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Old October 31, 1999, 09:50   #1
Maniac
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SE MODELS v3.0 (hosted by no one)
=> the first Apolyton democracy!

This is the new thread for discussing our SE models. As the title says, this is not for the smaller, unrelated ideas. They still would have to be posted in the normal SE/Government thread.

It doesn't need to be TM'ed, since every model-owner, if I may call you that way, constantly updates his own model. Therefore I suggest we all post our model once in our first post here and then edit that post instead of always reposting the whole stuff after we made a few changes. I hope that this way the downloading time can be kept within reasonable limits, unlike what happened in the previous SE threads.

Did I forget to say something? No?
Then let's post the models!

-----------------

Change of plans. Ignore what's written above.
The link to both Technocrat's and The Joker's model (and others?) is
http://apolyton.net/forums/Forum28/HTML/000178-6.html

Now you don't have repost your models.
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 01, 1999).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 02, 1999).]</font>
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Old October 31, 1999, 10:04   #2
Maniac
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A SE model.

By M@ni@c

This model tries to give a solution to a very large problem: how to adapt Alpha Centauri’s Social Engineering screen in the more complex earth societies. While almost everyone agreed that the Social Engineering screen ( for now on, called SE in short ) is a better system than Civ I & Civ II government options, the methods in which we hope to achieve this are widely different from one another.
So, in a nutshell, my own opinion.

Sections:

1. Concepts that are used in the model
2. List of SE Factors
3. The model itself and some other SE related topic


1. Concepts that are used in the model

This section contains:

1.1. The x10 system
1.2. SE switching

1.1. The x10 system


When trying to find a solution for the Industry cheat in SMAC, I came up with the solution of doing everything in Civ3 x10. That means that now a grassland would produce 20 food instead of 2, but citizens should also need 20 food every turn. Same for labor/resources and trade. Trade x10 means also taxes, science and luxuries x10…
After a while it became clear that x10 can do much more than just solve the Industry cheat problem. For example you can have techs that increase your overall food production of squares with 10%.
Or you can give units a different support, so you can show the difference between Riflemen and Tank support. Now you can represent that units need food and gold as their pay.
In short, there are many applications and therefore I think x10 must be in Civ3.

1.2.SE switching

1.2.1) Changing your SE choices in SMAC was too easy. With just paying a little money, you could be Democracy the first turn, Police State the second and the third turn Fundamentalist without any problem. Therefore I suggest that SE switching takes something longer, 3 turns. Of course there should be some penalty for switching larger than some money, because that doesn’t stop people from regular switching. My suggestion:
0th turn: old bonuses and old penalties
1st and 2nd turn: old bonuses, old and new penalties
3rd turn: new bonuses and new penalties

1.2.2) This counts for SE switching in every category except Government. There you are Anarchy for three turns before installing another Government choice.

1.2.3) However then SE switching is still too easy. Using the idea of Education can solve this. Besides that it would replace Science when it comes to research, it should also have the following use. Education points are gathered the same way as Science. You just allocate a certain percentage of your trade to it.

1.2.4) You should have gathered a certain amount of Education points before you can successfully make a SE switch. Changing your SE choice for Government and Economy should require the most Education points. The other some less. If you haven’t gathered a good amount of points and you still change a SE choice, there is a big chance that some cities will revolt and form a new civ. This is also affected by your SE Happiness rate.
The number of points necessary for a SE switch should be:

X * Population

Where:

X is a number dependent on 1) which SE category you want to change and 2) which difficulty level you’re playing on.
Population is how many population units your civ has.
So how many cities will revolt is dependent on how many population units you didn’t convince/educate.

2. List of SE Factors

My proposed model uses an expanded list of Factors than SMAC. All what was in SMAC is here: but this model also controls many other factors and effects. Therefore it is impossible to reduce the list to ten factors as in SMAC, as some people wanted. However, there was no beta-testing and game play balancing. The numbers and actual bonus the Factors and options grant is, naturally, completely unbalanced. I only try to give by this model the sense of direction.
So, here are my suggested 14 Factors. In some cases I am very precise and give effects for every possible rate. In other cases I just give one example and for the rest I use…

The Factors:

1. Police
2. Military
3. Nationalism
4. Happiness
5. Experience
6. Growth
7. Centralization
8. Environment
9. Research
10. Taxes
11. Economy
12. Relations
13. Bureaucracy
14. Senate

Elaborate explanations:


With most factors there is also some information that has nothing to do with SE itself, but that is necessary to fully understand the factor.

2.1. Police (Pol)


2.1.1) Declaring a Purge means all people become content for ten turns, similar to SMAC nerve staple. However, unlike in SMAC, the effects wouldn’t lessen after repeated use.
A purge is an atrocity in modern times after the UN has been established.

2.1.2) In all Civ versions I wondered why airplanes caused unhappiness. The reason a manual gave me was that it was because the pilots had to do practice flights and were always in the air. That caused unhappiness. But IMHO that isn’t a reason.
As long as a democracy (Western countries) is bombarding another nation (Serbia, Iraq) there is no problem. It's only when they want to send ground troops and the boys of the country itself can get killed, there comes trouble. That's why I think Air units should cause less unhappiness. This is also a way to make Bombers more useful if you have a negative Police rate. Another benefit of Air units is that you could send them to an enemy without permission of your pact nations (see –7 and –8 Pol rates).

2.1.3) With allies I mean simple allies.
With pact nations I mean civs that are in your multistate-coalition (e.g. NATO, probably possible in Civ3). There should be at least 4 civs to have a coalition.

2.1.4) There should be a council proposal ŕ la SMAC possible to or not to allow nuke use.

2.1.5) About territory. I think even if there aren’t sea bases in Civ3, there should be sea borders. 1 square away in ancient times after the tech discovery of the Sail. Two in renaissance after the tech discovery of the Compass. Three in modern times.

2.1.6) Several people said that even under Democracy, police is still used. To represent that I would give the Police Station City Improvement a ‘makes one unhappy citizen content’ effect, no matter what your Police rate is.

+4: 3 units can act as police. Police effect doubled. May use Purge.

+3: 3 units can act as police. Police effect doubled. Can’t use purge.

+2: 3 units can act as police, each keeping one unhappy citizen content.

+1: 2 units can act as police

0: 1 unit can act as police

-1: No police. (This also counts for all lower Police rates)

-2: Units in your territory or in an allied city never cause unhappiness.
All units in allied territory never cause unhappiness.
Every unit beyond the first out of your or your allies' territory causes one drone.

-3: Units in your territory or in an allied city never cause unhappiness.
All units in allied territory never cause unhappiness.
Every land or sea unit out of your or your allies' territory causes one drone.
Every air unit beyond the first out of your or your allies' territory causes one drone.

-4: Units in your territory or in an allied city never cause unhappiness.
Every land or sea unit in your allies’ territory, but not in one of their cities, cause one drone.
All air units beyond the first in your allies’ territory cause one drone.
Every land or sea unit out of your or your allies’ territory causes two drones.
All air units beyond the first out of your or your allies’ territory cause one drone.

-5: Units in your territory or in an allied city never cause unhappiness.
Every unit in allied territory, but not in one of their cities, causes one drone.
Land and sea units out of your or your allies’ territory cause two drones.
Air units out of your or your allies’ territory cause one drone.

-6: Units in your territory or in an allied city never cause unhappiness.
Units not in your territory cause two drones.
(This also counts for all lower police rates)

-7: You (or your senate, depends on your Senate rate; later more about this) must ask permission to your pact nations to send ground or nuclear (if allowed by some agreement) units to an enemy.
˝ must agree.

-8: You (or your senate, depends on your Senate rate; later more about this) must ask permission to your pact nations to send ground or nuclear (if allowed by some agreement) units to an enemy.
2/3 must agree.

2.2. Military (Mil)


2.2.1) This is actually a combination of two factors that were earlier separated: Support and Military Industry.
To reduce the number of factors and because they are about the same thing –army- they have been melted together.

2.2.2) I think units should have a different support. Transports or Explorers won't need as much support as Battleships or Knights. This is easy to do with the x10 system.

2.2.3) For every +Military, one less resource is needed to support the unit.
For example, if a Knights requires normally 10 resources to support, with +4 Military it would only require 6 resources.

2.2.4) For every -Military, one more resource is needed to support the unit.
For example, if a Knights requires normally 10 resources to support, with -4 Military it would only require 14 resources.

2.2.5) This means that units free of support are impossible unless you have a very high Military rate.
This solves the ICS problem of “one size ten cities gives me 3 free units while ten size one cities give me 30 free units”.

2.2.6) For –1 Military and every higher Military rate, when you found a new city you get 100 (x10!) labor/resources for free, unless a new City Foundation model is used, e.g. Radical Ideas 11.3).

2.2.7) Military also affects your labor (see more in the Economy/Trade thread for more explanation about Labor and Resources) output when producing units with 10% per + or -.
If your normal labor output is 200 labor, when producing e.g. a Howitzer it would increase to 220 if you have +1 Military.
This is to solve the Industry cheat in SMAC where the cost of units, buildings and secret projects was directly affected.

2.2.8) And if idea 4.16) of the Technology thread is used, the research speed of the Military category is also affected.


+1: +10% Labor production bonus when producing military units.; one less resource needed for support; research in Military Research category increased with 10%.
0: normal
-1: -10% Labor production penalty when producing military units.; one more resource needed for support; research decreased with 10%.

2.3. Nationalism (Nat)


2.3.1) For this factor I am assuming there is a migration model in Civ3 (Radical Ideas 11.3)).
For more information on Conviction (=religious defense), see the Religion thread summary.
I am also assuming there will be atrocities and international punishments like trade embargoes.

+6: +75% Conviction for your state religion if you have one or for all religions in your empire if you are Religious Freedom.
No emigration possible
No bribing possible
No international punishment for atrocities

+5: +67% Conviction
Very very low emigration
No bribing
Very very low punishment for atrocities

+4: +50% Conviction
Very low emigration
No bribing
Very low punishment for atrocities

+3: +37% Conviction
Low emigration
+75% cost of enemy Spy/Diplomat actions
Lower punishment for atrocities

+2: +25% Conviction
Lower emigration
+50% cost of enemy Spy/Diplomat actions

+1: +12% Conviction
Slightly lower emigration
+25% cost of enemy Spy/Diplomat actions

0: normal

-1: -12% Conviction
-25% cost of enemy Spy/Diplomat actions

-2: -25% Conviction
-50% cost of enemy Spy/Diplomat actions

-3: -37% Conviction
-50% cost of enemy Spy/Diplomat actions

2.4. Happiness (Hap)


2.4.1) Your Happiness rate determines how long it takes for conquered cities to assimilate to your culture and cause less happiness.
In SMAC it was 50 turns. For every +Happiness you have more than the city of the previous owner, the city needs 10 less turns to assimilate.
Per –Happiness, it’s ten turns more. Means more unhappiness and increases the likeliness of revolting and forming a new civ. Also if you conquer a city of a civ with a higher Hap rate, there appear Partisans.
2.4.2) If a majority of the citizens of the conquered city follow your state religion, they are immediately assimilated.

2.4.3) Happiness affects how many citizens are automatically ‘born’ content in a city before unhappy citizens appear. Note this is an addition to the normal first-unhappiness rule (e.g. Chieftain = 7) and it is NOT the same as the unhappiness effects because of a too large empire.

2.4.4) Normally you should be able to set the amount of trade you allocate for luxuries on a maximum of 50%. Happiness rate should affect this. So if you have e.g. a Happiness rate of –4, it should be practically impossible for you to mend the unhappy citizens by high luxury rates.

2.4.5) The Happiness rate affects how much money it costs to bribe units/cities.

2.4.6) The effectiveness of the Entertainer special citizen is also affected.

2.4.7) If 4.16) of the Technology thread is used, Happiness affects the research speed of the Social/Philosophical category.


+2: luxuries can be set at 70%; bribing 25% cheaper; Entertainers give 20% more luxuries; Social/Philosophical Research 20% faster
+1: Less unhappy citizens; 60%; bribing 12% cheaper; Entertainers +10%; Research 10% faster
0: luxury rate can be set at 50%
-1: More unhappy citizens; 40%; bribing 12% more expensive; Entertainers –10%; Research 10% slower


2.5. Experience (Exp)


2.5.1) Necessary for this social factor to work is off course that the Morale distinction of SMAC is used.
I don’t like the word Commando to express the experience level of a unit, so these are my proposed names.
Very Green
Green
Disciplined
Trained
Hardened
Veteran
Elite

2.5.2) This SE factor does also affect the Experience of Spies and Diplomats, since good armies always have too a good intelligence, espionage and reconnaissance. Spy/Diplomat Experience also affects their success rate in missions.

2.5.3) In SMAC all the units got a Morale bonus if you e.g. switched to Power. I would change it. Only the units build under the +Experience regime get the bonus and even if after that you change to a choice with –Experience, that units keep the Experience bonus. The opposite is also true. If you build units when you have a bad Experience rate, they don’t get an Experience bonus when you switch to e.g. Power. So cheating like only switching to Value – Power or Army – Professional when you are in war should have no positive effect on your already built units.



+1: +1 Experience
0: normal Experience
-1: -1 Experience
-2: -1 Experience; positive combat modifiers halved
-3: -2 Experience; + modifiers halved


2.6. Growth (Gro)


2.6.1) This determines how much your people tend to go from the countryside to the cities = their willingness to live in a huge city (in other words your population limit) and it determines how much rows must be filled to let the city grow (similar to SMAC).

2.6.2) I think cities should continue to grow even if there is no aqueduct or similar building in the city. My Growth Factor is based on it. The drawback would be that all people not having sufficient clean water (=Aqueduct, Sewer System) or living space (=Apartment Blocks, Arcology) become Revolutionaries = very unhappy citizens. Too many Revolutionaries can cause a city to revolt and form a new civ.

2.6.3) City size 7 or 8: Aqueduct needed (if you have 0 Gro as your Growth rate)
12/14 Sewer System (not the modern one that came much too early in Civ2, but something like the Roman Cloaca = sewerage.
20: Apartment Block
30: Arcology
40: Super Arcology? Or perhaps there should be a building for 40, to simulate population pressure.

2.6.4) I think in the early parts of the game, so I mean until the Modern Age, population boom should be impossible. This is as much cheating as ICS. So the pop boom problem of ‘Democracy-Planned-Children’s Crčche’ in SMAC and ‘Democracy + high luxuries’ in Civ2 should also be solved.
My solution: Not +6 Gro, but +10 Gro should cause pop boom. Of course, with SE alone, it isn’t possible to get that.
+2 Gro each = Fundamentalism, Utopia, Socialism SE choices
+3 Gro each = Granary, Hospital
Golden Age = +2 Gro
Since Utopia, Fundamentalism and the Hospital city improvement are only available in the modern/near future age, 10 Gro is impossible until in the Modern Age.

2.6.5) A Granary and a Hospital should only affect the # of rows that must be filled to let the city grow, not the pop limit.

+10: Cities have a population boom every turn if sufficient Food is available in your city/region/civ (depends on what food system is used.

+6: +6 Population limit; only 4 rows must be filled to let a city increase in size

+1: +1 Population limit; only 9 rows must be filled to let a city increase in size
0: normal
-1: -1 pop limit; 11 rows must be filled.



2.6.6) Or in another growth system (I think city growth by surplus food is totally unrealistic), like birth/die/immigration/emigration the SE Growth factor should increase the # of children a family on an average has, thus increasing the birth rate.

2.7. Centralization (Cen)


2.7.1) For every +Centralization, the Irrigation/Farm Terrain Improvements produces 10% more food and you produce also 10% more labor when producing non-military units, city improvements or wonders of the world

2.7.2) For every –Centralization, the Irrigation and Farm TI produces 10% more food and you produce also 10% less labor when producing non-military units, city improvements or wonders of the world


+1: +10% food output of Irrigation/Farm TI’s; +10% Labor when producing non-military units, city improvements or wonders of the world
0: normal
-1: -10% food output of Irrigation/Farm TI’s; -10% Labor when producing non-military units, city improvements or wonders of the world


2.7.3) Notes:
1) Using everythingx10 model
2) Other ways to increase Food production can be Technologies:
E.g. in the beginning of the game an Irrigation yields +8 extra Food.
-Pottery: +1 Food for Irrigation TI.
-Horse Plowing: +1 " " " "
-Crop Rotation: +1 “ “ “ “
This allows a more gentle and realistic increase in food production than the rude and sudden Despotism in Civ2 and Gene Splicing in SMAC.

2.8. Environmentalism (Env)


2.8.1) There should be three types of pollution: industrial, population pollution (as in Civ2) and nuclear pollution. The Environment factor can increase or decrease industrial and population pollution.

2.8.2) Environment should also increase or decrease the likeliness of plagues, diseases, natural disasters, etc…

2.8.3) Environment increases or decreases the production of Forests, Jungles or any tree terrain type with 10% per + or – rate.

2.8.4) If idea 4.16) of the Tech summary is used, Environment should in/decrease the research speed in the Biology/Farming category.

+1: Less pollution; less natural disruption; 10% more forest production; 10% faster Biology/Farming research
0: normal pollution rate
-1: More pollution; more natural disruption; 10% less forest production; 10% slower Biology/Farming research.

2.9. Research (Res)


2.9.1) Without SE changes you can set your amount of trade used for Science to 70%.
If the Education system is used, you can set the trade used for Education to 30%.

2.9.2) I am in favor of simultaneous research in each category. In that case, Research should only affect the research speed of Academic techs. Without simultaneous research, it should affect all research.

2.9.3) The Research SE Factor affects the bonus, a Library/University/Research Lab yields. This counts certainly if simultaneous research is used. Cause without this, the Research SE Factor would be too useless.

2.9.4) Your Res rate should affect how much science icons a Scientist Special citizen generates. Unless an Education system is used. Then a Scientist should increase the bonus yielded by Library/Univ/Res Lab.

