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Post by NickTheNick on Feb 3, 2018 4:32:51 GMT
Ethics System
I’ve recently played a bit of Stellaris, and the ethics system in their game has given me an idea for how we could integrate a similar mechanic into Thrive. If you look back on the old forums you’ll find that there was a time I advocated for a similar system I called “Cultural Themes” with types like Love, Honour, Patronage, etc. but in the end I decided to drop it because the implementation felt very forced and abstract and out of place. This system though has none of those problems, and I’m pretty excited for it.
So how does the proposed Ethics system work? Basically, ethics represent your population’s stances on certain major philosophical issues. These issues are broken down into 5 axes or dichotomies
Authoritarianism vs Egalitarianism Militarism vs Pacifism Materialism vs Spiritualism Xenophobia vs Xenophilia Tradition vs Innovation
Each axis is independent, so someone could be a materialistic pacifist, or a xenophobic innovator. Your population will be proportionally divided between these different ethics, and many will simply be neutral on many axes. No ethic is purely good or bad. Each ethic has its benefits and its drawbacks, and only extremes will be mostly bad. So, let’s take a moment to quickly run through what these different ethics mean.
Authoritarianism vs Egalitarianism
This axis is about power. Who should have power? Whose interests should power serve? Authoritarians believe that power should be in the hands of the few, and that the greater good of the collective are paramount. Egalitarians believe that power should be in the hands of the many and that the rights of the individual are paramount. Note the difference: that authoritarians prefer rule by the individual but upholding the interests of the collective, while egalitarians prefer rule by the collective but preserving the interests of the individuals.
These ethics can also be thought of through the following comparisons: Collective rights vs Individual Rights For the greater good vs To each his own Individual rule vs Collective Rule Authority vs Liberty
Extreme authoritarianism leads to tyrannical and totalitarian rule that suppresses dissent for “the greater good”. Extreme egalitarianism leads to disorganized and anarchic societies with no common purpose or law or order.
Militarism vs Pacifism
This axis is about interaction. How should you interact with others to achieve what you want? Should you be aggressive for your ambitions or cooperative for them? Militarists believe in aggression, and using force to take what you want and uphold your ideals. Pacifists believe that peace and cooperation is necessary to reach those ends.
Here are some similar comparisons: Aggression vs Cooperation War vs Peace Militarization vs Demilitarization
Extreme militarism leads to wanton war and destruction against enemies within and without and all the consequences that would entail, while extreme pacifism leads to docile and vulnerable populations that cannot protect themselves against threats.
Materialism vs Spiritualism
This axis is about wealth. With what can you find purpose in life? What type of wealth is the most important to pursue in life? Materialists believe in the knowledge and possession of material wealth: Obtaining vast amounts of resources, discovering technology, and manipulating their physical environment. Spiritualists believe in the knowledge and possession of spiritual wealth: Understanding and expressing morality and character, making close connections with other people be they friends or family, self-betterment or the betterment of society.
Here are some associated comparisons: Material wealth vs Spiritual wealth Possessions vs Ideas Objects vs People Man vs Nature vs Man vs Man Science vs Art Mathematics vs Philosophy
Extreme materialism leads to greed and ambition devoid of morality or social order, while extreme spiritualism leads to ideological dogma and asceticism without bearing to reality or benefit to society.
Xenophobia vs Xenophilia
This axis is about foreignness. How do we treat that which is foreign, be it an idea, person, culture, or object? Do we interact with other communities or focus on bettering our own community? Xenophobes dislike all things foreign. They promote whatever originated from their community and shun things which they perceive as being from outside their community. Xenophiles, on the other hand, like and encourage that which is foreign.
The following are some related comparisons: National vs International Patriotic vs Multicultural Isolation vs Intervention Introversion vs Extroversion
Extreme xenophobia leads to isolated and backwards communities, while extreme xenophilia leads to overextension into foreign affairs and unregulated influx of foreign objects and ideas and threats.
Tradition vs Innovation
This axis is about change. How much should we change our society? What traditions of the last generation should we uphold? Is order more important, or improvement? Traditionalists prefer to keep things as they were and maintain the status quo, in the interests of maintaining order and prosperity and stability. Innovators prefer to uproot established traditions to introduce new ideas and concepts and systems, in the interests of ambition and progress.
The following are some related comparisons: The past vs The future Convention vs Change Conservative vs Liberal Continuity vs Creation Stability vs Revolution
Extreme traditionalism leads to narrow-minded and dogmatic societies with resistance to change or new ideas, while extreme innovation leads to highly unstable and rebellious societies that cannot maintain order or create long lasting institutions.
Effects of Ethics
How do ethics change over time? People generally start neutral, and events in their lives will influence them one way or another on these ethical axes. For example, winning a series of wars may make a population more militaristic, while losing a bunch of wars more pacifistic. This also ties into the Cultural Traits system, because certain traits will gravitate people of that culture towards a certain ethic (e.g. military festivals would increase militarism for members of that culture). Populations would rarely go 100% one way or the other. Rather portions of them would go towards either ethic or remain neutral.
