when reality doesn't add to our fun. A game is for fun. A simulator is for "reality modelling". Let's not have GC2 become a reality model like with what happened to MoO3, humm???
Reply #34 Top
uld work much better than just picking a type.

I do agree though that the important point is for it to be fun though.

Paul.
Reply #35 Top
icy. I'm sure some would go in such planet management to specialize each, but it may not fit everyone
Reply #36 Top
Solitair... alright then. I guess I will just have to accept that we disagree. No harm, no foul. So long as the game is fun, that is what matters.
Reply #37 Top
long as the game is fun, that is what matters.

Thats the way it should be......now when we all get together and mod the game or make our own we can try the ideas and see which one works better.
Reply #38 Top
ystem.


PS. Thanks for the reference Paul. I had found a couple of other government threads and thought
I'd read them all.
Reply #39 Top
ing "I have a police state" or "I have a democracy" (still with the variety that SMAC-like blocks can bring), etc. So you can get slightly less (often technical) precision, with a good deal of user-friendliness and simplicity.
Reply #40 Top
For the record - I'm against sliders. TO me it trivializes the complexities of government and gives you nothing.
Reply #43 Top
use you just don't have those style bonuses), then what purpose would they serve?

Look at what is coming out of the tile system, and the upgrades granted by tech. Fixed numbers, not tied to PQ or pop or anything else.
Reply #44 Top
bonus' don't reach stupid levels where a race gets +825% bonus to production on a planet.

Paul.
Reply #46 Top
vernment (make it more militaristic as you plan on expanding for example).

Paul.
Reply #47 Top
you become more open to this suggestion? It seems like it should be easy on the users. It also seems like it would also prevent "chasing the short term optimal point" with the sliders.
Reply #48 Top
rther player assistance.


Paul.
Reply #49 Top
tech permits, then I'd be content. I think that would be the average opinion on such an implemention.