+1: +10% (Academic?) Research; you may set your trade allocated to science at 80% or your Education at 40%; Scientists generate 10% more Science or they add a bonus to the science building bonuses
0: normal science accumulation; trade 70%
-1: -10% (Academic?) Research; Science 60%/Education 20%; Scientists generate 10% less Science or give a smaller bonus

2.10. Taxes (Tax)

2.10.1) Normal amount of trade you can allocate to Taxes is 70%.

2.10.2) If you have e.g. a tax income of 20 gold and a Tax rate of +2, you get 22 Gold.

2.10.3) Your Tax rate affects how much Gold a Taxmen Special citizen generates.

...
+1: +10% tax income; maximum tax allocation 80%; Taxmen generate 10% more Tax
0: normal Tax income; maximum tax allocation 70%
-1: -10% tax income; maximum tax allocation 60%; Taxmen generate 10% less Tax


2.11. Economy (Eco)


2.11.1) In SMAC +1 Economy was +1 Energy/base. That may be a nice bonus in the beginning of the game. But later in the game it means nothing. The x10 system can correct this, since it can make the Economy factor a bit more linear.

2.11.2) The capitals of civs should get 10 more trade.

2.11.3) To me, in SMAC the Economy bonuses above +2 were not worth the many negatives related to it. I solved it by giving +4 Economy another big bonus.

2.11.4) If simultaneous research is used, the Economy SE Factor affects the Research speed of the Economy/Applied category.

2.11.5) I would make economic cycling (=booms and busts in the economy) intrinsic to a high Economy rate instead of making it an independent factor as in The Joker’s model.

+5: +24 trade/square; 50% faster Applied/Economic research
+4: +20 trade/square; 40%
+3: +12 trade/square; 30%
+2: +10 trade/square; 20%
+1: +2 trade/square; 10%
0: normal trade production
-1: -1 trade/square; -10 trade in capital; 10% slower Applied/Economic Research
-2: -3 trade/square; -10 trade in capital; 20%
-3: -4 trade/square; -10 trade in capital; 30%
-4: -5 trade/square; -10 trade in capital; 40%


2.12. Relations (Rel)


2.12.1) Note that Relations, not Economy as in SMAC gives a trade bonus.

2.12.2) The commerce bonus is the same as in SMAC. A +10 trade bonus for every trade route.

2.12.3) Of course, the relations you have with other civs should be determined mainly by your similar/different SE choices.

2.12.4) If you have a high Relation rate, an embassy with a civ would give more information. The opposite counts for negative Rel rates.


+1: +1 commerce; better diplomatic relationships; more embassy information
0: normal
-1: -1 commerce; worse diplomatic relationships; less embassy information

2.13. Bureaucracy (Bur)


2.13.1) The better your Bureaucracy rate, the less trade you loose by cities far away from your capital (So no waste in Civ3). If the cities are connected with a road to the capital, there is slightly less corruption.

2.13.2) After you have founded/conquered a certain number of cities there appear some more unhappy citizens in random cities in your empire. Bureaucracy affects that # cities.


2.14. Senate (Sen)


2.14.1) I think that AI civs should also have a reputation. The Senate would be less willing to sign a peace treaty with a civ with a bad reputation.


+1: SE switching takes less education.
0: normal
-1: your Senate signs a truce or a peace treaty 25% of the time (unless that civ has a bad reputation); the Senate forbids you to sneak-attack an enemy 25% of the time.
-2: 50% Senate interference
-3: 75% Senate interference
-4: 100% Senate interference

3. The Model itself and some other SE related topics


3.0.1) This model shows all the options the player may select on the SE screen.
For certain choices I have provided more than one name to make clearer what I mean with the choice. I also give an explanation for some factors, except if they were already explained in an earlier similar SE choice or if the reason is obvious. Firaxians, if you don’t get the reason why I gave a choice a certain factor, it isn’t forbidden to visit the Apolyton forums from time to time.

3.0.2) I didn’t use evolutions as in Harel’s model because choices just don’t disappear after you have discovered a certain techs. E.g. although they could certainly be Totalitarianism, certain Middle-East states are still an Absolute Monarchy. And why wouldn’t we be able to return to Laissez-faire (confer Transnational in Red Mars by Kim Stanley Robinson)?
The only two choices I would like to become obsolete are Barter and Manorialism.
Barter would be replaced by Currency and Manorialism by War economy.

The model contains 5 categories:

List of SE categories:

1. Government
2. Economy
3. Structure
4. Value
5. Army

and also

6. Golden Age
7. Choice availability

3.1. Government


Anarchy: -3 Hap, -3 Nat, -3 Cen (no Labor, Taxes, Science, Education or Luxuries generated)
Warrior-King/Chieftainship: +1 Pol, -1 Hap (default choice)
Absolute Monarchy: +2 Pol, +2 Sen, +1 Cen, -2 Bur
Totalitarianism: +2 Pol, +2 Mil, +2 Sen, -2 Hap, -1 Bur
Dynasty: +2 Rel, +1 Pol, -2 Tax
Parliamentary Monarchy: +2 Bur, +2 Tax, -2 Mil, -1 Sen

Theocracy*: +2 Nat, +2 Tax, -2 Res
Fundamentalism*: +2 Nat, +2 Gro, +1 Exp, -2 Res, -2 Rel
*You can build Cleric units under these government forms.

Direct Democracy/Tribal Assembly: +2 Hap, -1 Bur, -1 Sen
Republic/Oligarchy: +2 Bur, +2 Cen, -2 Pol, -1 Sen
Representative Democracy: +2 Bur, +2 Hap, +2 Res, -2 Sen, -2 Pol, -1 Mil


Notes where necessary:

3.1.1) Anarchy is by no means a valid option: you can't select Anarchy nor do you start with it as your first option. It may apply to single cities that riot, or to all your society in the duration of a SE Government switch.

3.1.2) Warrior-King is the earliest choice, because the Indo-European tradition is a king or leader who has to be ratified by the warrior/military class of the society. Historical vestiges of this are the acclamation of the Macedonian kings (like Philip and Alexander) by the Macedonian Army and the Witan or Widan assembly ratifying the early Germanic kings.

3.1.3) A Dynasty has +2 Rel because they can marry off their daughters to other civ’s leaders, which can create a family bond.

3.1.4) Parliamentary Monarchies as in England after Petition and Declaration of Rights, not the present monarchies-democracies in Europe.

3.1.5) Direct Democracy should be available shortly after Warrior-King. It can be handy if you have a perfectionist empire or if you are playing a One City Challenge game.

3.1.6) Let’s make this clear. With Republic, I don’t mean a state with a president as leader, which seems to be the definition in the USA. A president is counted under Representative Democracy. I mean a non-monarchial government.

3.2. Economy


Barter: -2 Cen (default choice)
->Currency: no positives or negatives
Autarky/Manorialism: +2 Mil, +1 Pol, -2 Cen
->War economy: +3 Mil, +2 Pol, +2 Sen, -3 Cen
Guilds: +2 Bur, +2 Gro, -2 Env, -1 Eco
Mercantilism: +2 Tax, +2 Cen, -2 Rel

Planned/Communism: +3 Cen, +2 Nat, -2 Bur
Utopia: +2 Hap, +2 Gro, +2 Env, -2 Eco

Capitalism: +2 Eco, -3 Pol, -2 Mil, -1 Sen
Corporate/Free Market: +2 Eco, +2 Bur, -5 Pol, -3 Env, -1 Sen
Laissez-faire: +3 Eco, +2 Rel, -7 Pol, -3 Env, -2 Sen


[/b]Notes:[/b]

3.2.1) To make it more realistic and to propose another drawback for ICS’ers, I suggest certain Urbanization is needed for the more advanced choices. The simple formula for Urbanization is:

# population / # cities

If the result of this calculation drops below a certain number, certain Economy choices should become unavailable. Barter, Currency and Autarky/Manorialism would always be available. Mercantilism requires something more. Then the state controlled systems: Planned and Utopia. The 3 free market choices should require the highest urbanization.

3.2.2) The –2 Cen penalty of Barter is an incentive to get a better Economy (eg Currency) as fast as possible.

3.2.3) Examples of certain choices:
Manorialism in the early Middle Ages. Guilds in the later Middle Ages. Mercantilism has as perfect example Colbertism, but it was further used by many European states in the 18th century (so I do not agree with Harel's explanations of these choices).
Capitalism are the early free markets, as with the Italian city states or the Phoenician empire. Corporate is the present economical system. Laissez-faire was in the previous century and the first decades of the 20th. And with Planned I mean the Russian system. I (and many others) hesitate to call it right out Communism because the USSR is a bad example for that matter, since they never realized the Marxist ideal. Real communism would have radically different stats.

3.3. Structure


Unitary/Imperial: +1 Pol, +2 Nat, +2 Sen, -1 Bur, -1 Hap
Feudal: +2 Tax, +2 Mil, +1Sen, -2 Gro
City State: -1 Bur (default choice)
Federal: +2 Bur, +1 Nat, -2 Mil, -1 Sen
Confederate/Commonwealth: +2 Hap, +1 Rel, -2 Nat, -2 Sen


3.4. Value


Pacifism: no positives or negatives (default choice)
Imperialism: +2 Mil, +2 Exp, -2 Rel
Wealth: +1 Eco, +1 Cen, -2 Hap
Socialism/Welfare: +2 Hap, +2 Gro, -2 Tax
Environment: +2 Env, +2 Rel, -2 Gro
Knowledge: +2 Res, +1 Bur, -2 Exp


3.5.Army


Tribal Levy: no positives or negatives
(default choice; basically, everyone in the tribe who can carry a rock fights)

Mercenary: +3 Exp, -1 Nat
(+100% gold support for units; but it’s 50% cheaper to bribe barbarians and nomads to join your army)

Professional/Military Caste: +2 Exp, -2 Mil

Recruitment/Conscription: +2 Mil, -2 Exp
(Rush-buying an infantry unit should only cost the double of the actual labor/resources cost.
In civ2 terms, to complete a Riflemen unit would only require 80 gold. Cavalry and Artillery would still be expensive.)

Draft: +1 Hap, +1 Nat, -1 Cen


3.6. Golden Age


3.6.1) The effects of Golden Age (50% of the city’s citizens is happy + no unhappy people) should be:
+1 Eco, +2 Gro, +1 Bur

3.6.2) It was always annoying when you had one citizen too less to have a “We Love The… Day” and didn’t get anything extra; or if practically all your citizens were happy, and you didn’t get anything more than the effects of the normal “We Love The… Day”. Therefore, if the Labor/Resources distinction is used, happy people should produce 50% more Labor. The opposite also counts. Unhappy people should produce 50% less Labor and very unhappy people shouldn’t produce anything.

3.7. Choice availability


I'll type here in what time I think the choices should appear.

3.7.1) Default choices available at the start (assuming Civ3 starts in 4000BC):
Warrior-King, Barter, City State, Survival, Tribal Levy

3.7.2) Become available almost immediately:
Direct Democracy, Currency,

3.7.3) Become available in early Ancient era:
Autarky, Unitary, Power, Professional

3.7.4) Become available in late Ancient era:
Dynasty?, Republic, Capitalism, Confederate (think of the Greeks, Phoenicians and their colonies), Wealth, Mercenary

3.7.5) Become available in the Middle Ages:
Dynasty?, Theocracy, Feudal

3.7.6) Become available in the Renaissance and Enlightment:
Absolute Monarchy, Parliamentary Monarchy, Mercantilism, Socialism, Knowledge

3.7.7) Become available in the Industrial Revolution:
Democracy, Laissez-faire, Federal, Recruitment, War economy

3.7.8) Become available in Modern Age and near future:
Fundamentalism, Planned, Corporate, Utopia (near future), Environment, Draft



M@ni@c

<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 01, 1999).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 11, 1999).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 11, 1999).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by M@ni@c (edited November 12, 1999).]</font>
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Old October 31, 1999, 10:46   #3
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Ah, finally over. Now my model is delivered, I can rebegin discussing with you.

Sorry for the length of my post. As you can see, the model itself is only 20% of my post, so that shows good what I really would want Firaxis to use of me in Civ3. Therefore I'm glad some people have taken over a variant of my factors.

Everyone:

A problem I detected right after I mailed it, so too late to set straight, are:

Too little Bureaucracy increasing choices in the beginning.
Corporate is a modern choice; Federal I made Industrial Revolutionary (I have no idea if there would have been ancient states that were some kind of federation); and Knowledge is also Enlightment.
Leaves only Republic.

A solution could be making Federal available earlier, but as said above, I have no idea if this is historically well-considered.
Another solution could be another Economy choice. That would be great since I always hads the feeling there was a moderate choice missing between the extremely military Autarky and the peaceful Capitalism.
Let's reintroduce the choice I left out: Guilds.

Positive stats:
+1 Eco, +2 Bur

But I'm not so sure about the negatives, since we have to keep in eye, it's possible to get +2 Eco with the combination Guilds-Wealth. So Guilds must have a very big negative. A quote of my August 23 post, through lack of space (the doc would get too long) not included in my summary:

Quote:
From the year 1000 trade and industry increased again in the cities. Groups of people with the same profession joined in guilds. If merchant guilds out of different cities united, it became ansa’s, which means translated ‘group’. Besides merchant guilds there were also craft guilds. Every guild had a monopoly on the manufacturing of a product. The guild determined how many hours, members may work per day and the price of the product. Publicity was forbidden. This was to eliminate competition and give everyone equal chances. Rules had to ensure the quality of the product, to ensure the consumer market and to ensure a regular salary. The guild had besides economical also social and religious goals. But the negative side was that every member was bound to strict rules. it made individual ideas impossible since they had to follow a certain method of production. Innovation stagnated and gradually manufacturing of eg textile returned again to the countryside where it was also cheaper. Also some production processes caused a lot of environmental pollution and water contamination. That way the hygiene in the cities decreased = -2 Env.
Indeed there should be an Environment penalty. But of course the bad water and bad smell of certain industries made the neighbouring people unhappy, so also a Happiness penalty. Combined with the -2 Hap of Wealth, that should be the big negative of the combination. So what variation of Guilds should I use?

+1 Eco, +2 Bur, -2 Hap, -2 Env
+1 Eco, +2 Bur, -2 Hap, -1 Env
+1 Eco, +2 Bur, -1 Hap, -2 Env

BTW, note I changed the SE Happiness factor a bit. Now it's more realistic. For I saw no reason why it would be harder to maintain a large empire when your value was Wealth. Now you get unhappiness in the large cities and the size of your empire doesn't matter.

Technocrat:

About your note with the Happiness factor. If Europe unites, there will be many unhappy nationalists.

The Joker:

I haven't really got the time to read your model in detail, but I have browsed in it.
About Urbanization. Isn't the reason for that, is that you don't want undeveloped civs to have an advanced economical system? Then what do you think of my simple Urbanization formula?

About laws. The idea is good of course, but there are too little for the moment. Therefore I wouldn't want to speculate too much and excluded them for safety. Also, that's why I didn't give Direct Democracy a -2 Cen/Pro penalty; because I'm not sure there would be a slavery law.
The greatest drawback about some laws you represented is that they are intrinsic to certain choices. Examples:

Environmental protection is intrinsic to choosing the Envoronment value.

Free education should be a law, except when Firaxis will use the Education research system instead of the present Science research system.

Alien hospitality is a border case, since it's in my model intrinsic to Fundamentalism. Shouldn't it be intrinsic to your Nationalism value?

And propaganda for SE switching is also done by Education.

Didn't you have an Anti-monopoly law? That's intrinsic on with Corporate and off with Laissez-faire.
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Old November 1, 1999, 09:40   #4
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I've given it some more thought.
I gave Guilds +1 Eco because trade increased. But at the same time it made stagnate new development. Otherwise said, less Applied/Economic tech. So it should have an Economy penalty.
I think -2 Eco is too much; no one would choose the choice. So -1 Eco.
Let's not forget th environmental disadvantages, means -1 or -2 Env.
Then what's the second benefit.
Cities flourish with Guilds, so +2 Gro seems fit. This btw solves both the problem that I have too little +Bur choices and NO +Gro choices at all in the beginning.

+2 Bur, +2 Gro, -1 Eco, -2 Env
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Old November 1, 1999, 17:25   #5
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James:

I see. And so i agree with you. You should have some control over SE, but not complete. I have actually always thought this should be. But you should still have something to say about SE. And i still don't think SE and government should be seperated. Gov is a part of SE. And if your people can change from Oligarchy to Democracy they can change from Laissez Faire to Capitalism.

I think the likelyness of your people maing SE changes by themselves would be determined by Legislature, Stability, Happyness and Police (your ratings in those SE factors), plus how things overall are going. So if your war is going like hell or your economy is broke your people are likely to revolt. But if you are succesful you can have low police, happyness, stability and legislature without your people changing SE.

Techno:
Nice to see you back!

Wealth:
This discussion is getting pointless. I live in Denmark, so i've been told that Denmark is one of the wealthiest countries in the world and you live in the US so you've been told that the US is one of the wealthiest countries in the world. That's how things work.

I can see why you don't want public sector in your model, but i will keep it in mine, as i think it's important. And if you think that a large pub. sec. should have a pro bonius and a small a eco bonus, doesn't it add up if they're both removed?

Morale:
If you change from forced draft to professional standing army your troops would gain more experience. But if you like morale, could you please describe what it would include? That would be good for the discussion.

Happyness:
US troops sorrounded by Iraqians wouldn't defect, but Iraqian troops in the same situation would propably.

Parliamental monarchies:
I my new model a parliamental monarchy would be a monarchy (absolute or not) with a legislature. That's it.

Authorian:
Then why not call it Dictatorships? And sure, Saddam is a dictator, but i don't think Mussolini was. Hitler were, but Musso ws far more dependant of his supporters. He ws the one being worshipped, but he was, to an extend, a figurehead, as the coorporations and the military (and the church) had a lot of power. I'm not saying he, over all others ruled Italy, but he wasn't alone doing it.

Federal:
Hmm... Thinking about it, you might be right.