How do ethics relate to gameplay? Ethics are expressed and relevant in politics. People want society to reflect their ethics. Rulers rule as their ethics guide them to rule. However, there is an intermediary: Factions. A person could very well be a staunch pacifist, but if they are happy and content all their life they’ll never think of going out of their way to make their community or government more pacifistic. They’ll just live their life in peace and enjoy their interests and pleasures. That’s why ethics themselves and the proportion of people following them have no direct benefits or penalties.
Factions
However, when people become unhappy and/or educated, they will get more involved in their society. Particularly, they will join factions. There is a big list of preset factions I have written up that reflect all the different ideologies out there that I will post later. People will join factions that best match their closest ethics. Factions represent the different expressions of the ethics, because even people of the same ethic could have different views on how to express that ethic in society (and also have different combinations of their other ethics). So for example a Xenophobe could join an Isolationist faction, which seeks to withdraw from foreign affairs and make their country self-sufficient and isolated and well protected, or he could join a Supremacist/Nationalist faction, which seeks to place his culture above other cultures and threaten foreign interests. An egalitarian might join a Liberal faction, which seeks to give freedom and liberty to the common man and give equality to all cultures, or he might join a Separatist faction, which seeks to gain increased autonomy or full independence for a certain city or set of cities. Eventually, as people become happy again, they will leave the factions they joined.
Factions are what affect gameplay. The player will need to keep factions happy to prevent them from revolting or causing unrest. In more democratic forms of government factions may even be able to approve or reject major national decisions like declaring wars or raising taxes.
Conclusion
That’s all for now, next time I’ll discuss more specifics on factors that influence people picking each ethic and what factions there are and more.
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Post by ATP Kraken on Feb 3, 2018 17:53:38 GMT
I'm just going to say that there was a huge debate back on the Stellaris forums about the Authoritarian/Egalitarian axis. One side maintained that it was more well-defined than Individualist/Collectivist, others maintained that the axis was a false dictonomy - citing the egalitarian motives yet authoritarian rule of communist states. Your egalitarian-authoritarian axis seems to be an individualist-collectivist axis as it was portrayed in earlier versions of Stellaris: individualist favored democracy and free trade, while collectivist favored autocracy and slavery. There was a mod out there that split the freedom/not-freedom axis into three different ones: Individualism/Collectivism, Libertarian/Authoritarian, and Egalitarian/Elitist. The problem is that occupying two of these axes kinda precludes the other one. (partial monologue about individualism) Ind./Col. is whether individual lives or groups of people should be put first. There may be a bit of an overlap with your tradition v. innovation axis, but there aren't many detailed sources that aren't just libertarian propaganda. Extreme individualism could lead to decisions not being made because of there being too many opinions, there being lots of arguments, and not much caring for others. Extreme collectivism could lead to no sense of self and a homogenous idea-base. Most human nations lean individualist, though may engage in collectivist actions such as self-sacrifice.
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Post by NickTheNick on Feb 3, 2018 21:56:08 GMT
Yeah in theory you could break down the Authoritarian vs Egalitarian axis into more specific axes, and the same with the other axes as well, but for the purposes of Thrive we won't need that level of detail and the Individualism vs Collectivism axis will be mostly covered by the Authoritarian vs Egalitarian, Xenophobic vs Xenophilic, and Tradition vs Innovation axes.
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Post by crodnu on Feb 4, 2018 1:16:20 GMT
A few comments on the axis:
Authoritarianism vs Egalitarianism As ATP pointed out, that could be a little too restrictive, leaving out authoritarian individualist governments (like napoleonic France) and fully collectivist ones (like communism), plus some forms of government could favor neither (for example, feudalism and theocracies).
Militarism vs Pacifism I think the idea of militarism could use some work. Militarism isn't just people going "Let's take their stuff because we stronker", but the belief that military actions are a valid way to solving problems and to promote national interests. For example, if an evil dictator starts genociding a population, a militarist nation would try to oppose it while a pacifist nation would limit itself to diplomatic actions. It also plays a factor in how is the military (and police for that matter) perceived by the population: a militaristic person considers them heroes, worthy of respect, while a pacifist one could see them as opressors. This could also affect how much power does the military have in a country, or the amount of mercenaries it produces, etc. Also, losing a lot of wars doesn't make a society pacifistic, if anything it leads to revanchism and even more militarism.
Materialism vs Spiritualism Materialism doesn't necesarilly mean people will become Scrooge McDuck (especially if the society is collectivist), and likewise spiritualism doesn't necessarily imply a dogmatic society (especially if there's an innovation-tradition axis). Plus, since materialism is a philosophical view, it'd be kinda silly they reject philosophy xD.
