Governments
Posted: Fri Jun 01, 2012 7:29 am
Current LTex game is using as base the rules from the v2.3.2 of the mod "Civ2Civ3". Before this LTeX23B game started, we made some minor changes (for next v2.4 of the mod), to the corruption and waste caused by governments, and also to the free units supported per city, and I would suggest you to include those changes in the current game.
I tried to contact the administrators to include those changes from the beginning, but now that you are at the middle of the game, I have uploaded a patch in case you still want to introduce them. I think you will find the governments more balanced, and more differentiated, if you decide to apply this patch (Poll named govs_corruption_waste).
The table of governments that I posted in the first topic of LTeX23B already includes those changes: http://forum.longturn.org/viewtopic.php?id=150
Main changes:
- Republic: Reduced Base Waste and increased Base Corruption. Else it was too hard to build units, and it was too similar to democracy.
- Monarchy: Reduced Base Corruption and increased Base Waste. Else it was too hard to research, and it was too similar to despotism.
- Communism : Number of free supported units fixed to 3 per city
- Fundamentalism: Number of free supported units fixed to 2 per city
I tried to contact the administrators to include those changes from the beginning, but now that you are at the middle of the game, I have uploaded a patch in case you still want to introduce them. I think you will find the governments more balanced, and more differentiated, if you decide to apply this patch (Poll named govs_corruption_waste).
The table of governments that I posted in the first topic of LTeX23B already includes those changes: http://forum.longturn.org/viewtopic.php?id=150
Code: Select all
GOVERNMENTS:
------------
Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun
Tax/Lux/Cie Rate 0 60 60 70 70 80 90 90 80
Output per tile -1(if>2)# -1(if>2)# -1(if>2)# 0 0 +1Trade +1Trade 0 0
Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade) (+1Trade) (+1Trade) 0
Unit Upkeep Shield Shield Gold Gold Gold Sh+Gd Gold Gold Shield
Free Units 2\4 2\4 2\4 3\6 2\2 1\2 (1\2) 1\2 3\3
Gold Upkeep 0 0 x1 x1 x2 x1 x2 x2 0
Shield Upkeep x1 x1 0 0 0 x1 0 0 x1
Mil Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1
Martial Law +1 0 +1 +1(Max3) 0 0 0 0 +2(Max3)
Civil war % 99 90 80 70 60 40 30 20 50
Empire Size 0 /7 /5 /10 /6 /8 /16 /12 /14
Special +NoUpkeep +1 Move +75%Gold +50%Gold +Tithes +Bribe +Brib/Sub +Subvert +NoUpkeep
-50%Lux (Land/Mil) (Palace) (Palace) -50%Sci -Revolt -Rev/Sen -Senate (Cost=1)
-NoTaxes Fanatic Partisan Partisan
Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30%
Corrup by Dist 1* 1* 1* 1* 1* 1* 1* 0* 0
Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0%
Waste by Dist 1** 1** 1** 1** 1** 1** 1** 0** 0
- Republic: Reduced Base Waste and increased Base Corruption. Else it was too hard to build units, and it was too similar to democracy.
- Monarchy: Reduced Base Corruption and increased Base Waste. Else it was too hard to research, and it was too similar to despotism.
- Communism : Number of free supported units fixed to 3 per city
- Fundamentalism: Number of free supported units fixed to 2 per city