City states:
If Rome wsan't a city state, what do you think it was? It wasn't an empire, at least not after the conquest of the Italian peninsula, and it wasn't a central Gov, as the local govs had some power. Maybe the sollution could be to have both national and regional SE settings. So you could make a province or a city into a "state", which you could give democracy without giving it to the entire country? (thinking about it i'm starting to like it!)

Economics and trade/raw materials:
I'm not saying that you for instance would require oil or coal to become capitalistic, just that there should be some raw materials and an amount of trade, also intranational trade routes, to have a certain economics type. And i agree that Greece could propably have donet that. But they were pretty advanced. After all, Europe didn't exceed their technological level untill 1500! That's 1000 years where almost nothing technologically happened!

Corporatism and fascism:
I think fascism would be an oligarchic or dictatorial civ with low freedom of speech, high propaganda, not independal judicial power, no legislature, capitalism with no labout unions and corporatism on. Fascism is a concept, not just an economic type. And i'm pretty sure you could start your own business in Italy and Germany. After all, the gov didn't close all the individual companies like craftsmen or farmers.

Anti-monopoly laws:
I realised that this would only work for capitalism, so i included it there in stead of as a law. Laissez faire has per definition no such laws as the gov there has no influence in the private sector.

My version 3.0:
There could be ancient civs with a legislature, like ancient Greece or Rome. The restrictions is made so you can describe more gov forms. Rome was a democracy, but as it had high restrictions it wasn't like the modern ones, as only a few people could vote. This is what i like best about the model, so i will fight for it. Also, the US around 1800 had high restrictions. Only 2% of the pop could vote! That democracy is very different to a modern one.

Direct democracy:
In my new model a direct democracy would be one where the legislature is direct, not representative.

City state economics:
I disagree. In the ancient City states there was a very specific social and economic structure, unlike anyone seen elsewhere. I have described it, so i wont do it again, but i think it should be included.

Communism:
You are free to do so, as i am free to include it. It's a question of believe, so we shouldn't discuss it.

Corporate republic:
Thanks! BTW a democratic corp. rep. could simply be where everybody own a certain, equal amount of stocks in the "company".

Semi-independance:
Thanks again!

Colony:
By colony i didn't just mean the imperialistic European 19th century colonies. I meant colonies as a whole. Like conquored territory. Actually, when you conquor a city it should propably start out as a colony, which you could give citizen status with time (US and UK didn't just made Germany a part of their countries when they conquored it - they sent the army to control it directly, then gave it semi-independance, and some time in the 50s independance. USSR more or less kept Eastern Europe as Semi-independant provinces untill 1989-1990. Well, back to the subject: There are loads of exambles of colonies, without the status of the rest of the civ.

Decimals:
you're propably right.


Cosilongo:
I agree that there should be as many options within the govs as possible. And if it could be done in a playable way, i would really like city councils or provinces with legislatures while other provinces have none.


Maniac:
I actually ditched urbanization as it wouldn't work out. I agree with you that it should require something to have certain economic choises, but it shouln't be just a matter of cities and people. It would be a thing of trade and raw materials (see my respnce to Techno). And i think options researched should alwayds be possible. But if you didn't have what it took to have an option it would have a high propability of collapsing (like capitalism in Russia which has collapsed into Laissez faire and could collapse onwards to autarky if nothing's done.

Enviromental value vs law:
Not really. the law is about how much companies has to do to protect the enviroment, the value is about how your people feel about protecting the enviroment.

Education:
I must say that i haven't read it yet, but i will soon.

Alien hospitality:
Again there is a difference between laws and values, and they don't always match.

Anti-monopoly:
I've moved it to capitalism, as that's the only place it works.


Bye y'all!
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Old November 1, 1999, 18:02   #6
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There seems to be some discussion about Rome.
What I think about it...

Republic - Capitalism?? - Unitary - Power - Professional
That gives them...

+2 Eco, +1 Bur, +2 Nat, +4 Exp, -4 Pol, -2 Mil, -1 Hap
Sounds genuine, good but expensive military, some unhappiness, except that low Pol rate caused by Capitalism.
Perhaps just Currency?

In the Economy thread there was an idea about instead of just shields or just resources, have different commodities. Iron, gold, wood, salt... That could make your idea possible. Eg you must have that much gold in your territory for having that sort of free market. But although it sounds very nice, I think it's too revolutionary and therefore Firaxis will not use it.
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Old November 2, 1999, 23:29   #7
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I've updated my SE proposal in the other SE thread (among other things, I included Joker's suggestion about Market/Planned Socialism and changed "Authoritarian" to "Dictatorship").

M@ni@c (this is a response to an e-mail):

"If Happiness has the same bribing effects as Nationalism, then which factor
will effect the cost for bribing other civ's units/cities?"


The other civ's Nationalism and Happiness factors will affect their own units' susceptibility to bribing.

Spies: They can be affected by the Morale modifier (if they were, it would be more reason to use the term "morale," though), but I still am not entirely convinced that spies should be affected by SE at all. I think there are tons of examples that can be raised to show that all sorts of different "SE types" of nations can have good intelligence networks. The US and the USSR both had good intelligence networks, for example.

Experience/Morale: Hmmm. I can see that the Military category might need the word "Experience," but in my model, there is no explicit Military category, and the Governments affect the morale/experience. Governments could only affect the morale of the troops in the real world, no the experience, and therefore I am using the term "morale." Somewhere out there, I'm sure there is a word that could work for both government and military categories...

City-State: I once had a comprehensive system of implementation for city-states that would have required a City-State gov, but Joker has convinced me to get rid of it. However, since there has been no good alternative, I haven't actually deleted it.

Republic/Oligarchy: Sigh. There are differences, just read the discriptions (although I think the Oligarchy explanation should be updated in responce to the sub-options, but too late now, I guess).

Finally, Happiness: I never considered that. I guess a broad sort of cop out would be that ancient societies would not be so sensitive to governmental types and Happiness' effects would be most substantial in their capacity to affect Entertainers and the Luxury rate.

Joker:
Happiness: If US troops were surrounded by Iraqis, they wouldn't defect as they would remember how much they enjoyed life in the US. If the situation were reversed, the Iraqis would defect as they would remember how much they hated Saddam.

Authoritarian: I changed this to Dictatorship

City-State: I thought we were talking about the Roman Empire, but you're right in the fact that Rome was, originally, a city-state. However, once it conquered the Etruscans and integrated them into itself, it ceased being a City-State and changed to having an Imperial structure (according to my model, at least). BTW, M@ni@c said he thinks Rome is Republic-Capitalism/Currency-Unitary-power-Professional, which is close to my Republic-Imperial view.

Raw Materials: That would work. Let me make a side comment, however, that technological progress continued to be made until the Roman economic collapse and the subsequent barbarian invasions of the Western Roman Empire. The barbarians were the ones that reduced the technological status of Europe and set them back a few centuries. BTW, a similar thing happened in the eastern Mediterranean around 1200 BC, although that spared Egypt.

Fascism: Fascism is an entirely distinct economic system, almost opposite of communism (and that is why the fascists and communists hate on another so much). It has nothing to do with capitalism, and it bears no resemblance to corporatism other than the fact that both have large corporations. Fascism does require a large, undemocratic government, as that government needs to own and operate the corporations, but the fact that it is associated with "concepts" is entirely attributable to the Nazis, who advocated more things than fascism. This is, BTW, the reason that the Nazi party was not called the Fascist party - fascism is the economic system, while the concepts that that economic system is associated with (along with an advocacy of fascism itself) is termed Nazism. You're right that the German government did not close all the small businesses such as craftsman or farmers, but it did annex all substantial corporations and industries and turned them into an arm of the government.

Anti-monopoly Laws: OK. I won't include it in any future version of my model, then.

Your noted on v3.0: I'm not going to include some particular innovations that you made in your government section in my own proposal, but feel free to keep them. I will say, however, that Rome was never a democracy and M@ni@c thinks it doesn't even count as a Republic. Did you mean Athens? As far as the USA, I think that Equal Protection laws kind of cover that, although we might add either a Voter Enfranchisement law (only available during a rep. demo. gov.) or have some new sun-option under a rep. demo. gov.

City state economics: I agree that there was some very specialized social aspects in city-states, but I don't agree that any economic uniquenesses (if there are any substantial ones, which I don't believe that there are)would warrant an entirely new system. Take the Egyptian cities, for example; in the cities themselves, a socioeconomic structure very similar to that of some Greek city-states existed (both had landed aristocracy, markets inside the cities, urbanized poorer classes, esp. during the several Intermediate Periods), although they were not part of a city-state civilization.

Communism: I agree here.

Corporate Republic: I always like seeing any future options that you guys might come up with, but I just don't want any future options in my model (unless I get a ton of really great ideas, which I doubt will happen).

Semi-Independence: In the Diplomacy summary, there are some very interesting ideas about this type of concept, as well as some that would address your colony ideas.

Technocrat
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Old November 3, 1999, 15:06   #8
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Quick note.

I don't think at all Rome was a democracy. However I never said that Rome wasn't a Republic.

Oligarchy: political power in hands of a small group of rich people.
Aristocracy: political power is an exclusive right of the noble.
Republic: non-monarchial government.

The third certainly counts. Oligarchy is also true. And aristocracy in the beginning, but gradually the normal people got some more political power.

So the Roman Imperium was both a Republic and an Oligarchy.

Same for the Dutch.
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Old November 4, 1999, 10:14   #9
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First off i will ask people to please post their ideas here and not via e-mail. That way everybody can see what's going on.


Techno:

happyness:
I see your point...
But people would also think about the conditions of the country they were defecting to.

Authorian/dictatorship:
Great! I really think dictatorship is a better word for it as that's what it is, so thanks for listening.

City state:
We were. It's actually a myth that Rome was very expansionistic. Sure, the first few hundred years, but from 50BC it didn't at all grow! Actually the first Emperor, Augustus, didn't think that Rome should be any larger. I agree that at first Rome was an Empire. But just before the fall of the republic it actually changed to feudalism (don't laugh here, it did). The wealthy people of Rome aquired a clientel of people in debt to them. At first it was only about that the wealthy gave jobs etc. to the poor, and in return the poor voted for the wealthy for consul, but with time it developed into a feudalistic system very much like that seen in Europe 1000 years later. Darwinistically this ended up with Ceaser having the entire Roman "empire" as his clientel, which made him the leader of Rome. However he was killed before doing much, and his adobtive son, Augustus became emperor and killed Ceasers murderers. Then Rome changed structure again. And here i'm almost ready to go Maniac and say that it became a Unitary. This means that i'm willing to scrab my city state a la Rome.

City state economics:
I didn't know that about Egypt. But then it would have city state economics. You don't need to have a city state structure to have city state economics, as Athens still had city state economics when it became an empire, and Rome still had it when becoming an empire, feudal and unitary.

Raw materials:
Great. But i can't really see the point of your side comment... Am I forgetting something?

fascism:
Fascism is not at all the economic side of Nazism. Italy was fascistic, not nazistic. Nazism was merely Hitlers version of fascism, as leninism was Lenins version of Communism. Basically Nazism and fascism is the same, except for Nazism's rascist ideas. I think fascism would be an oligarchy or a dictatorship with capitalism (labour unions off and corporatism on), central government, no legislature and no independant judicial power, combined with a set of values including power and nationalism. Fascism is so much more than economics.

Anti monopoly laws:
Why will you not include it? It should just be an option within capitalism.

Rome and democracy:
The Roman republic was to some level democratic. It was just that only a small percentage of the population could vote. It could be described as an oligarchy, but as there were a legislature this would not be accurate. And the Republic option is way too narrow to be included. So i thought: What is the difference between the Roman republic and modern democracies? And the main difference is, that only a few people in Rome could vote. So why not make options within democracy concerning how many could vote? This could also be used in other aspects, as many democracies have very high restrictions on the right to vote. Need i say that many Black people in the US couldn't vote untill the 1960s? Or that in 1776 only 2% of the grown male population in the US could vote? Fact is, that democracy is never just democracy, as there can be heavy restrictions on what seems to be one.

Arrividerci!
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Old November 5, 1999, 17:43   #10
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Here's MY SE system. I'll be back tommorrow; that should give Maniac enough time to tell me how much he hates it...

1. There needs to be a standardization of how SE effects, Improvements, and Technology interact:

1.1) ECONOMY: A % that is added/subtracted from trade.
1.2) EFFICIENCY: A % reduction/increase in corruption/waste in the city.
1.3) SUPPORT: Each city would have a base SUPPORT % (10-20%?). This % is subtracted (added if a - value) from the combined cost of all maintenance of units. Units should have production & money support costs, possibly food too. SE choices increase/decrease the % modifier.
1.4) EXPERIENCE: Experience is the actual level of troop preparedness, training, etc. Only a minimal bonus/penalty should be possible through the SE screen. Experience from training has a maximum; the only way to reach the top levels of unit status (i.e. elite) would be through actual combat. A % would be applied as in SMAC, but it would be in smaller increments. Morale is another category that is important to Experience, but isn't an SE effect.
1.5) POLICE represents the controls you can exert on your people. It does not require military units in a city to function. It adds to your happiness rating after all other happiness factors have been applied, but cannot increase happiness to a positive rating. It is not normally used, but rather can be applied when other measures (happiness) are insufficient to quell unrest. It is only applied as needed; the player can manipulate how much to add/subtract on his own. There are problems with using too much Police rating.
1.6) GROWTH is affected by many factors, including food. It's a % increase/decrease in the city's growth rate.
1.7) ENVIRONMENT: A % reduction/increase in pollution output. At certain (+) levels it can add a % to trade from wilderness squares, however an Environment SE choice should also be accompanied by a loss of Economy & Growth.
1.8) SECURITY: A % bonus/penalty to enemy espionage missions that affect you.
1.9) ESPIONAGE: A % bonus/penalty to your espionage missions.
1.10) DIPLOMACY: A % bonus/penalty to your Reputation vs. other civs. As with Experience, a maximum amount should be allowed through SE choices. Most modifiers should come from interaction with other civs (think of it as "diplomatic experience").
1.11) INDUSTRY: A % bonus/penalty to the amount of production in the city, not a modifier to the cost of the item in production. That method is too easily abused.
1.12) RESEARCH: as SMAC, but with smaller % increments.
1.13) HAPPINESS: See below.

1.14) These are the Civil Effects-CE (plus any others that you may wish to add). Each +1 or -1 correlates to a +5% or -5% change in the total of the related CE, with the exception of Happiness, +/- 2%, because it is so powerful. At certain levels each category may have other special abilities (like immunity to spy bribes; PROBE in SMAC).

1.15) How they interact:
Social Engineering: As per SMAC; each SE has +/- to several CEs.

Technology: Usually adds +'s to 1 or more CE's, but may penalize some.

City Improvements: Depends on method used. If like civ2, each building adds a large amount to it's CE(s); i.e. a marketplace would add +10 to Economy & Happiness (+50%). If like Star Trek: Birth of the Federation, each building adds +1, +2, or +3 (or -) to it's given category, and you build several buildings of each type in each city (obviously at a lower cost than now).

1.16) In the SE screen you should be able to see your civ's overall effectiveness in each category (as SMAC). In addition, each city would need a button that would pop up a window, showing what it's own CE modifiers are.

2. THE HAPPINESS INDICATOR:

2.1) Happiness affects just about everything. It is probably the single most important SE choice, similar to MOO2's citizen morale bonus. Happiness gives a bonus/penalty to pop growth, labor production, trade, how much your citizens will support your foreign/domestic actions in diplomacy, the cost of bribing/being bribed, etc.

2.2) If buttons are to be used (see below) then this requires that the SE choices be placed in an order from on extreme to the other. FE, free market<->regulated market<->planned market<->communal. When a change is made, there is a happiness penalty incurred, multiplied by each extra space of SE difference. Over time the happiness penalty will heal. FE:

Happiness with tyranny SE:
--------------
Happiness after switch to democracy:
------*----------------------
Happiness with demo SE:
-----------------------------
After switch to tyranny:
---*----------

2.2.1) The asterisk represents where the current happiness is, while the whole bar is the maximum happiness with current SE choices. Healing fixes a slightly varied amount each turn, so in that time both SE choices will have reached their maximums. SEs with bonuses to happiness cause faster healing per bonus, while SEs with penalties heal slower.

2.3) This is cumulative with changing other SEs. As you can see, anarchy & revolt can easily be the result of sudden, radical changes. However, suppression by military &/or POLICE can limit the effects of unrest; this results in an artificial boost in happiness (no greater than zero). In this case, the healing rate would be sharply reduced, but it is the best & probably the only way to quell your populace in dictatorships.

2.4) Bonuses and penalties to production, etc. are inherent to this system, so no "we love..." days are needed, but at a certain level of unhappiness disorder can occur. Left alone, disorder will turn into riots, in which damage will be inflicted on the city. If riots continue a rebellion can happen. In this case the city may turn into a single city "minor" civ. A successful rebellion will cause the Happiness of nearby cities to fall, possibly rebelling as well.

2.5) Things that raise happiness:
Various SE choices
Certain tech
"Buying" happiness (the best method for free-markets to quell unrest)
Gifts from other civs
Certain buildings
Random events
Military suppression
Committing atrocities against cultures/religions that your people are opposed to

2.6) Things that decrease happiness:
Various SE choices
Mixed cultures/religions in a city
Changing SEs
Units dying in combat
Committing atrocities or lesser offenses vs. certain cultures/religions in your empire
Riots/plagues/rebellion
Random events
Large cities
A lack of necessary City Improvements (i.e. aqueduct)

2.7) Someone proposed using your spy network to keep tabs on the happiness levels of your people, as one shouldn't have full information on them all the time. Perhaps as an option before game start?