Xenophobia vs Xenophilia Xenophobic nations aren't necesarilly backwards (Ancient Greece, Rome and Nazi Germany were xenophobic, and they weren't backwards, at least technologically). I've also never heard of a xenophilic nation in human history (at most they are tolerant). I think Nationalist-Globalist could be a better dychotomy, tho it could also be related to how individualist or collectivist the nation is (plus "globalism" in the space stage sounds kinda dumb).
Tradition vs Innovation While in theory i see nothing wrong with this one, in practice i think it will lead to the player always going for innovation (since tech is very very important). Plus again, Rome was traditionalist and yet was very adaptative (for example adapting military tactics of their oponents, like horse archers). Also it's kinda awkward when considering the other axis (how does a traditionalist xenophilic materialist nation works, for example?).
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Post by NickTheNick on Feb 4, 2018 7:08:05 GMT
I'm open to proposals for why individualism vs collectivism should be made its own axis, but I've looked over it and though theoretically it's a distinguishable axis, I think practically it's not a significant enough distinction to warrant making from the Authoritarianism vs Egalitarianism axis. If someone feels like it's worth discussing more though we could make a thread for that (or just discuss it here).
Yeah I was a little simplistic in the descriptions of all the ethics just to get the point across, but as you pointed out all of them are a lot more nuanced than may first appear. I agree with all the stuff about all the clarifications in your 2nd and 3rd paragraphs. Also with philosophy I didn't mean that materialism rejects it but rather that they would prefer more physical and applied philosophy instead of more personal or theoretical philosophy that spiritualists would prefer. And when I said dogma for spiritualists I really should have said something like fanaticist or extremist, not necessarily narrow-minded but just taking their spiritualism too far.
By backwards I meant more cut-off from the exchange of ideas and peoples between nations, a xenophobic nation could theoretically be very self-sufficient and drive their technology to great heights. Also keep in mind the ethics are meant to describe trends in the population not the nations themselves. A community or population can have a trend that makes it more xenophilic, for example, and then this would reflect in the factions that gain and lose influence on the political stage and they are the ones that will define national policy. It'll be something we can get more into once I make the post about factions.
Ideally innovation shouldn't just be a pure tech boost that is a purely better option because it depends on the factions that innovation drives people to join, and innovation can lead people to join quite rebellious and destablizing factions. Also traditionalist factions are not necessarily backwards in technology because it could lead to a focus on improving and refining existing technology instead of discovering new fields. Also I wouldn't say Rome was straight traditionalist, it was more phases of tradition and then innovation. Plus in this system it doesn't make nations 100% one ethic or the other, but rather that portions of the population will shift back and forth between the different ethics.
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Post by NickTheNick on Feb 5, 2018 20:24:51 GMT
Factions
So as explained in the first post populations will proportionally and dynamically shift between factions (The factors that cause people to choose ethics will be explained in a future post). But what is the consequence of choosing ethics? Well immediately, nothing. But when people of a certain ethic get upset and/or educated, they will join factions, and factions will be major participants of the political side of the game.
Whenever a subset of the population gets unhappy enough, there will be a “diceroll” that determines which faction they join. It will be based off of how closely their ethics match and other factors. They will then join the faction and increase its influence. If there are no factions close enough in ethics, and enough people with the similar ethics are unhappy, a new one faction that suits them will be generated. On the other hand, when people become happy they will leave factions and decrease their influence. If a faction has a low influence for a long enough time it will despawn.
Faction happiness will depend on what issues they care about, and what the government is currently doing about those issues. Some events will give a temporary happiness boost, like building a temple to please the clerical faction, while others will keep factions permanently happy, like allowing conscription to please the imperialist faction. When factions get very unhappy from unmet demands and have a large amount of influence, they will rebel and cause serious dissent, instability, and national crises or revolutions or civil wars.
Factions will favour certain policies, oppose the alternatives to that policy, and be neutral towards policies they don’t concern with (for example an Imperialist supports Conscription, is against Voluntary Service, and has no particular opinion on Religious Policy). In more democratic forms of government this will come up during factions voting for or against major changes in policy.
The player, acting as the government, can embrace, endorse, suppress, or outlaw certain factions. This will affect their influence and also please or anger the people that follow them. Certain other factors can also affect influence and happiness, such as being represented in the government, government type (e.g. inherited succession increases the power of the aristocratic faction) having the government ruler be from a faction, and cultural traits that push people towards certain ethics or factions.
The following is the list of factions I have so far (work in progress). I went through some of them to show what sort of policies they would support. Each one is meant to represent a different ideology. They are categorized by their main ethic, but can have other associated ethics as well that will cause people of that ethic to also gravitate towards them.
