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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:12
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I was discussing this with a friend, originally with no intention of applying it to Civilization. But remember when you get into the endgame of Civ or SMAC, and the city management became tedious? You had to click through all the cities and sort out what you wanted them to build - oftentimes you missed a few things or you just couldn't care and just assigned an indifferent build order.
Remember that?
Well, I started musing on why that happened. It's because I, the leader, have direct control over what the city should build. And I, the leader, was bored out of my skull and therefore couldn't be bothered to take time and effort to build something good. Therefore, the city acting under my oblivious orders, built something that was waste, whilst not building what they needed.
Waste and insufficiency. Where have you heard those words before?
The answer is - a planned economy. The industrial functions in Civ and SMAC are actually Planned, since you have direct control over them. This is a unique feature to Planned societies, as they give the government direct control of what is built and when.
The problems with this are illustrated above - if the government couldn't care less, then Planned economies do very badly (qv Russia and China in the 60s).
How to implement this in Civ?
Well, I started to wonder about the Civ2 city advisors. They would ask for you to build something based on their nature, military or domestic. And usually their suggestions would be something different to what you would wish to build yourself, given the choice to do so.
What if the city itself had an agenda for things to build? Maybe they would prefer to go along the "Luxuries" improvements paths? Under a Democratic rule you would have to go along with what the people want, or maybe put it to a vote what you want to do.
The problem with Civ2 Democracies is that the Senate only interferes in military matters, when you take units away from home, or you try to break a ceasefire. The main reason why western Democracies are so productive in terms of trade is that they are Free Market economies. However, in Free Market economies, government interference is definitively minimal.
We've put military caps on what a Demo can and can't do. How about some similar influences on build orders for cities? We could say that the ruler (you) has a certain number of votes (perhaps equal to the total number of cities owned) and the city has a number of votes equal to the citizens in it. Whilst your votes exceed the city votes, you can build order with impunity and the city will not question your good judgement. However, once the city gets past a size relative to your total number of cities (ie their votes become bigger than yours) they will want to build other things and will oppose you if you choose to do otherwise. If you want to change their build orders, it will cost you a sum of money directly from your treasury (representing advertisement drives, legislation costs, settlement payouts, etc). This would be a further inconvenience, but it wouldn't cripple the Democratic players since the trade bonuses and growth bonuses would be so great already. It would merely make the Planned economy a more often used item - since it does have real world applications and can be useful if properly applied by the government.
What do you think?
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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:12
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I think we're heading in the right direction here by drawing a distinction between industry and economy.
Industry is the "shields" or "minerals" and Economy is the "trade arrows" or "energy".
As it is, SMAC has the right idea by having every single type of government experience some degree of inefficiency regardless of your actual SE efficiency rating. I suggest that the Free Market model will experience an industrial penalty of sorts, but retain the extreme trade bonus that Republics and Democracies have in Civ2.
Likewise, as somebody mentioned rightly, government-influenced economies and industries like PRChina will be able to build things quickly (by dictating how the industry is applied) but would not get the same trade bonus since personal trade endeavors are hampered by state intervention.
This is already sort of what happens in Civ2, except that in my opinion the Free Market gov'ts have an unrealistically easy time of it. The government never has to deal with public decisions regarding civic expenditures, and the only drawback of the industry is that any military units you build have to be industrially supported.
The military units causing unhappiness is caused by pacifistic tendencies, and has nothing to do with Free Market doctrines. (A low Police rating, in SMACtalk.) The military units requiring support is owing to a low support rating. But the main point of Free Market societies is bypassed, namely that industry is privatized, giving a boost in economic output but depriving the government of direct control over this industry.
I like cheese, and I'm off to eat some now. Brie is my favorite.
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