3. SE CHOICES (note: unlike SMAC a civ MUST have one choice in each category):

POLITICAL:
Tyranny <->Monarchy <->Oligarchy <->Democracy

ECONOMIC:
Free-market <->Regulated Market <->Planned <->Communal

STRUCTURE:
Very De-Centralized <->De-Centralized <->Centralized <->Very Centralized

RELIGION:
Fundamentalist <->Strong Religion <->Weak Religion <->Secularism

POWER (how one chooses to wield the power given them):
Strong Personal <->Personal <->Welfare <->Strong Welfare

ENVIRONMENT:
Green <->Strong <->Weak <->None

3.1) The various combinations of SE's would give you your government's title. FE, Oligarchy/Democracy + very De-Centralized would make you a Confederacy, while Monarchy + De-Centralized = Feudalism. Tyranny +Very Centralized +Regulated Market +Secular =Fascism, while Tyranny (Democracy) +Communal +Very Centralized +Secular =(Ideal) Communism. Newer tech may change the titles, but the basic values will stay about the same. In addition, the government title may also carry some benefits/penalties of it's own; FE, Feudalism could give a monetary bonus for every castle in the player's borders (balance would be needed to stop massive castle building). Communism could have an ESPIONAGE & SECURITY bonus, and a DIPOMACY penalty.

3.2) All types of value combinations are allowed; i.e. Tyranny +Strong Welfare (benevolent despot).

3.3) Newer tech will add to the bonuses and possibly add/reduce penalties.

3.4) Lastly, extremes in the same categories have DIPLOMACY penalties vs. each other.

4. SE DESCRIPTIONS:
These are intentionally vague. I'm not an expert, and they'd likely be changed for balance later. A (+) means a bonus, (-) penalty, and multiples of each indicates there should be stronger bonuses/penalties.

TYRANNY: Support +++, Experience +, Police +++, Security ++, Espionage +, Efficiency --, Happiness ---.

MONARCHY: Support ++, Police ++, Security +, Growth +, Efficiency --.

OLIGARCHY: Economy +, Police +, Support -. A small portion of research is not player-controlled.

DEMOCRACY: Efficiency +, Economy +, Growth +, Diplomacy ++, Happiness ++, Support --, Security -, Police --. A greater but still small portion of production and research is not player-controlled.

FREE-MARKET: Economy +++, Industry +, Research +, Environment ---, Happiness --. A large portion of research/production is not player-controlled.

REGULATED MARKET: Economy +, Research +, Environment --. A portion of research/production is not player-controlled.

PLANNED MARKET: Efficiency +, Industry +, Environment -.

COMMUNAL: Happiness ++, Economy -.

VERY DE-CENTRALIZED: Happiness +++, Efficiency --, Security -.

DE-CENTRALIZED: Happiness ++, Efficiency -.

CENTRALIZED: Efficiency ++, Happiness -.

VERY CENTRALIZED: Efficiency +++, Security +, Happiness --.

FUNDAMENTALIST: Happiness ++, Police ++, Security +, Experience +, Research ---.

STRONG RELIGION: Happiness +, Police +, Security +, Research -.

WEAK RELIGION: Research +, Efficiency +.

SECULAR: Research +++, Efficiency +, Happiness -.

STRONG PERSONAL: Support ++, Police ++, Espionage ++, Diplomacy --.

PERSONAL: Support +, Police +, Espionage +, Diplomacy -.

WELFARE: Economy +, Support -.

STRONG WELFARE: Economy ++, Support --.

GREEN: Environment +++, Efficiency +, Economy -, Growth --.

STRONG: Environment ++, Efficiency +, Economy -, Growth -.

WEAK: Environment +, Growth -.

NONE: No effects.

4.1) Additional Democratic: They will have effect on non-democratic ones. If happiness of democratic society is =/greater than non-demo AND they are adjacent to each other with open borders, allied, or established trade routes, then the non-demo people will start to move the Political bar towards Democracy. If the player/AI resists (by moving back) there will be greater unhappiness as a result. The non-democrat player/AI may shut down trade & borders, this will stop democratic discontent. Later tech (internet?) will make democratic discontent unstoppable (unless there are other tech invented to stop it). Only with slider bars.

4.2) If a Democratic civ starts a war there will be Police penalties. If attacked there is no penalty.

5. Slider Bars vs. Buttons- Reasons:
5.1) Slider bars allow for tweaking of SEs as opposed to radical changes. Maybe I want some modifier between what regulated market and planned offer. I can't "fine tune" how the SE affects my civ.

5.2) Lesser Happiness penalties for manipulating the SE choices in smaller increments.

5.3) Allows the option to have the people (AI) to move the bars a little at a time w/o player intervention, towards what THEY would prefer. People will move sliders towards given points; Democracy, De-Centralized, Regulated Market, Strong Welfare; Religion and Environment will vary from time to time. Then the player must intervene if he wishes to maintain the current SE makeup. This will, of course, cause some Happiness penalties.
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Old November 6, 1999, 11:41   #11
Maniac
Alpha Centauri Democracy GameC4DG Team Alpha CentauriansACDG The Cybernetic ConsciousnessACDG Planet University of TechnologyPolyCast TeamACDG3 Spartans
 
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Please, please, Theben. Why do you make such preliminary statements that I would hate it?

No, actually, I think it looks pretty good, as good as all the other models around here.
But since you didn't give some more detailed descriptions and effects of your CE, I can't really 'judge' if they are balanced.

One note for everyone (The Joker, Technocrat, Harel) except you, because in your system it might have been much worse.
I notice a tendency to give too many effects to one choice.

Yeah I know, I don't need to complain too much, since I gave Democracy 6 effects; but I at least always tried to reduce the effects to two positive and one negative, as in SMAC. In most cases I succeeded: 3 or 4 effects. And if it weren't for that annoying Senate factor that did't fit in any other of my SE factors, the amount would even have been higher.

In your systems, four positives and three negatives rather seems the rule than the exception. I hope you remember the use of SE was that it cuts a full Civ1/2 government choice in several pieces/choices with lesser effects. That seems missing in your models.
I had said that repeatedly to Harel, but he is even more stubborn than I am (I think; you may decide) and didn't want to listen.

So I can't really discuss about models with that tendency. I don't care about the names of choices (eg Authoritarian, Totalitarian or Dictatorship); that's the same to me. What I really find important is the 'max 3/4 rule'.

That's the main (or even only) reason why I was always so negative about others their models.

BTW, I'm not gonna talk a lot here anyway in the future, since I have the feeling everything I'm doing here is futile if we don't get some feedback from Firaxis.
I've lost every hope that Civ3 will be a good game.

So in a while I think I'll join the majority of the previous Civ3 posters and leave this place.


Goodbye
a disappointed Maniac
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Old November 8, 1999, 17:19   #12
The Joker
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Maniac:

I don't think SE effects should have to be so precise. Firaxis will have to change them anyway for playability, as we can't in any way know if the effects are balanced. And still, the effects (at least in my system) should be seen relvatively, meaning that they may be too extreme, but it doesn't really matter as they should only be compared with the other effects. Or maybe the SE factors could simply be cut in half - so it would now take +2 to get the same effects as +1 used to. This would also make it possible to have a more precise system (as my dividing government into judicial, executive and legislative power or the use of minor laws). It wouldn't be hard to implement either.

I'm sad about you leaving (more or less) the forum. I totally agree with you that Firaxis should have participated much more in the discussion (maybe we ought to send them an e-mail or something?), but i don't see that it means that they won't listen to our suggestions - i hope.......


Theben:

Your model is pretty good. I haven't read it through yet, but i have a comment:
Your economics option has a slider between free market and communism, which is fine for modern economics. But where does old systems like manorialism, guild or barter fit in? They can't really be fitted into that one-dimension slider.


To all:

I have read Jon Millers model on The List, and although i don't think his options are as good as many of those made here i REALLY like his concept of having the values of the people affect the bons and pens SE choises give. This could be implemented into our models, as there could be some values the people could have: Individualism, Militarism/power etc., raning from 0-10, which would actually affect how your SE choises work. So a very individualistic population would be happy in a laissez faire economy, where a population who has very low individualism numbers would not be unhappy in a dictatorship. This could also affect the propability of your people changing SE on their own. So it wouldn't just be that they always wanted democracy with capitalism, but that what they wanted would be affected by their values. The propability of them changing SE would be determined by happyness, police, the distance from their values to the SE choises at the moment, and stability for large changes and legislature for smaller ones. Also, if a majority of the pop in a part of your civ had different values than the rest of the pop they would have a higher propability of breaking loose from your civ. This would also be determined by happyness, police and stability.

So, what do you think?
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Old November 8, 1999, 17:58   #13
Harel
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Well, here is my model... I never quite finished it, and don't really have the patience to write another word on civ3.
And Maniac, I am more stubborn

I still back this model up, and I state my reasons in it.

<u>Proposed finished model: version 4.0</u>
By Harel Eilam

This model tries to give a solution to a very large problem: how to adapt Alpha Centaury unique Social engineering screen in the more "primitve" era of the earth-bound civilazations. While almost everyone agreed that the Social Engineering screen ( for now on, called SE in short ) is a better system that Civ I & Civ II goverement options, the methods in which we hope to achieve this are widely differ from one another.
So, in a nutshell, my own opinion.

<u>Sections:</u>

A. Concepts that are used in the model
B. List of social modifactors
C. The model itself
D. Summary of the model ( numbers )


<u>A. Concepts that are used in the model

This section contains:</u>

1. Evolving SO, or "->"
2. the X10 factor
3. Changing SO, Harmong modifactor and small civ vs. Big civ
4. Taxation ans unit support
5. Global morale
6. Leaders
7. Wars

1. Evolving SO, or "->"


Right from the start the thread, it became quite clear that the total amount of SO will be dramticly huge. For example, people didn't approve of the too-generic "democracy" defenition from Alpha Centuary. They wished to devide it to Republic and Democracy, and some to even more options. The end amount of options became un-managable. Not only that they were simply too many, the entire conept of "stratigic balancing" ( that every option has a unique bonus that shows a valid gameplay strategy ) was dead.
Therefor, I proposed to use the concept of Evolving Social options. Meaning, that as history and technology move on, certain options became obselte and are replaced by a newer system that still share the same principle and concept.
For example, Banking ( which had a free reign of economy ) was a form of free markets in the Renniense era that was replaced by the true Free market in the industrail era. Therefor, it will show like this: Banking -> Free market. Meaning, the second that Free markets are researched, Banking become obselte and is replaced by Free markets which gives a slightly bigger bonus. The transformtion is instantious, and cost no money or time.

2. The X10 factor

Since each SO gives a small bonus to a certain key product ( such as +10% ), the current number system in Civ I/Civ II/SMAC makes it nearly impossible. A +10% food bonus to a farm which produce 3 food units means nothing. Therefor, it's recommanded to move from a 8-bit byte variables to a 16-bit byte integer ( I think it can be done with current technolgy ). So, the same farm would produce 30 food units, and then a +10% food bonus would mean something.

3. Changing SO, Harmony modifactor and Small civ vs. Big civ

It been said over the forums that the most reknown small nations in history and the modern world do much better, realitivy to thier size, then thier bigger conterpart.
For example, Singapore posses an economical power that is bigger then what can be expected in her size. Israel and Taiwan, for another example, posses a military might that also is far bigger then what could be expcted by such tiny nations.
Therefor, it was proposed to give them some sort of bonus. Small nations have much better control over thier state and can shape the people far more easily. They also act like more like a single social group. People are closer to one another.
Then how to reflect this bonus?
The answer didn't not came easily. At first I thought that augmanting the bonus gotten from the selected value was in order: since the goal of the society is better felt in a small nation then a big one. But, how to balance it out?

The answer came from the debate on how long, and how costly, should a change to the SE screen take. In Alpha centuary, a certain "cheat" became infamous: people would change thier market to Planned to gain a critical cut in cost of units and wonders, get the required unit/wonder in that turn, and change the SO option on the second turn. People wanted, by giving minuses, restrain it with and money, to prevent this.
But I have been thinking: why not just let small nations do that? Only a tiny nation can reshape her self that quickly.
So, this is what I propose. On my list of modifactors ( see below ), I have the modifactor Harmony. The higher the harmony rating, the faster you can change your Social options. The smaller the nations ( in amount of cities ), the bigger the bonus to harmony, while big nations would gain a minus.
Therefor, small nations would get the advantge that only they could "cheat" and have a very flexitve society.

4. Taxition and unit support

In according to the X10 factor rule, if in the past a certain unit cost 2 gold per turn to support, it would now cost 20 gold units to support.
The recommanded amount of Taxs gotten from citizens ( 50% tax/50% luxaries - zero unrest ) is 50 gold per popultion unit.

<b >5. Global morale[/b]

This model also assume that events in every turn would give a minus, or a bonus, to production in the next turn. For example, lose some units and gain a certain production minus in the second turn. win a battle or ally with a friendly nation, and get a small production bonus.

6. Leaders

Every X turns ( around 50, but it should be randomizeed ), your leadership change as the old ruler dies, and a new one takes it place. Leaders may also be killed by spies. When a leader is changed, there is a chance of an all-out revolution. The chance of an uprising, and how many turns it will last ( when you move to anarchy ), is decided by the people happiness, harmony rating, and the goverment type you had before the change.

7. Wars

In order to show the damage to the economy by prolonged wars, some sort of reward and punishement system is in order. While wars always boost military industry ( more then more financing, the people are more eager to help the war effort ), and your morale, while you are at the state of war, you automaticly get +2 Mil, +2 Exp ( see below ). However, the civilain industry takes a beating by this. Therefor, for the square-root ( rounded down ) of the duration of the war, you get a - to Producation and economy, ( see below ). For example, if are at war for 16 turns, they you get a +2 Mil, +2 Exp, -4 Prod, -4 Eco. The bonus to war disappear when you sign a peace treaty: the production minus shrink by one every turn. So, if you fought for 28 turns ( 5 sqaure-rooted, rounded down ), it will take you 5 full turns until the minus compelty disappears.
( Maximum minus is -5 Production, -5 Economy ).
You can also have a limited form of war: Strike. In strike you gain no minuses and no bonuses, but the public/senate will not be happy about long strikes: after several turns, expect a lobby to bequest you to end the strike.

<u>B. List of Social modfiactors</u>

My proposed model used a different list of Modifactors then SMAC ( that used police, economy, planet, etc. ). Ofcourse, lots of what was in SMAC is here: but this models also controls many other factors. However, there was no beta-testing and game play balancing. The numbers and actual bonus the modifactors and options grants would be, naturaly, competly un-balanced. I only try to give by this model the sense of direction.
So, here are my suggested 13 modifactors. They inform you of what advantges a high value gives you per +1 bonus ( in a general sense ). For example, if it's said that "get a +10%" bonus, then for +2 modifactor level you gain +20% bonus. Ofcourse, a negative amount would give the exact oppisite. For example, a -2 would give a -20%.

<u>The modifactors:</u>

1. Order
2. Military
3. Expreince
4. Production
5. Enviroment
6. Harmony
7. Loyality
8. Happiness
9. Tax
10. Relations
11. Beucracy
12. Research
13. Economy

Elborate explantions:

1. Order
( Ord )
Describe the level of order you gain over the populace. A high ratings allow you to activie many more police units to supress unhappy emotions and make the citizens less unhappy if military units are outside your terratory.<list>[*]Use +1 extra military unit as police.[*]police units get a +10% to thier effectivness.[*]Less unhappy citizens cause of faraway military units.[*]Negative morale effects are lessened ( see "Global morale" ).
</list>

2. Military ( Mil )
This modifactors reflects and compare the size of your military industry and infrastructre to the cost of producing and maintiaing your army. A big, cheap army would have a military bonus, while and expensive, quilified army would get a military minus. A good military rating boost your production and support.<list>[*]Get a +5% bonus to production of military units and buildings ( like barracks ) alone.[*]Support cost of every unit is reduced by -1.[*]Cost of espionage operations are reduced by 10%.[*]Reduce increased cost of prototypes by +25%.
</list>

3. Exprience ( Exp )
Show the level of experty by your military forces and quality of training.<list>[*]Unit start by one higher expreince level.[*]Exp. points required to attain a higher level is reduced by 10%.[*]+1 morale rating to all military units and spies.[*]All spy operations gain a +10% success.[*]All military units gain a +10% to comperimse ( probe teams ).
</list>

4. Production ( Prod )
Show the level of your industry, and the rate in which your workers labor away.<list>[*]You gain +10% to shield production when producing wonders, buildings and civilain units ( not military ones ).[*]Worker persona ( on the city menu ) get a +10% bigger bonus.
</list>

5. Enviroment ( Env )
Can be compared with SMAC planet modifactor. The link of your society to nature, how they treat it, etc. While it does not hold the level of power like in SMAC, and the options that shape it are scarse, it still hold some very potent powers ( mainly in the modern era ).<list>[*]Polloution ratings are reduced by 10%.[*]Cleaning pollution is 10% faster.[*]Food tile improvments ( irrigations, farmlands, etc. ) gives a +10% larger bonus.
</list>

6. Harmony ( Hrm )
Define the link between your society members, how well they act as one. A high harmony ratings means that the people will back you up more, and are more likely to support the your plans.<list>[*]Changing your SO takes less time.[*]A city is less likely to revolt.[*]Cost of bribing your cities by the enemy is +10% larger.[*]Senate/Public/Lords are less likely to interving in internal policies.
</list>

7. Loyality ( Loy )
Not to be mistaking with Harmony. Loyality measured is the citizens obey your orders. Harmony measured if the citizen accepts your orders. Loyality can be achived by force and fear: harmony can't. A high loaylity to the state and ruler grants:<list>[*]Enemy espionage attempts gets a -5%.[*]Conversion of your cities is -10% harder.[*]Emmigartion off your cities is -10% lower.
</list>

8. Happiness ( Hap )
Measured the basical happiness of your people. Any happiness may be further increased, or lowered, by allocating luxaries: but a high happiness ensured your people are happy.<list>[*]For every +2: one extra happy citizen ( -2 gives one extra unhappy citizen ).[*]One less unhappy citizen.[*]Increased the growth rate in your cities by +10%.[*]Positive morale bonus are increased ( see "global morale" ).
</list>

9. Tax ( Tax )
Show the public acceptance of taxation. In some goverments/market options, a high tax rates is either well accepted or gravely spoken againt. In a nutshell, a high tax would allow you to get more taxs without causing more unahppiness.
You may increase your Tax by +5% without any negative result. For example, if 50% tax/50% luxaries gives you zero unrest, and 60%/40% gives you mild unrest of 2, then if you have +2 Tax you can have 60%/40% for zero unrest and 70%/30% for mild unrest of 2. ( -2 Tax would give you 40%/60% for no unrest, 50%/50% for mild unrest of 2, and 60%/40% for high unrest of 4 ).