Militarist Factions
Imperialist/Expansionist (Militarist) – Expansionists support dominance and conquest of neighbours, rivalry with other threatening nations, and self-sufficiency. Support: Wars of aggression, high military spending, self-sufficiency, rivalry with other countries, conscription/mandatory service Warrior (Militarist, Tradition) – Warrior factions want a militarization of society and forming a military elite. Support: Wars of aggression, high military spending, domination of the government by their faction, military education, restriction to army/officer access, warrior caste, supporting militaristic culture Interventionist (Militarist, Xenophile) – Interventionists want involvement in foreign affairs and to act as a world police. Support: Wars of intervention, high military spending, vassalization of neighbours, establishing puppet and protectorate states, conscription/mandatory service
Pacifist Factions
Pacifist (Pacifist) – Pacifist factions want decreased aggression and demilitarization. They are also against militaristic culture (cultural traits that increase people’s gravitation towards the militarism ethic). Support: Alliances, peaceful deals with other countries, reduced military spending, non-military education, no conscription, suppressing militaristic culture Prosperity (Pacifist, Materialist) – Prosperity factions want prosperity through cooperation with other countries. They believe that war is destructive and peace is the greatest window for the economy to thrive. Support: Peaceful deals with other countries, alliances, free trade, trade agreements
Authoritarian Factions
Totalitarian (Authoritarian, Militarist? Xenophile?) – Totalitarians want a powerful and autocratic government with minimal dissent, as well as near total control of society by the government and ruling ideology. Support: Single party state, suppression of political dissent, absolutist rule, state media and propaganda and education. Aristocratic (Authoritarian, Tradition) – Aristocrats want power invested in local inherited landlords and laws that support the landed elite. Support: Inherited succession, limited citizenship, domination of the government by their faction, decentralized government, limited/full slavery Bureaucratic (Authoritarian, Tradition) – Bureaucrats want a large and centralized government that supports a political elite of civil servants and administrators. Support: Appointment, domination of the government by their faction, large and centralized government, high government spending, government control in fields like healthcare, education, etc. Monarchist (Authoritarian) – Monarchists want power invested in a powerful monarch. Support: Inherited succession, large and centralized government, high government spending, absolutist government
Egalitarian Factions
Populist (Egalitarian) – Populists want to support the commoners and their quality of life such as population growth and health, entertainment and happiness, etc. They believe in the whims of the people and the public majority, particularly the poor. Support: Direct democracy, welfare, enfranchisement. Liberal (Egalitarian, Innovation) – Want a devolution of national power and promotion of liberty Support: Federalism, Local Autonomy, Free Trade, Freedom of Religion, Representation, Government Upkeep should be a small fraction of expenses Communist (Egalitarian, Tradition) – Want a planned and redistributive society/economy. Support: Public education, public healthcare, welfare, planned economy Separatist (Egalitarian, Innovation) Support: Autonomy or independence for their target province(s)
Materialist Factions
Industrialist (Materialist) – Want to support large scale industry and production. Support: Relaxed or no labour laws, etc. Guilds (Materialist, Xenophobe) – Want to support local industry and crafts. Mercantile (Materialist, Xenophile) – Want to support broader trade and foreign investment. Capitalist (Materialist, Egalitarian) – Want the state free from the economy. Socialist (Materialist, Authoritarian) – Want to have state run economies. Corporatist/Corporatocrats (Materialist, Authoritarian) – Want to have a society run by corporations. Support: Domination of the government by their faction, corporate led education, privatized education, healthcare, and other services Robocrat (Materialist, Authoritarian) – Robocrats want a society run by robots. Support: Domination of the government, large government with high spending, many state run services, robots and AI allowed, robot citizenship Technocrat (Materialist, Authoritarian) – Want society run by the technical elite
Spiritualist Factions
Religious/Clergy/Clerical/Priesthood (Spiritualist, Tradition) – Promotion of state religion and church power. Spiritualist (Spiritualist, Egalitarian) – Freedom of religion and removal of materialist influences in society. Environmentalist (Spiritualist, Tradition) – Protection of the environment. Theocratic (Spiritualist, Authoritarian) – Religious control of the government and persecution of other religions. Philosopher (Spiritualist, Innovation) – Focus society towards learning and morality. Ascetic/Monk (Spiritualist, Tradition?) – A more extreme version of the Spiritualist faction? Extremist/Fanaticist – Ideological fanatics and demagogues? Support: Propaganda, state media, suppression of dissent Culture/Arts – Promotion of the arts and education
Xenophobe Factions
Nationalist (Xenophobe) – Dislike of all things foreign. Patriotic? (Xenophobe, Militarist) – Glorification of the country? Isolationist (Xenophobe, Pacifist) – Want separation from foreign affairs. Supremacist (Xenophobe, Tradition) – Want promotion of primary species/culture
Xenophile Factions
Multicultural/Tolerant/Ecumenical/Xenoist (Xenophile) – Toleration and equality of foreigners. Multilateralists/Globalists (Xenophile, Pacifist) – Cooperation and peace with other powers.
