Concepts on Government: Your opinions?

The way the game is currently designed governments work like this:

You have 3 forms of government: Imperial, Republic, and Federation. Basically, each one gives you additional economic and production benefits but make it increasingly more difficult to maintain control of the senate.

That's how it worked on the OS/2 version years ago.

However...

What if allowed any number of governments to be allowed. A new file type called .government where each one would have its own pros and cons. Then we could have dozens of them where players would pick which ones fit the strategy they were playing that game. In each case, we could have the advantages and disadvantages of the government:

(i.e. Star Federation +30% to economy, +20% to production, -30% to senate control, -5% to morale, -10% to soldier quality when you have control of the senate. If you LOSE control of the senate in the election then you lose those advantages but keep the disadvantages.)

Users could even create their own forms of government and submit them to the library. We haven't documented it yet but a civilization has over TWENTY abilities that they can tweak ranging from sensors to star ship repair to navigation speed, to population increase level and so on.
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Reply #2 Top
Yes I would like this.. but would need some sort of blancing into it make sure people don't abuse it and put +100% in everything...
Reply #3 Top
Yes I would like this.. but would need some sort of blancing into it make sure people don't abuse it and put +100% in everything...
End of quote


As long all players in a multieplayergame must have the same modifications there is no problem with overly powerfull selfcreated goverments. In a singelplayergame you just kill your own fun if you mod somthing the Ai wont use and that is overly powerfull. I hope we can mod as many game parameters (I.E Techtree,AI ect.) as posible! In most of the games I played in the last time I only keep playing thanks to the player made mods! All of the 4E games I know that are in working or already for sell you can change nearly the complet game as a moder (SEIV,MOO3,S!NG). But all off this games allow you to desing the equipment of your ships, what GalCiv dont allows you atr beta1, so I wont consider GalCiv a 4E game at it actual stage! (And I think the gametester of strategiegame magazins are there at one mind with me)
Reply #4 Top
Jorgen,

GalCiv has a whole bunch of modifiables. The key to keeping the playing field level is the Metaverse and its library.

As you learn more about the Metaverse you will understand the concern about the need for keeping a balance. Being a competative lot, we like to see other people's scores and try to get better scores. If there was no control over some of the modifiables then we would end up competing to see who could come up with the most drastic modifications instead of who could rack up the highest score within a given context.

Cheers,
Jack
Reply #5 Top
Personaly I wont send any score in even if it a realy great one as I dont like this short of comparement. :VOMIT:
But even if I put my dislike away I fear that if they dont put a lot of (in my eyes to many) work in this feature it will be hacked in a short time and the scores become useless after this.
If you think about this the moding is one of the lowest of all problems for the Highscorelist.
Reply #6 Top
Thanks to John Kistler I found out most of the files are pure text files :), but why arent they decleared as .txt?
Reply #7 Top
Would you be looking at the type of government being chosen during the setup of the game, or as something that can be selected during the game (like in the Civ series)?
Reply #8 Top
Any government change should have some temporary negatives while your empire is being reorganized. Eventually over x turns, the benefits of the new government would be worked in while the benefits of the old government are phased out.
Reply #9 Top
In my experience, the easiest way to prevent "drastic" modifications is to limit the benefits. For example, if you create a "socialist" goverment, you would get +10% population growth, +20% Doohickey (since I don't have a list of variables in front of me), -30% morale, -20% trade.
Limit the number of positive/negative changes to two or three each, and a maxiumum of +/- 50% total, for each positive/negative effect. Make sense? Still a huge amount of variability, but in-game checking would make amounts that add up to more than the allotted maximum default to a certain amount.
Reply #10 Top
We're going to digitally sign each of our data files. If a file isn't digitally signed, the submitted metaverse score won't be counted.