10. Relations ( Rel )
Defines how well your nation interacte with other civ's, how well do they understand them, trade with them, etc.<list>[*]+10% to all profit gotten from trade routes.[*]Increased diplomatic relations.[*]The AI is more likely to accept your proposels.
</list>

11. Beucracy ( Beu )
Defines the effiency of your goverement body, and how well they preform your orders. A high beucracy cut's thought the slack and allow you to manage a large empire with almost zero money lost.
They are several forumals going on right now: some relate to lost of money in direct distance to the capitol ( like civ II ), and others according to the amount of cities ( like SMAC ). Others try to combine. I hold no opinion, as long as this modifactor exist and give a large stratigic bonus ( not too small it's meangless ).

12. Research ( Res )

Measure how open your societies is to technology and science.<list>[*]+10% to research output.[*]Science buildings ( universties ) and wonders, get a +10% to thier research bonus.[*]Scientist persona ( on the city menu ) get a +10% bigger bonus.
</list>

13. Economy ( Eco )
Defines the importance of economy in your society.<list>[*]Trade buildings ( market place, banks ) gives a +10% bigger bonus.[*]Clerks persona ( on the city menu ) get a +10% bonus to gold bonus.[*]All cities give 10 extra gold coins.[*]All tiles produce +1 extra gold unit.
</list>

<u>C. The model itself</u>

This model shows all the options the player may select on the SE screen. The concept of evovling SO ( see above ) is used many times, and is designated by a -> Arrow.
The model contain 7 parts ( against 4 parts on SMAC ):

<u>List of SE sections:</u>

1. Goverement
2. Market
3. Value
4. Structure
5. Religon
6. Army
7. Research

1. Goverments:

Anarchy
( throw back when in revoultions )
Control ( Despotism -> Military autocraty -> Police state )
Absloute ( Dictatorship -> Totalatirsm )
Monarchial ( Dynasty -> Monarchy -> Parlimental )
Religous ( Priestship -> Emmisary -> Popedom -> Theocracy )
Free ( Tribal assembly -> Republic -> Democracy -> True democracy )

<u>Anarchy</u>

Anarchy is by no means a valid option: you can't select Anarchy nor do you start with it as your first option. Anarchy is the lack of any orginized goverement, cause by revoultions and over throw of the current administartion. It may apply to single cities that reel out of control, or to all your society in the duration of a praticly hard SO change ( change of goverment, or several other options, or both toghter ). Many societies expreinced anarchy at some point: France after the france revoultions, The roman after barbarians herald the empire destruction, and so on.
However, leader change holds no effect in Anarchy ( not that you have anywhere deeper to fall into, anyway ).

Anarchy*: -3 Hap, -3 Prod, -3 Loy

* You allocate no taxs at all.

<u>Control</u>

Despotism -> Military autocraty -> Police state

Logic: The control goverment are all involved in order, fear and loyality as the backbone of thier leadship. It's how they gain power, how they hold it and how they justify it. While any other form of goverement use military units as police force some time, the control goverment base it's reasoning competly around it. It's not about the control of a single dictator, evil or benevolent. It's a single person, group or orginization that builds it's entire power around the control and oppresion of the public.
Strategy: boost order over citizen happiness.
Leader swap: On military autocraty and Police state the swap is quite easy, but you always fall to anarchy for several turns when a despot dies.
<list>[*]Despotism dates back to the very core of humanity. You gain this goverement type right on the start of the game, and it's your automatic first selection. Despotism is the rule of a single dictator that makes the entire people cow before him. However, real despots are lost in the backwater of time: when we think about despots we usally think about bad dictators, such as Hitler or Lenin. But while they were petty and cruel, the german and russian people adored ( most of them ) thier evil rulers at that time. Same thing about evil kings. Another difference between a despost and a dictator ( or kings 0 that a dictator can delegt power to his select minions ( again, hitler and lenin ), a king also delegt power to his lords and advistors, but a despost always rule alone. While the dictator and king may choose the keep all the power in thier hands, a depost had no other option. Deposts are best described as small warlords or mayors that rule over thier small piece of land. It was quickly replaced as an in-effiecent sort of ruling.[*]Military autocraty popped up somewhere in the days of the greeks as a publicly accepted form of goverment ( or occuipiness ). In this form of ruling, the army is the protective, ruling and managing body of the state. The top generals concuil vote and rule about the buissness of the state, sub-officers are granted the ruling of cities beyond that of troops. As a goverement type, it survived for quite a long time. Even today, mainly in Africa, the military is a the valid ruling body. In time of war and revoultions, many nations ( even democraticies ) revert back to this old option.[*]Police state replaced Military autocraty, with the help of modern technoloy. The possibly of George Eurwel novel "1984" is all to likely. The rule of the army can only stretch so far: the most logical step is the creation of a single, unified force: ruling intelligence, goverment, army, foreign affairs and the police. Police state can be describe the soviet unions ( when not having a dominant ruler, such as Lenin and Stalin which were oppresive dictatorship ) and some other options.
</list>

Despotism: +2 Ord, +3 Mil, -2 Beu, -2 Hap, -2 Loy
->Military autocraty: +2 Ord, +1 Mil, -2 Hap
-->Police state: +3 Ord, +2 Loy, -3 Hap

<u>Absloute power</u>

Dictatorship -> Totalatirsm

Logic: While the control goverments revolved around control as the center of thier power, the absloute power goverement type is about the almost cult-like adortion of the leader. The ruler gain it's power by Charisma, and hold and justfie it's reign by it. They are neither "good" or "bad. The distinction is meangless for the public. Hitler was an evil dictator, hated by the world and the future german generations: but most german, at that time, adored him. Same for Lenin and Stalin. But all of those were evil dictators. History also show several benevolent rulers: Ceaser, Claudius and Augustus, all of them were dictators that put the best interst of the public before thier eyes.
Since the power base of the dictator is much more firm then a despost, he can create his own hierachy. He can delegt power, and have a closed group of friends ( a party, priests, generals, etc ). While the ruler, most of the time, needs to use extensive police forces to control the public ( hence, the bad name gotten for all dictators ) he's rule is based by public acceptence. Many times, the ruler was selected and raise into power by the people themselfs. Therefor, he is much more then a petty despot.
Stategy: Absloute power goverments boost loyality to the state, but since most power is centalizied, is quite in effiecent on a large scale. While large dictatorship empires existed, they DID get very corruptive and in-efficent after reaching some maxium level. After the ruler died, the land got was almost instantoutly lost. Examples: Roman era, Soviet union, etc.
Leader swap: quite problemtic in both, as it's about the admiration of the ruler. Good chance for anarchy.

The first true dictatorships were raised in the roman era. the distinction between dictatorship and totalatrism is not great: simply the evolution of dictatorship into a more structred, orignized form of single-person rule, in the industrial era.
Personal note: by no means do I wish to present any acceptance to dictatorship reigns or any system in which a single person assume power, for good or for bad. However, I do try to look at it objectivly. Dictatorships don't HAVE to be bad, and sometimes they weren't. They used forces many times because of high taxation. Same with kings.

Dictatorship: +2 Loy, -2 Beu
->Totalatirsm: +3 Loy, +2 Mil, -3 Beu

<u>Monarchial</u>

Dynasty -> Monarchy -> Parlimental

Logic: Monarchial is yet another form of single person rule ( like Despotism and Dictatorship ). But like Despotism is based on control, and Dictatorship on Chrisma, Monarchy is based on Tradition. The king rules by the power granted to him by his ancestors. He didn't earn the power intrasted into him. He didn't raise to power. It's a stable form of goverement that survived longer then any other type in history existance. Power is transfared from one leader to the other with out faults. Bad kings are considerably less bad then bad dictators: the public is always more eager to support the king that a dictator with no chrisma. The king is belived to be a presenation of the gods, or sent by the gods. He also symbolize the state itself. The revolutions against the kings were only when thier high taxs rose so high that the people couldn't not afford it. If the british king was not so greedy with his colonies, it's possible that America was still british right now.
Strategy: considering the stablity and acceptance of monarchial goverments, the king can tax his people more then any other ruler could get away with. Even when you date back to the old days of ancient egyptian empires, of old Maia and Inca kings, and the old Chi emperators, kings allways took preety big coffers from the people. As long as they didn't go TOO far, they got away with it. However, the high taxs take thier tole from the economy: and the high difference in classes ( the lords and the citizens ) cuts apart the society.
Leader swap: very low chance anything will happen, excpet parlimental which has a low chance of uprising.
<list>[*]Dynasty was the old form of Monarchy, that date backs to almost pre-historic dates. It should be among the first things you can research. A blood line that date back to one, unique charcter. The rulers, or kings, are raised to the level of gods: Parroh was said to bring the sun up when he rose. ( which quite explain why they were in a very big hurry to make a new parroh the same day ). Dynsaties lasted for thousands of years, more then any democracy or future monarchy king. The egyptain empire spanned, in all it's glory, for almost 1800 years. The Dynsaty kings also ruled alone, or alone with the help of some advisors. [*]Monarchy was a required evoultion of Dynasty. The belief of kings as gods ( or demi-gods, by most old south american cultures ) could not last for long. The concept "king" refer to the Monarchy. We translate the description of the parrohs to "king", but for the people they were gods, not kings. Therefor, Monarchy is the evolution of dynasty that cancel the concept of "king as god". While the king is everything, and many times considered the state ( Loui XIV... ), religon is separted from the goverment. The monarch also delegt many duties to lords and dukes, unlike dynasty.[*]Parlimental type of monarchy was required for the continution of the public acceptance in the modern era. As technology and civilazation improved, people were more and more attunded with what is coming to them. Also, the long rivalies between the distinct classes in a monarchy system ( lords and plebs ), must reach a catastrohpic maxima sometime. In parlimental, the lords grow powerful enough to oppose the king. It's not ment here for modern parlimental monarchy ( such as england ), which is considered a democracy, but more of the time of british struggle, such as the time just after the signing of the "Magna Carta". The "house of lords", or any other suiting title, has the power, legallity and economicly, to over-rule the decision of the king itself, much like a senate. However, the king still posses more power then any republic or democractic president, and the lords hardly reprsent society. But still, the "house of lords" will still hazard the king would be accustomed from before.
</list>

Dynasty: +2 Tax, -2 Eco
->Monarchy: +2 Tax, +2 Prod, -2 Eco, -1 Hrm
-->Parlimental: +3 Tax, +3 Prod, -2 Eco, -2 Hrm

<u>Religous</u>

Priestship -> Emmisary -> Popedom -> Theocracy

Logic: while very few religous goverements truly existed along history, the religon community always held so much power that thier was no clear distinction who rules and who isn't. Many times, the religous insitute was the ruling body de-facto. And some other times, so simply gain control from thier powerful spot and hold it was no problem at all ( mainly, see Emmisary description below ). While the rule of the religous head can be quite straining and oppresive at times, they don't have to be either the Zealous war maniacs or the oppresive reign as sometime thought of all religos goverment. That is decided by the religoun section ( see below ). Even a Athiest theocracy is possible ( even due it's quite hard to imagine ). A powerful religon would get them the morale bonus ( like in SMAC fundemtalism ), while intolerance would get you the church control inquiestion.
Strategy: a good harmony rating would allow you to flux your SO options greatly, but expect a severe damange to external relations.
Leader swap: Theocracy had a very low chance, Popedom and priesthip have only a slightly higher chance of unrest, but Emmisary almost ensure an unrest.
<list>[*]Priestship is one of the oldest form of goverements, and is available right from the start of the game. When one comes to define Priestship, he must keep shamanism in mind. The roots off all religons on Earth are the tribe Shaman/Wise man/priest. It is he who "knows" how everything works, he how put the idea of god, or gods, into the mind of the people. He invented the ceremonies, the tradiations, that were needed to make peace with the mighty elements. Many times those priests thought they were doing the right thing, using the right tools to help thier people. But more often then not, those prehistoric sharlatens use lies and tricks to gain control over the public. The priest was, many times, the head of the tribe and his tiny civilazation.[*]Emmisrial were used in the times were religon was sepearted from goverements. Since other form of goverements, such as Monarchy and Dictatorship proved the better hand in reigning the country, the religos insitue very content to mend the human soul, but not his body. But with wide support, those orignizations blosmed with economical power. During the Middle-ages, the church had more economical power then most kings. A few times along history, in times of turmoil ( most of the time after a king dies ), the high priest siezed control of the nation.[*]Popedom as an institue was created in the last days of the middle ages. The popedom is almost a throwback to priesthip: a single priest rules over the entire land, uniting body and soul. However, the religous orginization is much more orginized and hiercahial. This is internal order in the originzation, and the religous laws and code of conducts are much more civilizaed and clear to the simple person. Consider the Vatikan in the final days of the middle ages and it's vast economical and cultural power.[*]Theocracy is a even more structured from of Popedom, that consist of a group of priests from various streams and locations, that act much like a senate in the ruling of the goverement. Those bishops are elected in open voting by the members of the local church, and are a part of the concuil for the entire life time ( unless expeled for Heracy ). A good example is the Hebrew Shanadrin, the ruled over old Israel for many years, between the descrution of the first temple and the second one. In the modern world, it could repesent Iran ( since the religous cult, the Iatolas, hold the most power ).

Priestship: +2 Hrm, -2 Rel, -1 Res
->Emmisary: +2 Hrm, +2 Tax, -2 Rel, -2 Res
-->Popedom: +3 Hrm, +2 Tax, +1 Loy, -3 Rel, -2 Res
--->Theocracy: +4 Hrm, +2 Tax, +2 Loy, -4 Rel, -2 Res

<u>Free</u>

Tribal assembly -> Republic -> Democracy -> True democracy

Logic: From the dawn of man, to the most powerful empires on human cultures, goverements that are based on freedom of choise and that the right place for power effecting the people is in the hands of the people. In theory, atleast. For many years, the right to be a influnacing member of society, a citizen, was reserved to a certain portion of society. Most of the time, is was the portion with the most money and power. However, in every such reigm, regardless of just how many people could vote, the people reserved themself the right to choose and expel at will thier ruler, and always made sure thier opinion was clearly heard ( in case of Tribal assembly, usally with a very big stick ). Beyond many nations today, the greek and roman also used free democracies, the minoun, some city states along the middle ages and many early tribes.
Strategy: by giving the people freedom, they become very happy and productive, but it does tend to hamper on national security and intrests.
Leader swap: every 10 turns, not random, but very unlikely anything will happen.
<list>[*]Tribal assembly is another SO option available right from the start of the game. In old nomadic tribes, and early cities, in the pre-culture era, the tribe was ruled by an assembly that comprimsed every adult able male. While it was not complete form of democracy ( no right of vote for females and slaves ) it was still the first step into recongizning the importance of every person. The assembly voted on many things. It comprimised off the hunters ( all the able male ), the elders ( a smaller group, an inner concuil consist of the oldest members of the tribe who could veto everything ), and the elected tribe leader. However, since every person could vote, it made large empires almost impossible to manage. The Aborjians are the most famoused, long standing tribe that used this system. [*]Republic was almost a throwback from the equaly thinking tribal assembly. The roman and greek republics granted right of vote to only a very narrow broad of people. Mainly, only the upper class could vote. This excluded women, slaves ( which they had a plenty ) and the lower class. But the republic did intreduced a concept that allowed free govermenets to exanpd: the Senate. The idea of publicly chosen senators ( which were selected every few years by the entire inhabitnants of Rome/Athenas
), and delegating power to them allows the empire to expand. People from all over the nation didn't have to come for every major vote: only once every few years they would select a single concuil member they would trust the most to do thier biding for them. The senators, in return, delegated most of thier power in the hands of the president. A republic president had much more power then the leader of the tribal: the president could declare wars single-hand, if he wanted. But while the republic was almost dictatorial on it's status, it did allow the free thinking goveremnet to exapand.[*]Democracy: And a good thing it expanded: since the roman and greek empires were the hall marks of civilazation for years after, and when the evil reign of monarchs start to lift from Europe, they returned to it. But a democracy was a step up from the republic: first off, every citizen could vote. Women could, slaves were freed, everyone. Also, the senate in a democracy holds more power then the president ( in comparsion to the republic ). Due to all of this, the people had a great deal of control over thier lifes. Modern democracy becomes available in the reinneanse era. Natuarly, it reflects the USA, britian, Jpan, etc. The first modern democracy was France.[*]True democracy is, in a way, the return of Tribal assembly with technology. In an on-line world, there is no need for any power delegation. The senate and the senator are gone, and so it the president ( consider the player as the repesntation of what they people want ). Budgets, declartion of war and alliances are offered to a global voting by every citizen. New rules and suggestions can be lobbied to the public by going to a series or smaller votes ( a random 100 people need to approve it, then a bigger vote of 1000, and so on ) till is passes enough votes and is suggested to the entire public. This is only slightly futuristic, and should be available very soon after computers.
</list>

Tribal assembly: +2 Hap, +2 Hrm, -2 Ord, -3 Beu
->Republic: +2 Hap, +1 Eco, -2 Ord, -1 Hrm
-->Democracy: +2 Hap, +2 Eco, -2 Ord, -1 Mil
--->True democracy: +2 Hap, +2 Hrm, +2 Eco, -2 Ord, -2 Mil

2. Market

Simple
( Barter -> Currency -> Stock exchange )
Closed ( Autaracial -> Fairs -> Manorilism -> Planned )
Directed ( Protectionism -> Mercantlism -> Colonial -> Nationalazation )
Social ( Social -> Labor union -> Communism -> Utopia )
Free ( Guilds -> Banking -> Free market -> Transnational )

<u>Simple</u>

Barter -> Currency -> Stock exchange

Logic: The simple markets reflect the "Basic" option at SMAC. This market option boost the belief that the goverement simply select the most widely accepted form of trade, and then allow the people to use it at will. It's not, however, free economics as they dis-originzation and lack of any structure doesn't allow the market the harvert the revenue gotten from an almost free market.
Strategy: means to serve the people who don't wish any direction of their market, and wish to have a no-effect bonus.
<list>[*]Barter as a form of economy is your first option in the game. Barter is the concept of item trade: you give me X cows, and I shell give you my own Y stones. The lack of any accepted trade ratio between the items cause many problems, mainly to the ruler taxe collectors, that when in doubt tended to take too much of the owner items.[*]Currency replaced bartering somewhere in the pre-greek era. Many of the big ancient empires had currency, like the Pheonican, Minoun and Egyptains. The national coins were not always valuable as they contains very low amounts of gold. They did represent a fixed amount of value, set by the goverement. Very quickly, fixed exchange ratio between foreign currency was also established, which gave a big boost to extrenal trade as well as the internal one.[*]Stock exchange was first established in the early Reinessance. It represent a step higher the currency: items and companies were represented by "stocks", a fictional, arbitery value that it's actul current value shifted according to demand. While currency were very static, and many times didn't represntive the true state of the market, the flexise stock exchanges offer quick and easy trade in any resources or holding.