Innovation Factions
Radical/Progressive (Innovation) – Want to change policies to become more modern and up to date. Technologist (Innovation, Materialist) – Want to promote research and technology. Anarchist (Innovation, Egalitarian) – Want to remove as many government institutions as possible. Rebel (Innovation) – Want to depose the current government. Revolutionary (Innovation, Egalitarian) – Want to uproot current institutions and radically change society.
Tradition Factions
Reactionary (Tradition) – Want a return to previous policies. Conservative (Tradition) – Want to preserve policies. Culturist/Artistic (Tradition, Spiritualist) – Promote national culture and art and identity Loyalist (Tradition, Authoritarian) – Support the government and current policies. Oppose people who oppose the government. Support: Suppressing/Outlawing other factions
And these are some other ideas I've had floating around:
Bankocrats – Want the society to be run by banks Transhumanists/Transbeingists? Bioenhancementists? (Materialist, Innovation?) Agrarian/Ruralists (Egalitarian, Tradition, Pacifist?) – Want a decentralized civilization living in rural communities. Urbanists – Want urbanization and centralization of civilization Labour/Workers/ Blue Collar/Craftsmen/Workers/Proletariat (Egalitarian, Materialist, Innovation?) – Support workers’ rights and rule by the workers Suffragist? – Increased voting and representation for everyone Abolitionist/Libertarian – Freedom from all forms of slavery or serfdom and full liberty for everyone Universalist? Inclusionist? Slaveowners? Elitist?
So, feel free to critique the current list of factions or suggest changes or additions or removals (bear in mind I was rushing this list as I reached the end).
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Post by crodnu on Feb 6, 2018 0:21:41 GMT
I think linking influence and happyness so strongly could end up with unrealistic stuff like people becoming more materialist because the player built a bunch of temples and stuff like that. It would probably be good to divide their objectives between primary (increases happyness and influence, but their influence decreases rapidly after it's fulfilled) and secondary (increases happyness and influence a bit). For example, for a factions that dislikes slavery, the abolition of slavery would be a primary objective, and increasing slave rigths a secondary one. After abolishing slavery they would gain a lot of influence and happyness, but would quickly decline (unless slavery was reinstalled). Some factions (like the militarists) wouldn't have primary objectives. Also, it could be interesting if the factions evolved (for example, the anti-slavery faction could turn into a suffragist one after they're done).
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Post by NickTheNick on Feb 6, 2018 0:35:27 GMT
Oh yeah my bad I should clarify that happiness completely is independent of influence. Happiness is just based on how many of their issues/objectives are fulfilled, as well as temporary boosts from things like constructing buildings or endorsing them.
Influence comes mainly from membership, and the more people join the faction the more influential it gets. Certain other factors like endorsing a faction also increases its influence.
So building a bunch of temples would please the clerical faction for example but not necessarily increase their influence.
EDIT: Oh I think I misunderstood you. If a faction was to get many of its goals fulfilled and become happy, the influence would actually naturally decline anyways because its members would become happier and thus leave the faction, decreasing its influence.
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Post by mitobox on Feb 8, 2018 21:34:17 GMT
tjwhale made an economic prototype a while back that simulated self-interest behavior. One thing the people in there can do is move to nearby prosperous settlements. Do you think the same principles could be used with regards to faction membership and influence (politics instead of commerce)?
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Post by tjwhale on Feb 9, 2018 13:01:08 GMT
These are really interesting ideas.
Another way of interacting with these dichotomies is that the player could be presented with choices which push their society one way or another by a small amount. Moreover certain options are only available to certain nations.
For example in order to have conscription maybe you need militarism > 0.1.
You get an event "A great general has died, do you want to a) have a grand funeral which costs $1m dollars and gives +0.3 militarism or b) a small funeral." Which then gives the player some measure of control over the way their nation progresses but not fully, for example if you are broke maybe you really want this increase in militarism but can't afford it.
On the subject of events I think a mega-failing of CK2 is that there are loads of events with dominant strategies. Like "do you want your child to be slothful or diligent?" comes up and it's a stupid choice. I think all events that have a choice associated should either be between two bonuses or two penalties. Like "do you want your kid to fight in a tournament? a) they become brave but 20% chance of wounded, b) they become kind but 20% chance of craven" is a much better event.
If we wrote a big library of events, like a couple of thousand (I'm sure the community would be great for generating them) then every playthrough would be unique as you dealt with the events that shaped your nation.
