Civilization Ordinances

Civilization Ordinances and Laws

I have been playing Simcity4 and tinkering with city ordinances. These ordiances help your city, give you income, or make its building more efficient

So coming around to GALCIV2. You could create laws that would help your empire expand and give it some personality. These laws of course could be good,evil, or neutral. Here are some ideas:

-slave labor/child labor (+10% production)
-foodstamps (food consumed slower)
-free health care (+10%morale)
-welfare (+10% morale but -5bc/turn)
-brainwashing (+10% less likely to rebel)

These are just some ideas off the top of my head.

Any ideas?
5,477 views 9 replies
Reply #1 Top
-slave labor/child labor (+10% production)
---(-10% morale) (evil)
-foodstamps (food consumed slower)
---(population growth is slower)
-free health care (+10%morale)
---(-10% to economy)
-welfare (+10% morale but -5bc/turn)
---(-10% to economy)
-brainwashing (+10% less likely to rebel)
---(-10% to reearch) (evil)

I think it would be decent if it's not just a bonus but a trade-off, though it could very well be abused.
Reply #2 Top
hmm, I like the idea...I haven't gotten TOO far into the game, but what kind of evil techs are there? can they use slavery to increase production? I dunno, but I definitely think there should be things like that to better differentiate good/bad races and that the united planets should be enable things to counter them, or to enforce them...like a united planets meeting could meet t stop/enact galactic slavery kinda like how the UN in civ4 can do that kind of stuff
Reply #3 Top
Ok. Quasi Quote coming your way...

"Artificial Slave Factory

Only price... a wafer thing slice of your soul."

Boosts miltary production by 20%.

Evil only galactic wonder.

edit: thats actually in the game.
Reply #4 Top
I like the trade off idea

increased police force (+10% morale 10% less likely to rebel but -20% economy)

legalized gambling (10% economy -10%morale)
Reply #5 Top
Ok 'ere we go, don't want to insert numbers - dat's balacne team's job but glad to tell some ideaz:
Xenotolerance(good)
+ Influence/Diprelations
- Loyality/
Xenophobia(evil)
+Loyality/Espionage
- Influence/Diprelations
Forbidden knowledge(???)
-Research
+Social/Military Production
Wartime Propaganda(neutral)
+Soldiering/Weapons
-Economy
Reply #6 Top
legalized gambling (10% economy -10%morale)

gambling would probably boost morale..

perhaps reduced productivity as people would rather try their luck than actually working.
Reply #7 Top
true it would boost morale but in turn it would bring crime...

Now that I think of it it might actually increase the risk of the planet Seceding
Reply #8 Top
[evil] Survival of the Fittest
-population cap is reduced
+various bonus: soldiering in particular, perhaps research, courage

[evil] Slave Labor
+production
-relationship factor

[evil] brainwashing
+loyalty
-research

[evil]Sentient Being Testing
+Research
-relationship
-morale

[evil]Survival of the Fittest
+Soldierng, research
-population cap reduced

[evil]Selective Breeding
+soldiering
-population growth rate
-bc

[evil] Concentration Camp
+Productivity
-Diplomacy
-Relation Factor

[evil] Unrestricted Hunting
+soldering
-

border guards
+espionage
-trade

Homeless Shelter
+morale
-food production

[evil]Homeless Furnace


Foodstamp


welfare
+morale
-economy

free health care
+morale
+population growth
-ecnomy

Increase police force
+loyalty
-morale
-bc

xenotolerance
+influence
+relation factor
-loyalty

xenophobia
+loyalty
-influence
-relation factor
(I heard that on the entertainment network, you human call us Altarians punk-wannabee..)

Restricted Information Exchange
+Loyalty
-Research

Unrestricted Information Exchange
-Loyalty
+Creativity

Legalized Gambling
+BC
-pirates?

Virtual Reality Education Environment
+research
-soldiering
-production

Interplanetary Shuttle
+Influence
-Espionage

Planet Beautification
+Tourism income
-Advantage Factor

Invasion Resistant Buildings
+Advantage Factor against invasion
-building takes longer to build
-BC

Child Labor
+production
-morale
-growth rate

Planet CareTaker
+PQ (can this be applied to planets already colonized?)
-economy

Strict Ship Quality Control
+HP (maybe att and def too)
-mil production

Planetary Satellite Watch
+sensor (around planet)
-BC

Mandatory Military Training
+soldiering
-morale
-econ

That's it for now.. need to tweak many of them more. Also trying to figure out more ordinances that affect weapon, defense, propulsion, trade, range, sensor
Reply #9 Top
bump.