Barter: -1 Eco
->Currency: no effects.
-->Stock exchange: +1 Tax

<u>Closed</u>

Autarcial -> Fairs -> Manorilism -> Planned

Logic: Closed markets existed along most of human culture. Those markets rarely dealt with external trade, and tended to be competly self supportive. This is true to the most early and primitive tribes, all along to middle age europe, and proceeding to numerous modern nations. Even due that trade and economy takes such a key rule in the modern world that no nation is foolish enough to ignore the many benefits, many rulers tended to stay on thier own, fearting for spies and drop in industry.
Strategy: closed markets boost powerul industry over commerence and relations with other nations.
<list>[*]Autarcial markets are one of the oldest markets in history, and is available right from the start of the game. Autarcial ( self supportive ) markets are compelty cut off from outside markets, including thier own. Every market ( city ) tends to her needs along, and produce everything the local markets needs by him self. Thier is no, or very little, trade and relations between the different markets of the civilazation. Since the citizen of one city almost never travel outside thier town and see the rest of the city, they hardly feel citizen of the nation.[*]Fairs were introduced before the ancient empires, but were most popurly used when civilzation dropped to a brinking halt in the early middle ages. An important improvemnt over the isolated autracrial markets: annual, or half-annuls ( twice a year ), a fair was sent to the near town or several close cities. The fair moved from town to town, introducing rare items create in every standalone market to the inhabitants of the entire reigon, and even the entire nation. The fairs were a critcal link between the isolated cities. With pirates and barbarians, a large fair was the only way to safely travess the distance between two isolated cities. The fairs linked the nation, boosted commerece by introducing rare items, and generated enough revenues to pass a poor family for many monts after the fair.[*]Manorlism was first introduced as a large-spread system on the 12th centaury. It was a much more orginized form of closed markets. While fairs were created indenptantly by a few local cities, any real direction of the market was non-existant. The king, or ruler of the fair market had almost no control over the markets, beside sending a few tax collectors to bring him whats due. There was no central market. Manorilism is a system of indenptant markets ( cities ), that all directly report to the goverement ( king/ ruler/ president ). The trade between the markets is much better established: instead of fairs, goods kept coming and going between the various cities. The manorlist market was still close to external trade and kept him self-supportive: but with better regulation and control, each market assisted each other by reugulating the required resources amounts between the near by cities. Many local barons signed pacts with other barons to share certain resources each other needs, and both assisted the federal goverement when time arrised ( by troops, money and any resources required ).[*]Planned economy is the pinnacle of evoultion of any market that wish to be competly self supportive. All cities act like one, huge unified market. With the help of powerful computers, and programs that forsee future resources demand, the resources of the entire nations can be adjusted and regulated to perfection. While many nations use such programs today, thier is still a few years needs to pass to reach a technology advanced enough to intrast the entire market planning in her hands.

Autarcial: +2 Prod, +2 Hrm, -2 Loy, -3 Rel
->Fairs: +3 Prod, +1 Hrm, -1 Loy, -3 Rel
-->Manorilism: +3 Prod, +2 Mil, -1 Eco, -3 Rel
--->Planned: +4 Prod, +2 Beu, +1 Mil, -2 Eco, -3 Rel

<u>Directed</u>

Protectionsim -> Mercantalism -> Colonial -> Nationalzation

Logic: As the empires on Earth grew bigger and bigger, many nations found the closed market system un profitable. Trade with other empires has become a vital resource of free cash: some nations even based thier entire economy on trade, like the pheonicans. But, needless to say, that mass amount of money trading hands between empires with no supervision of the empire made the king/ruler very uncomfertable. Traders were a path for espionage and terrorism, not to mention that external imports tended to harm national products. When importing goods becomes a cheaper and better option that buying the local goods, the home industry suffers. And no ruler wanted that. So, while some kings choosed to let the market shape it self, many kings choose to take several measured that will insure the continual of thier state. Most european powers along this millennia used one system or the other to shape all external trade, imports and export, to a form best fitting thier vision.
Strategy: boost effeiceny and allows you to build very large empires, but economy takes a dive.
<list>[*]Protectionism is the name for a economical shield policy. On this systems, the goverement set quota to certain key resources. Any imports that exceed that quota pays a very large import fine. By this system, the goverement kept regulting the market, gains a nice dividand, and insure the proftiably of local products. While every nation uses protectionist rules to some extent ( the US limits textile export, for example ), many middle ages nations uses protectionist market plans for many years to keep tabs on the market. However, protectionism as a system dates back to the roman era.[*]Mercantlism is more of a economical strategy then an option. It was the hallmark of the economical model suggested by the French economist Colbert in the 16th centaury. Mercantlism is an evoultion of protectionism, a "cheat" that was used in the 16th and 17th to gain free money out of helpless nations. With the development of Stock excahnges, smart brokers "swamped" the forgien stock with a huge amount of items: timbers, wool, what ever it took. While the cost dived for zero, a quick buck was made by quickly selling and buying different currency, and make a fortune with the currency ratio.[*]Colonial was ment to replace protectionism and Mercantalism. As the import quota proved far too limiting to trade when used so widely, goverements choosed to cancel the import fines and try to direct the market by other means. As the conquest of the new lands proved to be more and more lucrative, in the 17th centaruy, the goverements choosed to sponsor "formal-companies", that by them the ruler shape the market according to his liking. The british, for example, did not conquer India for the crown or the land: they conquered it for the British India company. It was the company that ruled over the far east, not the crown. But the king financed all those companies and controled them in-directly. In our modern world, try to vision IBM and Microsoft peons in the hand of the American goverements.[*]Nationalzation is both a more free market, and a more controled one then Colonial, at the same time. While in the colonail era the king financed the companies and directed them by messages, in this market options most major companies are nationalized. The goverement does not spend money on the companies, which makes the company more free to choose her heading, but in contrast, the board of directros and CEO are selected by the goverements and are subject to immdiate changes at will. Nationalzation should be available in the late modern era.

Protectionism: +2 Beu, -2 Eco
->Mercantalism: +2 Beu, +2 Rel, -2 Eco, -2 Tax
-->Colonial: +3 Beu, +2 Prod, +1 Mil, -3 Eco, -3 Hap
--->Nationalazation: +4 Beu, +2 Prod, +1 Tax, -3 Eco, -2 Rel

<u>Social</u>

Social -> Labor union -> Communism -> Utopia

Logic: A social market is one who attunes himself to the need of the public, not the industry or the economy. The happiness of the people comes before any other consideration. There should be a very clear distinction about "psuedo" social markets and true social markets. A free market with social tendenacies is NOT a true social market: it's best described with free market and "wealthfare" as value ( see below in Values ). When a goverement choose to embark on a social market option, it attunes all it resources to better fead and cloths the entire people.
Strategy: while social goverements usally takes high amount of taxes, most of them are returned in the form of luxaries: so in fact the actul amount of social Tax is preety low. In contrast to the lower taxes, you get a very happy bunch of people.
<list>[*]The first social market were used allready in the roman era, but they were never very popular. In many ways, socialism is a form of primtivie nationalazation. But while a nationalize market ( see above ) is just the goverement way to achieve control and high effiency, a social market nationalaize the main industaries to insure that every citizen gets the bare minimum to surive. Farms belong to the goverement, and so those the food transportion. Food is quotered so that every person get atleast what he needs to live. The main companies, such as water, communiction and electricty all belong to the goverement. Large subsidies ensure that every person can buy those nessecaties. Job in the nationalaize companies is free to all and sponosored by everyone. Can't find a job? The goverement will always find room for in a farm of gov factory, earning a good wage. Child upkeep is heavly sponsored, and so those health care and operations. It widely differ from social free markets, that only keep loose watch on key items. And more, no social free market every nationalaized the food production: that was left to free enterprise.[*]Labor union is an industrial imporvement over social markets. While social goverements always take care, generaly, of the worker class, a large, solid, goverement supported labor union insure the workers gets those little things that the goverement can't remember, or doesn't care to remember. Wages are fairer, and while hampering the industry, strikes always, in the end, benefit the entire society.[*]Communism markets were first developed in the modern era. While communism, at it's pure form, never existed in the world: equal wages, equal conditions, equal people, some nations really came very close. However, as the industry slackened in a pure communism market, the goverement took preliminary steps to insure the loyality of the people. Farmers got benefits to insure the food supplies, and acadamic and militarial centeral people got better conditions and treatment. The goverement still inforced the shared wages to all: a general would get the same wage as a privite. But the general got more alcohol provision, for example, bigger flats, more food and better school for his childern. It was not the perfect society it should have been: the human greed is a mighty force, and without a cash insentive the people became lazy. But it was a good step in the right direction.[*]Utopia is a futuristic option, the most advanced SO in the game, but in close observation is more and more probale. With fusion power and nano robots the future holds infinite power and wealth. Any item, food, buildings, cloths, could simply be created with no cost, just time. With time, every item you require could be provided. The transformation of decade minerals would make any element frequent enough to lose it's value. All material possesions become meangless: you only pay for things that can be duplicates, man power. See a movie used with actors? Pay credit. Resturant with real waiters, learn in school with real teachers, you pay for those items. In fact, the only reason you will need to work at all is to earn some luxary credits. While this may seem futuristic, it's not the case. It's more the possible. All ready modern robots and computers show us a future where most man-made work is redudenant. ( Personal advice: The SF book "Forver peace", the hugo winner of 98' by Joe Haldeman is a PERFECT example of what I have in mind ).

Socialism: +2 Hap, +2 hrm, -2 Tax, -2 Mil
->Labor union: +3 Hap, +2 Hrm, -3 Tax, -1 Mil
-->Communism: +3 Hap, +2 Hrm, +2 Loy, -3 Tax, -3 Rel
--->Utopia: +3 Hap, +3 Hrm, +3 Loy, +2 Env, -3 Tax, -3 Eco, -3 Rel

<u>Free</u>

Guilds -> Banking -> Free market -> Transnational

Logic: when someone comes to the concept of free markets, he must remember they are never competly free. It was the lack of any minimum and maximum to certain key items, no set minimum wages, the concept of income tax, all of those things used by capatlist nations to keep some tabs on what on what is going on the market that led to the world-wide crash of 1923. Free market types before that were when appointed offices and/or orginization had a mandat from the crown to deal with the trade more or less as how they so fit. While free markets are the most popular market type in the modern world, it was not really the case in the past. Indeed, many ports and other small polis ( city-state ) used trade guilds and later originzed banking to trade freely with the rest of the world. Even the roman empire, another the benevolent rule of some kind dictators, in the height of her evolution, gave guilds enough power that - for that brief time - it could be considered a free market.
Strategy: Boost a powerful economy, but loose control and order on your nation.
<list>[*]Guilds date back to the origin of many ancient empires: even to the Aztec and the Egyptain. But in those times, they hardly controled enough power to be considered a valid market option. Guilds exprienced a brief glance of power in the roman era. But only in the middle ages did the guilds truly blossmed. Guilds, as a general rule, are a group of members that had gain a formal permission for the state to control freely, and further carry the interst, of a specific craft. The ship-wrighter guilds, the oldest of all in the known history, was used by the goverement many times in consturction contract of ships ( for example, the Athenaian league ). The guild had a free reign, an almost compelte autonomy on the buissness of that craft. While the power was not equally distributed, and reserved soley for the guild members, those few gained free rule of trade, as guilds usally created prolonged pacts with other guilds. Togther, they could almost by-pass the goverement competly, trading commodities from one another freely, and export and importing whatever they wished, for wherever thier buissness took them. Later, as trade guilds and alliances grew stronger ( Jeneboze, the trade city from which columbus came, the Hansa - a trade alliances that used trade guilds to sail the far seas, the venosian city-states ), the use guilds were the only way that one could freely trade items.[*]Banking also dates back to the depths of history, to the Babylonians, but only in the reinessance did banking became such widly spread that they transformed the entire economy. The invention of paper money, the growing economical power of the cities ( when before the distributed system of manorilism was used ), all contributed to the need to create a solid market place in the cities. Banks safe-guarded money, but they did more then that: you could buy bonds, stocks, everything via the banks. The banks were a source of free, unlimited wealth, and everyone could use it. The old system distibuted power in the hands of the nobel ( or the guild members, in another case ). Banks allowed anyone, with a buck ofcourse, to trade. Ofcourse, that banks hold a formal permission of the crown to do so, and only a very few ( but very big ) banks were created. It lasted as a system till the days of the industrial era ( eh, Mr. lorry, the eternal banker... one should only read the description of the Tellson bank to have such a keen picture of the entire escapde! )[*]Free markets, formerly estbalished in the industrial era, was created when banks no longer needed the formal permission of the crown to build, create and deal with money: and so the buissness of making money from money thrived. So numerous those banks became, that each hold very little power ( not the federal bank, ofcourse ), that thier power structre crushed and tumbled, moving power in the hands of enterprisers and companies. Very soon, companies changed the market as they saw fit. However, the goverement ( after some fatal incididents ), did set some laws.[*]Transnational is the evolution of free markets. From companies, evolved coporations, and from them, unions. And very soon, those unions started to branch to every other free market nation ( and some who aren't ). The idendity of companies became competly separted. Most of the time, is just doesn't matter. Is IBM truly an american company? And honestly, does it matter? Transnational is a modern option, that even further enhance commerence, but does open the room of espionage.

Guilds: +2 Eco, -2 Ord
->Banking: +2 Eco, +2 Rel, -2 Ord, -1 Mil
-->Free markets: +3 Eco, +2 Rel, -2 Ord, -2 Env
--->Transnational: +4 Eco, +3 Rel, +2 Prod, -3 Ord, -2 Loy, -2 Env

3. Values

Passive
Survival
Happiness
Power
Wealth
Knowldge


<u>Passive</u>

Passive is the starting value option, and acts like SMAC option: survival, meaning an option that niether gives any bonus or any minus. It is used by those who don't wish any changes in their society, and just doesn't approve of any of the options.

Passive: No effects

<u>Survival</u>

Survival got a preety strange treatment in SMAC. Survival is a second option that is available in the start of the game, but Passive is default. Survival exactly puts your nation in the state of fortification, and rationing. It bests fits countries that are on the state of a long, prolonged war.

Survival: +2 Prod, +2 Loy, -2 Eco

<u>Happiness</u>

Happiness is yet another of a more social society. It goes hand in hand with social market options ( much like wealth goes well with Free market ), but its indeed a value. It represent the society basical view that the happiness and well being of it's citizens is the most fundemntal requirement of the state, and acts accordingly.

Happiness: +2 Hap, +2 Prod, -2 Mil

<u>Power</u>

A country that select power as value is one that puts the military as the most important part of thier society. The military industry encorparte most of the people, and the needs of the public is second to the army requirement. While this makes any army quite strong, the society suffers greatly from this oppresive value.

Power: +2 Mil, +2 Exp, -2 Hap

<u>Wealth</u>

To make money from money, as much as you can and as long as you can. As strange as it sounds, wealth can be selected with every market option, not only free market. Yes, including social. While the way to define "wealth" in a communist market is different, a wealth communism society is one made of people that are eager to achieve what ever rank, or position, that could be offer them ( while the money gaining option is overruled ). Needless to say, that such a go-getter society create distinct class that very soon leash on one another.

Wealth: +2 Eco, +2 Tax, -2 Hrm

<u>Knowladge</u>

The search for knowladge as a goal is a truly benevolent mean, and many nations supported the search for knowladge ( and, hopefully, some pratical militarial aplications ). A scientifical nation tends to excel at researching and inter-national relations, as other nations both tend not to fear research nations, and because that scientifical coporations make things easier. Math IS the universal laungue after all...

Knowladge: +2 Res, +2 Rel, -2 Exp

4. Structure

City state
Confedaration
Federal
Empire


This section defines the structre of your power, and how it spreads along your empire. The more power you give to the regional command, the more power is delegated, the harmony factor increase. People act more like a society when they are in a small, closed, friendly group. If every city stands alone, then the people will be more contacted to one another in that society. Also, since delegated power takes control and offload work out of central command, city state is much more efficent in terms of beucracy. However, isolated nations tends to alienate the people against the state. A federal nation, for example, will be much more known that a city state one. The more related the people will feel to the state, the more loyal they will be to her. In even worse, they less contacted they feel to the state, the less taxes they will be willing to spend,

<u>City state</u>

City state reflect that every city on your nation is independtatly ruled and controled. In fact, the general goverement is very scarce. The bonds that tie the invidual cities is very weak. While it can, for example, represent the early Greek empire, it relates also to the feudal structure of the middle ages. Every city ( belongs to a certain lord ), controls his own city and is only limitled contacted and responisble to the crown. In democracy, in means the citizen elect the mayor of thier city which has almost complete autonomy. The mayor concuil meets every time and then to dicuss general strategy. They elect a representative mayor ( you ), but he has very limited power.