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Post by NickTheNick on Feb 9, 2018 21:32:34 GMT
mitobox : Yeah that would be a really cool way we could model faction membership, I'd be for it. tjwhale : Events would be a cool addition as well. Particularly if we have many and diverse ones so they add a whole story to the history of your civilization. I agree that the options should be strategic, not obvious "pick this and don't pick that" options. It would be a great idea for a brainstorming thread as well, as you mentioned! If you want start a thread on that, or I can make one later today. Also I should add that I agree that factions should prefer or dislike certain policies, like conscription, but I don't think ethics should be a hard cap. The idea is that the player will require approval (based on his government type) for making policy changes, and the factions that are in the government can approve or reject these changes. If the player wants conscription but is stuck with a bunch of pacifistic factions in power, he'll likely fail any votes to allow conscription, and will have to seek another route (condition the population into becoming more militaristic, forcibly reorganize the government to appoint militarists, win favour with the current government with bribes or making policy changes they like, etc.)
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Post by tjwhale on Feb 10, 2018 10:44:19 GMT
Also I should add that I agree that factions should prefer or dislike certain policies, like conscription, but I don't think ethics should be a hard cap. The idea is that the player will require approval (based on his government type) for making policy changes, and the factions that are in the government can approve or reject these changes. If the player wants conscription but is stuck with a bunch of pacifistic factions in power, he'll likely fail any votes to allow conscription, and will have to seek another route (condition the population into becoming more militaristic, forcibly reorganize the government to appoint militarists, win favour with the current government with bribes or making policy changes they like, etc.) Firstly I think these systems end up much the same. So either militarism < 0.1 means lots of pacifist factions in the government which means conscription won't be approved or militarism < 0.1 means conscription is not allowed. It's all the same in the end, if you see what I mean. "Making your society more militaristic" is the same in both aswell. Secondly, and maybe this is a different discussion, but can you describe the main gameplay loop for the player, and who they are and what powers they have? Like in CK2 you are a character in the world with only the powers of the character and you spend most of your time managing your family and court and only some managing affairs of state, over which you have limited control. In CIV you are omnipotent and immortal and you have absolute power over everything that happens in your society. All you do is large scale state decisions and you have full control. It sounds like you are talking about a "limited power" form of government. Where you are presented with the factions that exist currently and then do you choose your government from them or is your government out of your control too? And then what powers do you have? Can you declare war when you like, can you change the government, can you make treaties, and you enact different policies? Like what are your levers of power. Maybe one good idea would be to run a forum game where you are the computer and offer all the choices and someone else gets to play as the leader. Then you can get some feedback from them about whether it's fun and how it works etc. Like making events one by one is pretty easy. You could introduce the systems one by one and slowly work it up until it's a great game and then it'll be easy to program as it's already well designed.
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Post by crodnu on Feb 10, 2018 14:03:31 GMT
We could do a thing where if you are a republic you have to do what the people say (unless you declare an emergency state?) but if you are a monarchy you can do what you want (with huge risks of rebellions). We also have to think about good, reliable-ish ways to control the population, otherwise the player migth be forbidden to start a war because the population is hopelessly pacifist.
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Post by tjwhale on Feb 11, 2018 10:56:15 GMT
crodnu I have read your posts again and I think you make a lot of good points. I agree that a good general idea is to make a positive statement for each ideology. E.g. militarism is great because your heroic military defends the nation while upholding national order. Pacifism is great because it allows room for cooperation and trade between nations. "traditionalist xenophilic materialist" I would think a society like that could be something like golden age Venice. So they are very traditional, they have a government mostly ruled by old men and have strong, fixed, ideas about how things should be done. They are xenophilic because they actively seek out products from other cultures and they are materialists because trade is their main concern. Also I think there is a danger in saying "if you are a republic you have to do what the people say" from a gameplay perspective, as you pointed out for tradition vs innovation. Basically you don't want one type of government to be more fun that the others. I think it's fine if they're different, like maybe fighting elections is interesting vs being in control. But it's hard to play as a republic is being a monarchy is much more fun.
