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JSnider
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Boiling Springs, PA
Dec 2000 time: 05:14
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Two points maybe ...
represive gov types lead to higher immigration, facto in to unhappiness and refugees .. also could factor in war, some people just don't wanna fight (or so i've heard).. coupled with 'unhappy' folks this then makes sense to me as don't view unhappiness as a prime reason to move over the horizon.
Economics (which drives some unhappiness) was always a big reason to pull up stakes and move on to greener pastures, just not sure how could implement this into the game unless factor in economic state .. and given that the AI doesn't seem to be all that great at building the infrastructure here ... not sure how would factor.
just ramblin'
jsnider
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David Murray
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Excellent idea!
Immigrants don't usually form new cities, they join existing ones. While a small number cause overcrowding and use benefits, the overwhelming majority of immigrants pay their taxes and add skilled labor to the labor pool (real life fact). So perhaps immigrants/refugees should add additional workers to random cities.
However, it's not just that simple to desert your country...tyrannical regimes will keep a strangehold of their population...although a fair few escape from Communist Cuba.
I think it's a good idea to lose citizens because of unhappiness/pollution, i.e. against your own will. How about having the option to voluntarily drive citizens out as well? Like ethnic cleansing, as an alternative way to deal with pollution....
Just my thoughts
[This message has been edited by David Murray (edited February 01, 2001).]
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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according to the SLIC doc, player.govttype. I sure hope thats a valid option because this weekend I was going to start working on changes so that certain criteria had to be met to progress to a new gov type. Say in order to be a theocracy, you had to have researched religion, half your cities must have shrines (or hagia sophia) and a certain happiness level, probably 75 since the AI always seems to be at least 75. each gov type will have criteria unique to it and based on the strategy being played by the AI, only certain buildings will be built and new buildings will that have the same effect for different government paths, ie religious strategy would build buildings necessary to lead it towards theocracy, whereas a militarist strategy would build buildings aimed at getting it to monarchy then fascism and technocracy. Another example is that for fascism, you'd need industrial rev, an unhappy population (<75) and a strong military (say # units > 12 * # cities). i always thought it wacky that the population had no say in any empire decisions. This way if you keep the people unhappy, or too warlike, they might revolt within the civ and force changes. You can always change it back but if you havent changed the underlying reason for the gov change, they'll just rebell again. means your empire could be under anarchy for a long time, unless you make changes.
If anyone has ideas on government progressions, i'd love to see them. Besides the shipped governments, I've already added city alliance and socialism.
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History is written by the victor.
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Radical_Manuvr
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Maryland, USA
Dec 2000 time: 05:14
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Thanks Dale! I've been waiting for what seems like a month for a reply to my thread about how to check gov. type. I thought I had found something that might lead to the answer in info_str.txt the other day but hadn't had time to look into it yet. Now if I could just remember what I needed it for...
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I thought SLIC doc said that we could access any DB field. Its just a matter of knowing what to reference. I've been looking for a way to start gov city limits at low levels then increase them upon certain advances like printing press, telegraph, telephone, mass media and tv. maybe I can get lucky and stubble upon something like this 
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History is written by the victor.
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