City state: +2 Hrm, +2 Beu, -2 Loy, -2 Tax

<u>Confedartion</u>

In a confedartion state, every region/state/city is very independat, however they are directly under the control of the federal goverement. While the federal goverement almost never interving in regional matters, the federal power is very real and obivous: not nearly like the "virutal" control of the gov in city states. It defines the inter-relation in the USA, for example. Every state had independt goverenor, but it is the president that has the over-ruling power in the end. In a democray, the citizen both elect the regional goverenor, the federal senate and the federal president.

Confedaration: +1 Hrm, +1 Beu, -1 Loy, -1 Tax

<u>Federal</u>

Most nation, modern and old, were federal. A federal structure simply means that all power is in the hands of the central goverement. The regional manager, or mayor, has very limited power and is directly responisble to the federal state. In a democracy, the people elect the mayor, the federal senate and the president. However, since the mayor rarly solve the local problems, the citizen will raise thier problem in the 2 senate ( -1 Harmony makes the senate intervention worse ).

Federal: +1 Loy, +1 Tax, -1 Hrm, -1 Beu

<u>Empire</u>

While not frequently used today, many nations used the empire structre option for many times. The federal govrement is the one who elect the regional ( city ) overseer. The overseer tends to the gov command and intersts, and rarily care enough for the local problem. In a democracy, the citizen elect the senate and president, but it's the cooliation that elect the regional managers ( mayor/overseer ). The citizen can send complaints and request a swap in management: but the control on who ruled over thier local problem is gone from thier hands.

Empire: +2 Loy, +2 Tax, -2 Hrm, -2 Beu

5. Army

Regular
( Regular )
Citizen ( City militia -> National guard -> Civil duty )
Masses ( Tribal levee -> Forced drafting -> Recruitment )
Expert ( Military caste -> Mercenery -> Proffesional )

<u>Regular</u>

While being a sort of a "Default" option, the Regular army option only becomes available in the roman era. Regular army is well deciplined and eqaully well equipted and trained. It dervies from volunteers from all over the country. They are originzed into large battalions, undergo basical training and are positioned in a certain sector, when they constantly pass rigious training. While not having an extream proffesionaly in comabt ( like military caste and the rest ), they are, most of the time, much more diciplined then the other troops in the field. The dicipline is a key requirement in using large-scale field strategy, that gained the ancient armies so much sucess. The roman empire, Alxender invasion force, and many other nations along history, all used the regular army option.

Regular: +1 Exp

<u>Citizen</u>

City militia -> National guard -> Civilian duty

Logic: Citizen armies are recruited civilians that serve and train in the community. Those volunteering civilians act as neighbourhood watch, aid and replace in need the police, and are mass recruited in war as standard army. It was most of the time by small nations, that had no real ability to defend themselfs from a large invasion anyway.
Strategy: Local army forces make the populace very orderly and loyal, but the combat ability of the force tends to be very poor.
<list>[*]City militia is one of the first things you can research. It was used by many early nations/empires, until the size of thier standing armies reach a certain size when they forced to change army options. The city militia is requruited from able volunteers from all over the local region. They are not properly equiped, but undergo decent training, more then can be said about Tribal levee. The city milita also works as police, increasing the order in the city.[*]National guard was a vast imporvement over the city militia in the roman era. The national guard in Rome, for example, was well trained and was also used as the city fire man. The national guard was based on nation wide volunteer, adapting proper training and accepted standards, and with good connection between the local national guard stations for quick activion. In time of war, the national guard could act like a single unit, and not a commonwealth of different militia from different cities.[*]Civil duty date back to the Reinnessanse era. All citizen are required to donate X years of civil duty: either in the army or in helping the state in different ways. The civilain army is properly trained and acts almost like any other army, except the numbers and cost are much greater. Switzerland is allready using this system from many years now.

City militia: +2 Ord, +1 Loy, -1 Mil, -2 Exp
->National guard: +3 Ord, +1 Loy, -2 Mil, -1 Exp
-->Civil duty: +3 Ord, +2 Loy, -3 Mil

<u>Masses</u>

Tribal levee -> Forced drafting -> Requrietment

Logic: Many times along history, mainly in times of war, the state declared a mass drafting of the entire populace. This resulted is a lot of cheap, easy to support units. But since they are shipped with little, or no training, needless to say the combat value of those troops is shakey at best. And even more, the result of shipping the nation finest without any training to the war fronts greatly dis-comfort the people.

Tribal levee: +4 Mil, -3 Exp, -2 Hap
->Forced drafting: +3 Mil, -1 Exp, -2 Hap
-->Requrietment: +3 Mil, -1 Hap

<u>Expert</u>

Military caste -> Merceneries -> Proffesional

Military caste: +2 Exp, -2 Mil
->Merceneries: +3 Exp, -2 Tax
-->Proffesional: +3 Exp, -1 Mil

6. Religoun

Tradional
Strict
Intolerance
Freedom
Athiesm


<u>Tradional</u>

Tradional: No effect

<u>Strict</u>

Strict: +2 Exp, -2 Rel

<u>Intolerance</u>

Intolerance: +2 Ord, +2 Loy, -2 Hap, -2 Res

<u>Freedom</u>

Freedom: +2 Hap, -2 Ord

<u>Atheism</u>

Atheism: +2 Res, -2 Hrm

7. Research

Wise-man
Naturalistic
Academic
Humanitarian
Practical


<u>Wise-man</u>

Wise-Man: no effects.

<u>Naturalsitic</u>

Naturalisitc: +2 Env, -2 Prod*

*Biology techs at 75% cost.

<u>Academic</u>

Academic: +2 Res, -2 Exp*

*Universaties bonus increased by addional +25%.

<u>Humanitarian</u>

Humanitarian: +2 Hap, -2 Mil*

*Social techs at 75% cost.

<u>Pratical</u>

Pratical: +2 Mil, -2 Res*

*Prototypes are at free.

</u>D. Summary of the model ( numbers )</u>

Goverements


Anarchy*: -3 Hap, -3 Prod, -3 Loy

Despotism: +2 Ord, +3 Mil, -2 Beu, -2 Hap, -2 Loy
->Military autocraty: +2 Ord, +1 Mil, -2 Hap
-->Police state: +3 Ord, +2 Loy, -3 Hap

Dictatorship: +2 Loy, -2 Beu
->Totalatirms: +3 Loy, +2 Mil, -3 Beu

Dynasty: +2 Tax, -2 Eco
->Monarchy: +2 Tax, +2 Prod, -2 Eco, -1 Hrm
-->Parlimental: +3 Tax, +3 Prod, -2 Eco, -2 Hrm

Priestship: +2 Hrm, -2 Rel, -1 Res
->Emmisary: +2 Hrm, +2 Tax, -2 Rel, -2 Res
-->Popedom: +3 Hrm, +2 Tax, +1 Loy, -3 Rel, -2 Res
--->Theocracy: +4 Hrm, +2 Tax, +2 Loy, -4 Rel, -2 Res

Tribal assembly: +2 Hap, +2 Hrm, -2 Ord, -3 Beu
->Republic: +2 Hap, +1 Eco, -2 Ord, -1 Hrm
-->Democracy: +2 Hap, +2 Eco, -2 Ord, -1 Mil
--->True democracy: +2 Hap, +2 Hrm, +2 Eco, -2 Ord, -2 Mil

Market

Barter: -1 Eco
->Currency: no effects.
-->Stock exchange: +1 Tax

Autarcial: +2 Prod, +2 Hrm, -2 Loy, -3 Rel
->Fairs: +3 Prod, +1 Hrm, -1 Loy, -3 Rel
-->Manorilism: +3 Prod, +2 Mil, -1 Eco, -3 Rel
--->Planned: +4 Prod, +2 Beu, +1 Mil, -2 Eco, -3 Rel

Protectionism: +2 Beu, -2 Eco
->Mercantalism: +2 Beu, +2 Rel, -2 Eco, -2 Tax
-->Colonial: +3 Beu, +2 Prod, +1 Mil, -3 Eco, -3 Hap
--->Nationalazation: +4 Beu, +2 Prod, +1 Tax, -3 Eco, -2 Rel

Socialism: +2 Hap, +1 hrm, -3 Tax
->Labor union: +3 Hap, +2 Hrm, -3 Tax, -1 Eco
-->Communism: +3 Hap, +2 Hrm, +2 Loy, -3 Tax, -2 Eco, -1 Rel
--->Utopia: +3 Hap, +3 Hrm, +3 Loy, +2 Env, -3 Tax, -3 Eco -2 Rel, -1 Exp

Guilds: +2 Eco, -2 Ord
->Banking: +2 Eco, +2 Rel, -2 Ord, -1 Mil
-->Free markets: +3 Eco, +2 Rel, -2 Ord, -2 Env
--->Transnational: +4 Eco, +3 Rel, +2 Prod, -3 Ord, -2 Loy, -2 Env

Values

Passive: No effects
Survival: +2 Prod, +2 Loy, -2 Eco
Happiness: +2 Hap, +2 Prod, -2 Mil
Power: +2 Mil, +2 Exp, -2 Hap
Wealth: +2 Eco, +2 Tax, -2 Hrm
Knowladge: +2 Res, +2 Rel, -2 Exp

Structre

City state: +2 Hrm, +2 Beu, -2 Loy, -2 Tax
Confedaration: +1 Hrm, +1 Beu, -1 Loy, -1 Tax
Federal: +1 Loy, +1 Tax, -1 Hrm, -1 Beu
Empire: +2 Loy, +2 Tax, -2 Hrm, -2 Beu

Army

Regular: +1 Exp

City militia: +2 Ord, +1 Loy, -1 Mil, -2 Exp
->National guard: +3 Ord, +1 Loy, -2 Mil, -1 Exp
-->Civil duty: +3 Ord, +2 Loy, -3 Mil

Tribal levee: +4 Mil, -3 Exp, -2 Hap
->Forced drafting: +3 Mil, -1 Exp, -2 Hap
-->Requrietment: +3 Mil, -1 Hap

Military caste: +2 Exp, -2 Mil
->Merceneries: +3 Exp, -2 Tax
-->Proffesional: +3 Exp, -1 Mil

Religoun

Tradional: No effect
Strict: +2 Exp, -2 Rel
Intolerance: +2 Ord, +2 Loy, -2 Hap, -2 Res
Freedom: +2 Hap, -2 Ord
Atheism: +2 Res, -2 Hrm

Research

Wise-Man: no effects.
Naturalisitc: +2 Env, -2 Prod*
Academic: +2 Res, -2 Exp**
Humanitarian: +2 Hap, -2 Mil***
Pratical: +2 Mil, -2 Res****

* Biology techs at 75% cost.
** Universaties bonus increased by addional +25%.
*** Social techs at 75% cost.
**** Prototypes are at free.
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Old November 10, 1999, 01:35   #14
JamesJKirk
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Harel-

not sure if you're responding, but I wanted to inquire about having a religious form of government. I believe that the basic governments should be SE "Shells" that give the basis for governance. Ex: You could have a democratic shell, with a religious filling, like Iran. You should get choices like these:
Despotic, Monarchal, Oligarchic, and Free

then the second level could give these choices:
Military, Parliamentary, Religious, Totalitarian, etc.
Actually come to think of it, it would be all of your initial chioces, save religion, with the later choices added to second level postitions to allow mixing with other forms.

Your model also doesn't distrubute power from the center (the player) the mode of government does not hav much affect on what's going on, so there should be more limits on player's power
Also, how could you call a country that didn't allow women to vote until 1945 the first modern democracy?

And I think you're confused about federal and confederal. Confederal means most power is delegated away from the central government and to the states (not like the USA, but like the old CSA, and similar to Russia today, although it is still Federal in name)the central government basically only has control of foreign affairs and what affects more than one state.
In contrast, a Federal government has most power gathered at the central government, but a good deal still given to the states, the states get seats in the upper house and have a say in what goes on in the federal government.
Your definition of federal sounds more like Unitary government, where almost all power is in the central government, like the UK and France.
Other than that the model is great, especially the economics, don't get me wrong!
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Old November 11, 1999, 12:40   #15
Maniac
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What did you think? I can't stay away of course!

I was thinking about the Germans in WWI and I have come up with an Economy choice we all forgot: war economy.
It should be something like:

War economy: +3 Mil, +2 Pol, +2 Sen, -3 Cen

Some other changes:

1) I would delete the Survival Value choice.

2) Make a new Value choice:
Pacifism: no positives or negatives
This would be the new default starting choice

3) Rename Power to Imperialism and change the effects to +2 Mil, +2 Exp, -2 Rel

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Old November 11, 1999, 14:05   #16
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I don't understand why War economy should be a SE choice. War economy is where a country shifts its industry from producing civilian goods to military goods (like weapons). A civ player already has essentially the war economy choice when they decrease the rate for research and increase ECON and PSYCH, and change the build queue for all the cities to military units.
If you want a war economy choice, have a button that automatically sets all your cities' production to military units, and sets ECON, PSYCH and RESEARCH to a certain default. That would greatly decrease micromanagement.

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Old November 12, 1999, 12:39   #17
Maniac
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Countries in war crank out new military units at a speed apparently impossible in peace time.

Plus in history, mostly, countries in war did more military innovations than in all the previous peaceful years before. This is represented by +3 Mil = +30% speed of research in the Military category if simultaneous research is used.

In war time if a lot is at stake, even if you are democracy (-2 Pol), the people aren't unhappy if there are troops abroad.
Represented by the +2 Pol of War economy.

And of course for the same reasons the senate won't interfere and ask for peace (+2 Sen).

And in war the civil production and economy drops, which is represented by -3 Cen. Perhaps I should change it to -2 Cen, -1 Eco.
This is my solution for what quite a few people asked: that somehow in an all-out resource draining war, the civil economy suffers.

This is my version of what Harel described in his model, A7 - War, without the significant problem/question:

What if I am officially at war with a mediocre civ on an island on the other side of the globe, but I hardly fight with the civ? Do I get those heavy penalties too? How does the game determine when I actually am in an all-out war and when not?

I solved this problem since the player will only choose war economy when it's really necessary, not when he's at war with some pathetic civ with Chariots as best weapon.

BTW, just going to the SE screen and change to War economy is much less micromanagement than changing the ECON, LABS and PSYCH rates and push a button which sets all production to military.

PS:

Another small refinement to my model.
If your Army choice is Recruitment, rush-buying an infantry unit should only cost the double of the actual labor/resources cost.
In civ2 terms, to complete a Riflemen unit would only require 80 gold. Cavalry and Artillery would still be expensive.
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Old November 12, 1999, 14:01   #18
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I meant that the button does both; changes TAX rate and production.

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Old November 12, 1999, 15:54   #19
Maniac
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My apologies, Diplomat. But that doesn't nullify the other reasons I said in favor of a War economy choice.
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Old November 14, 1999, 16:20   #20
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I'm beggining to like Maniac's suggestion about a war economy. But I would by all means change the -3 cen to -2 pro -2 eco. (BTW I dn't at all get why you call this SE factor Centralization when it has to do with production and food output). This war economy would really hurt your economy as all the efforts of the country is put into the war. I have some questions, however: Would it only be a modern option, or would it be possible in ancient times too? Also, the border between this and other economy types - would you define the SU during WW2 as having War economy? Over 35% of the production went into the war, but it still had a capitalistic system. Maybe having it as an option within all the other economy choises - so you could have capitalistic war economy as well as socialistic war economy?

Also, what do you think about having some charactersitics of your people in the game? There could be Individualism, Militarism etc., ranging from 0-10. They would determine the output of your civ. So in a laissez faire economy a high individualism would give more happyness and trade, while low would give less happyness and trade. And in a communistic/socialistic economy a high individualism rating would give less happyness and possibly more corruption. This would be expanded, meaming that you would need a certain individualism rating to have democracy (maybe 4), and if you had 4-6 it would give a lot of corruption and waste (like in Russia). The militarism rating could determine the unhappyness caused by units away from your cities. If high there would be no unhappyness. There should be more of these characteristics of your people, maybe about 5 or 6.

You could affect them via your SE settings and actions (a quick war would raise your militarism rating, but if you have just had a very destructive war in your country it would fall).

So, what do you think?
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Old November 25, 1999, 20:51   #21
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As someone new to this debate it seems to me that most of these models are too concerned with extreme detail and not enough concerned with a more harmonius and usable model. Civ III may well be a very realistic game, but a game it remains, and I seriously doubt Firaxis will use a model of complexity even approaching the ones described here. All of them seem to have various good and bad points, but apart from Harel's, they seem a tad economically obessed and burdened by using mainly ideas "really happened", rather than utilsiing ideas that "could have happened". I was recently reading the book "Virtual History", I forget the editor, which is a collection historical analyses of what could have but did not happen. One Historian made what what I felt was a very good point, and applicable here:

"History is what actually happened in the context of what might have happened."

As the Civ games have always been about "History that never was", it seems to me that paths never actually taken, or not yet taken should also be available. Most of the models allow for this to some degree but perhaps more alternate political, religious and economic structures should be explored, up to and including weird future societies, such as Terra Nova's wierd, vaguely fascist, meritocratic "Hegemony", and so on. Just a thought.

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Old November 27, 1999, 10:09   #22
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Wow. First post here for weeks. Guess that after The List has been completed posting here gets meaningless.

Well, i might as well defend the basics of this thread:

Ruinexplorer:

I totally disagree with you on meaning that these models are too complex. SE is the basics of society and should therefor have a much larger role in Civ3 compared with all previous civs. For Civ3 i would like more macromanagement and less micromanagement, meaning that you should control a civilization with a central government and not just some individual cities and units that happends to fight the same enemy.

Sure, i agree with you that a balanced and harmonic SE model is required, but as we have no game to test our models on we have no idea what's harmonic. And so we might as well try to simulate reality in our systems. But detailes are required if the game should have well functional SE.

And for the economic obsession i must say that economics is actually extremely important in society. Far more than, for instance structure or government. And Harels economics sucks! It really does! His evolement in economics is the opposite of reality, as his economics (the free category) becomes more and more free, where in reality it has become more and more government controled. Also, details is required for economy. In Harels economics all countries in the world would be free market/transnational! Therefor more detailes are required, such as my labour union, corporatism and public sector options. Here countries would be individual.