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Post by NickTheNick on Feb 12, 2018 0:50:18 GMT
tjwhale Actually I think one important thing that is added if you make it off faction approval instead of ethic cap is that you can please factions without having to change their ethical alignments (or forcibly firing and hiring new government members). Because changing ethical alignments changing alignments takes a while and reorganizing the government angers all the factions that lost power. If it's a hard ethic cap you are basically forced to have a militaristic majority to have conscription, whereas if its based on faction approval you simply need to have the factions be happy enough to approve it (which is easier if they are militaristic and harder if they are pacifistic) and thus only need to make the factions happy and not change the ethics of the people. I think this opens up more avenues for the player to cater to the factions in the government and also allows for less archetypical nations (which I think is a bit more realistic). And yeah though I was going to make this post after the upcoming one I think it would be better to explain now the concept for government and how factions are a part of that. This is the design for government if we go with the current Ethic/Faction system, and keep in mind it's a WIP so critique away. Government & FactionsSo now that we've covered how life events draw the population towards ethics and unhappiness draws people of certain ethics towards factions, how do factions interact with the government? What does the government look like? What options does the player have to change and shape the government? Basically, the government is split into three branches: - Ruler
- Legislature
- Electorate
RulerThe ruler is the player. The ruler is the top of the government and what issues all the commands to order armies, start construction projects, sign deals with other countries, etc. He can be thought of as like the Chief, King, Emperor, President, Prime Minister, Chancellor, Chairman, etc. The ruler's faction will influence the country's population towards their associated ethics. So for example if the ruler is from the Imperialist faction, it will influence the population towards Militarism over time. This is basically indicative of the personality or agenda of the ruler, and is also a big deal because it's one of the easiest ways to change public ethical alignments (and also makes members of that faction very happy to see one of their own in power and can make other factions upset for not being in power). Keep in mind that the player can still do what they want regardless of their ruler's faction, it doesn't affect player agency. LegislatureThe legislature is the AI. It is the body of the government aside from the player. It can be thought of as like the Council of Elders, King's Council, Parliament, Senate, Assembly, etc. The legislature approves major decisions that the player takes, such as declaring war or changing a major policy. Without the approval of the legislature the change or action cannot be made. The legislature may occasionally propose policy changes or actions themselves. Where the ruler is representative of a single faction, the legislature can be a single faction or proportionally split between different factions. Whereas the faction of the ruler determines what influences the population's ethics, the factions of the legislature influences what policy changes are likely to be approved or rejected. ElectorateThe electorate is the AI. It is the body of people that vote electing a new ruler or electing members of the legislature. The people that comprise the electorate is chosen by the player, with the options shown below. The factions of the electorate influence which factions they will vote in to the legislature and as the ruler. SummaryThe faction of the ruler influences the public towards that faction. The faction(s) of the legislature determine whether they will approve or reject player actions. The faction(s) of the electorate determine the faction(s) of any elected rulers or legislators. Now, below are the options for the different branches. Ruler- Anarchy – Minimal/no government. The player member cannot issue commands, but only requests to their own immediate pack/kin/family (meaning they can choose to decline something you ask them to do). This is the government that the player starts with when they first enter the Awakening Stage.
- Chiefdom – Rule for life, arbitrary succession. Rulers rule for life, and when they die there's a random chance of which faction the next ruler will be from.
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- Despotism – Rule for life, elected successors. The player chooses the faction that the next leader will be from.
In a despotism you get the perks of a chiefdom without the drawbacks of arbitrary succession. You can choose exactly which faction each ruler is from and thus control which factions are in power and happy and influencing the population. The drawback is that you can still get pretty serious succession crises because of the relatively authoritarian rules for succession.
- Monarchy – Rule for life, designated successors. The player chooses a faction once per dynasty.
In a monarchy you have a bit of a more stable succession of power at the sacrifice of some of your ability to choose the ruler's faction. You can only choose the faction once per dynasty. This means that when a new dynasty starts you can choose the faction of the first ruler of that dynasty. Each new ruler that is spawned afterwards is likely to be of the same faction as their predecessor, but has a chance to deviate. This leads to more gradual changes of ruling factions and thus a bit less instability. However, there is still a chance for succession crises between rulers and particularly between dynasties (upon every ruler's death there is a small chance that their dynasty will end).
- Oligarchy – Rule for long terms, elected successors. Player can influence but not choose factions to win.
In an oligarchy the rulers rule for long terms (such as 1/4 of their adulthood) and upon death a new one is chosen by the electorate. The player is sacrificing again a bit more ability to control the governing faction in exchange for giving more stable succession and power to the electorate. The faction of the new ruler depends on the factions of the electorate, with more influential factions more likely to have the ruler be from their faction (basically a weighted random chance). The player can also select a faction and influence the results in their favour (but no guarantees). Because rulers don't rule for life and are chosen in a more democratic process, succession crises are only moderately likely to occur. The ruling factions tend to shift with popular opinion.
- Republic – Rule for short terms, elected successors. Player cannot choose/influence the faction.
In a republic the rulers rule for short terms (such as 1/10 of their adulthood) and upon death a new one is chosen by the electorate. However, unlike an oligarchy, the player cannot influence any particular faction to win in any way, instead depending purely on the influence of factions of the electorate. The unbiased democratic processes of a republic lead to relatively minor and infrequent succession crises. The ruling factions mostly represent popular opinion.
Legislature
- Absolutism – There is no legislature. The player does not require approval for any actions.
- Appointment – The legislature is apportioned by the player. The player chooses out of 100% exactly which proportion of the legislature goes to which factions, and can choose to reorganize the current membership. This is a small concession of power from Absolutism, and will please the factions elected to the legislature.
- Inheritance – The legislature is an inherited body. The player can choose which factions are on the legislature, but the proportions are randomly determined (partially based on influence). The legislature can be reorganized by the player but with major resentment from the factions on it. Over time the proportions of faction control of the legislature will change gradually from new legislators inheriting. This system will greatly please the factions on legislature.
- Representatives – The legislature is elected by the electorate. This causes the legislature to most accurately represent the beliefs of the population (with the proportions being determined through a weighted random chance based off influence), while also appeasing the factions and the people.
- Democracy – The general public is the legislature. In this system, there is no specific legislature. Instead, any major action or policy change that would normally have been approved by the legislature now requires the approval of the entire population.
Electorate- Legislature – The legislature elects the next leaders and legislators.
- Limited – Voting can be granted to only people of a certain faction, certain culture, etc. and voting can be weighted.
- Universal – All people (citizens) can vote for the next leaders and legislators with no weighting.
And so this basically covers how government is structured in game. Using combinations of these settings you can shape the government you want. These should allow for the different typical governments we know of through history as well as new and unique ones. Note that some government types that you don't see on the list are probably actually a government type with a specific faction in power. For example a Theocracy would just be a Despotism or an Oligarchy or even a Monarchy with a Theocratic faction in power. A Merchant Republic would be a Republic or Oligarchy with a Mercantile or Guild faction in power. The two first branches of government can also be named by the player (Ruler and Legislature). So you can name the title that your Ruler has and what the Legislative Body is called. Below are some historical countries and how they would be represented in Thrive: Roman Republic Ruler - Republic Ruler Name - Consul Legislature - Appointment Legislature Name - Senate Electorate - Legislature Kingdom of EnglandRuler - Monarchy Ruler Name - King Legislature - Inheritance Legislature Name - Parliament United States of AmericaRuler - Republic Ruler Name - President Legislature - Representatives Legislature Name - Congress Electorate - Universal
Actually that was the exact idea behind the Civ forum game I hosted, but only using the design concepts of the strategy mode and not the specific systems in place. Another forum game with the specific systems would be cool to try too.
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Post by tjwhale on Feb 12, 2018 8:48:40 GMT
NickTheNick That's really cool. I can imagine that working really well as an interesting system. I feel like the core balance of the whole system is about agency vs stability. So if you choose an authoritarian form of government then you get a lot of agency but your people are unhappy and may act out. If you choose a more democratic / republican form of government then you give up agency in exchange for stability. My main questions are "are all points along this spectrum fun to play" and "how is it going to be balanced such that all points along the spectrum are viable"? I think both of these can only be answered through playtesting. For example if you are a democracy and you give up loads of agency and your legislature blocks you a lot of the time is that fun? If you are a dictator and you're are just facing endless revolts is that fun? Is it the case that you always end up playing in the middle of this system, if the ends are a nightmare why not always be a monarchy which is playable and not too unstable. In general I think it's a really interesting system and it could really work. I think the challenge is to build a good foundation of playtesting to make sure it's fun. For example CIV 6 very much keeps the players mechanics the same always and makes government types give you boosts. Whereas CK2 limits the power of the player a lot and there are plenty of negative steam reviews from people who don't like that. So you'll need to work on it a lot to make sure it's good and balanced.
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Post by Aquos on Feb 12, 2018 10:04:18 GMT
I know this is a really minor nitpick, but how would you create a robocracy in this system?
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Post by NickTheNick on Feb 12, 2018 15:56:39 GMT
A robocracy would just be one of the above governments with robots in power, which is something not explained in this system but basically counts as a specific species being in power and can be controlled through policies that you set.
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Post by NickTheNick on Feb 12, 2018 17:29:25 GMT
NickTheNick That's really cool. I can imagine that working really well as an interesting system. I feel like the core balance of the whole system is about agency vs stability. So if you choose an authoritarian form of government then you get a lot of agency but your people are unhappy and may act out. If you choose a more democratic / republican form of government then you give up agency in exchange for stability. My main questions are "are all points along this spectrum fun to play" and "how is it going to be balanced such that all points along the spectrum are viable"? I think both of these can only be answered through playtesting. For example if you are a democracy and you give up loads of agency and your legislature blocks you a lot of the time is that fun? If you are a dictator and you're are just facing endless revolts is that fun? Is it the case that you always end up playing in the middle of this system, if the ends are a nightmare why not always be a monarchy which is playable and not too unstable. In general I think it's a really interesting system and it could really work. I think the challenge is to build a good foundation of playtesting to make sure it's fun. For example CIV 6 very much keeps the players mechanics the same always and makes government types give you boosts. Whereas CK2 limits the power of the player a lot and there are plenty of negative steam reviews from people who don't like that. So you'll need to work on it a lot to make sure it's good and balanced. QFT. We need to make sure that all steps on the scale are equally playable and fun to play. Heck throughout history you essentially had powerful countries of all four of those rulership types. Yeah I wanted to design a system where the different government forms you picked actually meant something and impacted gameplay directly, instead of just being a stat boost like in games like Civ. But at the same time we need to avoid it limiting your experience to a point that is unfun.
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