For your last note about alternative history i can only say that i totally agree! It would be extremely cool to have options that has never excisted! The entire SE concept allows this to some piont (democratic socialism, nondemocratic civs with high freedom of speech etc.), but there could be much more. I have only included Green economics and a suggestion of a corporate republic option. But there could be much much more. How about a government option where the civ is like a company where everybody can buy stocks, meaning influence? It could be cool with a whole thread concerning alternative SE options, where people can debate what they should be and what effects they would have.
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Old November 28, 1999, 00:58   #23
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Actually, I have to agree with you economics to a great degree, but I still thing that most of these people must have done/be doing economics and/or politics at university which deeply warps ones perception of non-current societies. I've heard economy students say some really dumb things about ancient economies. As for control, well, I sort of agree with you (obviously I am influenced by my own politics - I don't see a total "free market" or economic libertarianism as necessarily "good" things for a civ, but then neither does Brain Reynolds, so I'm okay).

Aaaaanyway, I see what you mean, but bureaucracy and government attempts to control and benefit from trade and so on are deeply ancient, and it is such attempts that lead to the formation of written language, amongst other things. I would, from an archaeo-historic POV, suggest that governemnt control has not been constantly loosen or tightening over the years, but fluctuating, depending on the style of government. Some governments interfere (and I do NOT use the word perjoratively (sp?)) constantly, whether they are trying help their own citizens and be green or whatever or just get a "piece of the pie", whereas others don't care as long as they get their taxes. What I would agree on is that the degree of _potential_ control has continually risen, culminating (so far) is societies with near total economic control, such as other using communism. I'd like to see stuff like "labour-exchange" type Civs allowable, a kind of moneyless communism, which has already been tried out in places.

On complexity... I think you missed my point... complex models are all well and good but Firaxis will NOT use one as they are simply to complex for most people. You may well be able to affect all those variables but they will not be on the same big social engineering table.

As for alternate civ ideas, well, I'll start that thread on it's own topic right now... should be busy I hope.
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Old November 30, 1999, 01:06   #24
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Hey, here's whole new thing for chew - party politics.

From the moment I saw Senate, I started to wonder - could the parties be included in some way? I thought, and finally, when reading V 2.0, it dawned. How about, in democracy, every time you make SE change, it first has to pass the parliament? And that won't be easy, as there are many parties competing in power.

Now, parties would symbolize political views - there would be Democratic Party, Socialist PArty, Conservative Party, Liberal Party and so on. Each of parties has an Agenda. Agenda mainly specifies what they want to do to SE factors. Their opinion to these factos is specified at range +3 to -3. For instance, Socialist Party's view to Economics would be -2 or even -3 - they are against Soc- Eng choices that increase the Economics factor. On the other hand, as they are all for rights of worker, Industry level could be +2 to +3 - they are very pro towards choices that raise Industry level.

But, in event of vote, how is it calculated which party will vote which? Simple. The chances the new Soc. Eng setting are each tken separate and each multiplied individually with the party's Agenda factor. For instance, if aforementioned Socialist party has -3 in Economics and new choice would cause increase of 1 in Economics, it gives Socialists -3 in that matter. Then all factors are added up and wheteher the sum is positive or negative, that decides whether our party votes Yes or No.

But what decides what party has how many seats? Well, still using Socialists as an example, if your industry is screwed up (You produce little to nothing) Socialist models get seen as relief from present crisis and Socialist party gets lot of votes. Note that if Industry level is -3, for instance, it doesn't automatically mean that Socialists get voten. Rather, if leader screws up in Industry, then Socialists get voten for. I suggest that as a balancing factor there is Presidential Party that votes Yes to every suggestion that president makes - after other parties have been tallied, reminder of seats goes to this party.

Also, random events could be in, in form of one party getting particulary charismatic leader, or one that makes major chance to their views. Also, if there is friendly state next to you and Socialists are going fine there, then Socialists in your country are bound to get votes too. If there's enemy country with Socialists on charge, on the other hand, your socialists are gonna get less votes (potential traitors, you see.)
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Old December 7, 1999, 21:16   #25
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Being more or less a historian I would like to make some comments about this whole idea of social engineering. We, living in the year 1999, actually cant imagine the very restricted influence most goverments had over most of their subjects during most of history, certainly before the French revolution. Even strong, able and "absolute" rulers like Louis XIV didn't make a great difference. He couldn't for example tax his own aristocracy without serious risk of an aristocratic rising, which always could topple his government. And since that same aristocracy owned most wealth in his kingdom it was nearly impossible to control the royal budget, let alone his kingdom.
Neither should we cherish illusions about the power of the Roman emperors. All emperors who didn't understand how to rule in cooperation with the Senate, sooner or later lost their lives. From the third century that influence shifted to the army, but the actual situation didn't change: work in accordance with the wishes of the army and the ruling elite or lose your job! (and your life as well)
So in my opinion- though I like the idea of social engineering for gamepurposes- the options should be much more restricted if you want to create a realistic historical atmosphere. I think the population of Civilization is much too easy to suppress, even on Deity level. They are just too predictable. If you control their happiness regularly they will never spontaneously revolt.
Those who read history should know that peasant revolts occurred every second year ,mostly as a result of crop failure and the subsequent famine. Tax collecting would be another reason to revolt.
Another constant, more dangerous threat to each government was the aristocratic "cabale". And we should never forget the danger of pretenders within the royal family, possibly encouraged by foreign powers. (for example the War of the Roses or the incountable palace revolutions at the court of the Romanows)
So instead of the gamers dictating the social conditions I would prefer a game dictating the limits of government. Even Hitler didn't succeed ,when in the last days of his rule he ordered the mass extinction of his own German subjects (!). Let people revolt because of crop failure or high taxes! Let the aristocracy thwart your plans and secede, carrying half the kingdom with them. So far I forgot to mention the clergy. Throughout history their influence has been immense; they could anathematize you or confirm your divine right to rule. Charles I lost his head as a result of such a conflict. (Of course I know that in truth things were much more complicated; also taxes played an important part as did the landed aristocracy, the so called gentry)
Finally a word about government in the beginning of history. The original form of government certainly wasn't despotism, but a sort of priest-kingship. This pattern repeats itself in every historical civilization, Sumerian, Egyptian, Indus, Chinese, Mayan, you name it. A god owns the land, which is administered by an all-powerfull caste of priests. Because of their superior ,divine knowledge they alone did know when to sow, when to harvest and how to organize irrigation, which involves the help of many. But those societies weren't militaristic, far from it. They were primarily religious; without religion society would fall apart. (that's why this social structure is often called temple communism: private ownership of land didn't exist) The king/pharaoh/inca was the highest priest of the community ,perhaps with divine ancestors but always cooperating with the other priests. In Egypt Ikhnaton introduced a new monotheistic religion around 1300 BC and quarreled with priests of the other gods: he came to a bad end.
The growing power of the military and a more despotic kingship is a later development, which is probably connected with the arrival of Aryan and Semitic barbarians and the introduction of the chariot in warfare. From that time dates our military aristocracy.
Those who think the Roman republic was in any way democratic are a bit naive. Rome was ruled by about fifty very wealthy aristocratic families, mostly of patrician stock and all having landed property. Other ways of making money were considered vulgar. Membership of the Senate, which actually ruled, was almost exclusively determined by birth.
A final remark: I think it absurd that knowledge can only grow. A lot of knowledge of the Greek and Romans disappeared during the Dark Ages following the migration. The Minoans could write; as a result of the Dorian invasion writing stopped, only to be reintroduced some centuries later. Around the year 1000 AD China under the Sung-dynasty was centuries ahead of all other civilations: in Western Europe society had just begun to recover from the Dark Ages, the florescence of Byzantium and of the Muslim world were past their peak.
But history would change its course: China was overrun by the Mongols and withdrew into itself; many originally Chinese discoveries like gunpowder weren't developed to its possibiities. Social engineering?
No, external events forced China to develop a less adventurous society and to defend itself morally against the barbarian intruders.

By the way, its not my purpose to criticize, only to stimulate the discussion. I like most ideas but prefer historical likelihood and ambiance.



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Old December 8, 1999, 23:36   #26
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Thanks for reacting!
Historians just don't know about a first tribal assembly. Most primitive society have some sort of village council; in the Gilgamesh epic (a great piece of Sumerian literature) there are traces of a council of elders: they advise the king. Because of lack of source material you can jump to almost every conclusion you like. The essential question should be: did the common people in a given society have any political power?
That's the point where opinions begin to diverge. Rome, where the Senate ruled for centuries, also had about four different tribal assemblies. At some point law was passed that decisions of one of those assemblies gained force of law. And yet that didn't really change the structure of government. The aristocracy still ruled, apart from a returning triumphing general. And Athens was certainly more democratic, but only for Athenian male citizens. Slaves (a great part of the population), women and also non-citizens didn't have any political right.
Generally speaking only non-civilized societies had assemblies where people were heard and could speak. I'm thinking of nomadic people, where every man took part in the hunt or raid. In those societies all men carry arms and they take daily practice. That's one very important reason that they are militaristic, heroic and in a conflict with a civilization usually the conquerors. But they didn't create a civilization, which always begins with agriculture ,cities and organized religion.
Before the development of firearms the barbarians normally won the day. (By the way: I would like to recommend two books: "The Rise of the West" by W.H. McNeill and "The rise and fall of the great powers" by Paul(?) Kennedy.)
I agree completely with the unbearable slowness of building military units; its just absurd. But such problems should be amended. I would suggest the introduction of an organized division of labour. Players could conscript part of their labour force, so some soldiers can be available at any moment. And why not distributing the other tasks as well? This would in my opinion really mean social engineering. People can till the land or fight a war, but not both at the same time. So if you want to send people away to win a war, the harvest will probably not be brought in. There would at least be food shortage, which could cause peasant unrest. I don't have given up on those brave peasants.
I only once played Call to Power because it seemed to me a failure: the game was very slow without any excitement. But I think to remember that in the Middle Ages turns would take two years each. And in Civilization II- even on Deity level- after 1750 AD time would pass with only two years each turn. (By the way: why not having a regular passage of time, each turn just one year? Thats for humans a normal way of counting. I cant understand why the creation of a band of simple warriors should take about 250 years)
Something I liked about Call to Power was the slaver: a large slave population would be the solution for a warlike society which still depends on manual labour for food and industry.
Another argument brought in by you against my pursuit of realism was that every turn there would be some disturbing factor. I like that. In my opinion the beginning of CivII, which on Deity level can be quite hard, is really exciting. Barbarians are sometimes a real threat; the other civilizations are quite agressive (often against their own interest) and research can be alarmingly slow. Normally after the Middle Ages it becomes clear who is dominant; after a short Republican period of trade and peacefull coexistence the enemies become increasingly warlike but without avail. As soon as I think that the game is over, I lose interest. (Often I change sides at this point or just quit; I cherish the remembrance of the start of my civilization when danger lurked in every corner; only by large-scale cheating can the computer keep up the semblance of competition during the end-game) So why not creating a new problem for the player: the peasants, the ruling elite and rivals for power within the state?
War with other nations could become less ferocious.

Part of the problem could be the over-importance of the military aspects in the game. You just control a city or your enemies do. In real life things are more complicated. The Assyrians conquered the Babylonians roughly every twenty years: they killed some leaders of the revolt, the Babylonians were forced to pay a large yearly tribute and undoubtedly suffered much. But the Assyrians didn't dare to burn down the city; I think with good reason, not because of tenderheartedness. So in the end Ninive and Assur, the Assyrian capitals were totally burned down by the Medes and would never recover; and this was all done in alliance with those effiminate Babylonians, who prospered for another five hundred years. So a military victory isn't the end of a story and political control can be very tight, but was during most of history very superficial. An empire doesn't necessarily grow stronger as it expands, it could possibly mean the opposite: enfeeblement. After the defeat of Napoleon did the British truly rule the waves: their commercial nerwork enclosed the whole globe, though it was an informal empire. During the nineteenth century the maps showed more and more pink and the empire grew at an enormous speed. But British power decreased. Even they couldn't take the whole cake; some parts were taken by other powers: the French, the Germans, the Americans, the Japanese, even the Dutch.

So I would suggest to introduce a sort of gradual increasing scale of political and/or religious/economic control. Each power has a centre where power, manpower and money, are "payed" to a government; but the control of outlying provinces actually costs money and "power points" (these could be represented by political agents/satraps). Compare the decline of the Soviet Union in Eastern Europe, the empire of the Spanish Habsburg in Italy and the Netherlands, and also the decline of the Roman Empire. In the end the centre couldn't or wouldn't bear the ever increasing costs of keeping down subjects in the periphery, who skilfully and systematically evaded the burden of empire.
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Old December 9, 1999, 01:00   #27
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I absolutely agree about that China example. However I can't really come up with a game effect that would result in the military dominance of the European states and a stagnation of China.

Damn, I thought the other historian Diodorus Sicilus had said that some ancient rulers could rule because they were supposed o be a god; and that others ruled because they had the support of the military caste. I thought those two 'systems' existed at the same time and therefore I made Warrior-Kingdom my default starting choice. Should I reintroduce something like
God-Kingdom: +1 Nationalism, +1 Production, -1 Research
?

Yeah, I would also like peasant revolts because of crop failure, but unfortunately turns in Civ are more than one year. Therefore impossible to represent.
This is very pity, since almost all people revolutions in history were caused by food deficit and hunger.

Also, if all those shifts of power would be represented, you would constantly be at war. Realistic, but unfortunately, it would make an unplayable game. Even more because raising/building armies takes much too long in Civ. When you, the king of a civilization, were threatened by an usurper and decides to raise some infantry troops and send them to your enemy, it would be a century later.
Therefore I think building units should be less based on shields/resources and more on money. So in a crisis, you could just rushbuy/conscript some troops.

PS: when/where did the first Tribal Assemblies take place? I don't necessarily mean the well organized ones as in Athens.
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Old December 9, 1999, 16:56   #28
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Great to see other people taking part of this for too long silent debate.

You have some great ideas! I mostly like the idea about an empire not getting stronger simply by expanding. This was one of the major bugs in Civ2, that the largest was almost always the strongest, plus the fact that the game was always settled by 1000AD. And that is completely opposite reality. I agree that large empires should be burdened by frequent revolts etc. This should especcially be a problem in modern times. After all, the US and UK didn't just make Germany a new province after WW2. In Civ2 they would. How would this be changed in Civ3? first of all there should be these revolts, which would propably be more and more frequent as the war begins to become history. Then there should be the problem with allies that wouldn't accept the conquest of another civilization. Finally civs should be much more dependable to other civs, meaning that coal, oil etc. should be imported if not present in the civ. They should be really important to the production and economy of a civ.

I also like the concept of shorter turns in ancient times. Maybe up to 4 turns per year after 1900?? Of cause this would mean that cities would grow slower, settlers would be slower built and research would be slowed down too. This would really make it possible to have a large ancient empire with huge wars etc. etc. I am not a historian, but i wouln't think it would take very long to build a legion unit, if you have sufficient iron. The problem of having it would be the wages of the soldiers and the fact that soldiers should be made out of your population. I think that your population should be measured in people, not in heads. This would, of cause cause some problems for city management, but i'm sure Firaxis would be able to figure it out. The beauty of this would be that your units would now be drawn from your population. So you could build a legion in a few turns, but it would take perhabs 10,000 of your the population from the city where it was built. So you could have a huge army pretty quickly, but it would really hurt you production, trade and food prodution. In a total war this would also make it crusial that your troops return from the battlefield alive, or you're really screwed, even if you had won the war.

I didn't know about that god king government, but i guess it should be included.

BTW i know about the hegenomytheory (although I haven't read the book The "Rise and Fall..."). If it was included in Civ3 it would be the greatest thing ever! For people who don't know it it tryes to explain how great powers rise and fall. The author think that the rise of empires often is because of technological advantages. This makes a larger production possible (not in a very large scale in Civ2), making them better suited for war. But if they use a lot of their ressources for war they risk that what they gain from it isn't as much as what they loose in trade/production at home. (Kroeze: If you can explain it better or if I have mistaken something please say...write it)

Veni Vidi Vici!
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Old December 11, 1999, 19:56   #29
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Just one simple point to add. Nationalism is a VERY recent force/belief, which according to most historians of note is around 2-300 hundred years old.

So, to have a "Nationalism" index in the SE choices is a pure anachronism. Nationalism could well be a research achievement however, and one well suited to giving the player access to Guerillas, for example. You didn't get such forces existing in the more ancient past as loyalty was to one Ruler and/or ones god(s), not to any Nation-state. The few "guerilla" style forces more than 300 hundred years old had other motivating factors than Nationalism, whereas the majority of Guerilla forces have that as their motivation today.

Don't include "Nationalism" in SE choices. Loyalty to Ruler/Gov. yes (which, under modern Nationalistic states is merely an extension of the Country), Nationalism, no.

A side issue, could S.Kroeze please use more paragraphs and correct breaks. I know these boxes can be fiddly to type in, but I for one, find it virtually impossible to read such text. I used to have the same problems, and if I had one piece of advice, it'd be "Let the box do its stuff", ie. Only do actual paragraphs yourself, this box will make the sentances line up. No diss, just um, whining, I guess. Sorry.
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Old December 12, 1999, 08:32   #30
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Another SE - a version of 'Eco-economics' or 'democratic economics'. Future orientated. In KSR's Mars trilogy. This is where all companies are owned by the workers who work in them. The workers are garunteed at least 50% of the earnings that the company makes from their labour. Maximum company size is 1000 workers (and therefore 1000 stock holders). There are NO stockmarkets, as the companies are solely owned by their workers. Guilds, or collectives of similar companies are allowed as they are needed for large scale industries such as steel petroleum etc., but these guilds are very loose knit.

By the way, these models might look very complicated but they wont be as complicated if they are implicated. They have to be complicated so that the designers can understand every intricacy of them.

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