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| The
Clash of Civilizations Government Model - Page 3 |
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Once
government policies are finally set as described in section IV, they
affect the civ in several ways. The following are the effects policies
will have in general terms: V.1.
Effects over economy §
Private Property, Social Policies, Economic Planning and Tax Rate
will be taken in by Mark's economic model to change the behavior of
economy. These variables should be able to drive the economic model from
pure capitalism to pure communism. §
Income Distribution will change, not only because of the above
variables, but also through the existence of privileges for the Upper
Class given by the Political Structure. §
Finally, the existence of slavery will also affect economy,
providing higher productivity at a cheap cost in enslaved peoples.
Hopefully, the Merchants Model will be able to take advantage of this
and provide trade of slaves for further flavor in the game. V.2.
Effects over the social model The
government defines the environment people live in through economic
policies, Civil Rights and other policies. The environment will affect
people's culture slowly as time advances, so culture will change
influenced, at least partly, by the govt. V.3.
Effects over the tech model Tech
development in the civ should depend partly on Civil Rights and Empire's
Stability. These two government model's variables should be taken in the
tech model to be used in the Research Points production process. V.4.
Effects over diplomacy The
future diplomacy model should use the Foreign Affairs policy to control
ruler's activities while negotiating, so the player won't be allowed to
simply declare war if FA is low. V.5.
Effects over the riots model §
People will be upset if the government isn't what they want.
This, along with other things, will produce a discontent that might end
in bloody events. §
The existence of ideologies provides the riots model with a
flavoring element to generate ideological civil wars and that sort of
things. §
Slavery, Ethnic Discrimination and Religious Discrimination will
also play a role generating discontent on minorities and the possibility
of rebellions. V.6
Effects over the government model (feedback) When
policies change the following conditions are checked comparing previous
and new values for Religious Discrimination and Ethnic Discrimination: 1)
The civ has stopped having an official religion and became secular. 2)
The civ has stopped being secular and adopted an official religion. 3)
The civ has no longer preference for a tribe and became multiethnic. 4)
The civ stopped being multiethnic. If
any of those are true, all ethnic groups in the civ are analyzed in
order to give them majorities or minorities status according to the
rules explained in Appendix 1. Then, MCA (Majorities Cultural
Attributes) and RCM (Religious Class Mentality) are updated as described
in Appendix 2. VI.
Playing the Game and Running the Model VI.1.
What will the player do when playing the game? Mainly,
the player will use an interface to put in the values he thinks are best
for each policy. Anytime he change his mind and enters new values, he
will hit a "Negotiate!" button triggering the Negotiation
Procedure and related calculations described in section IV. What's fun
about that? Well, far beyond the government model, he'll be affecting
several things in his civ as explained in section V. The challenge is
he'll have to strategically play his game trying not to upset powerful
classes and trying to take away power from those classes that doesn't
allow him to do what he wants. The player will have to move, or at least
try to move, from despotic rules to more representative systems and vise
versa as needed in order to survive and make his civ progress. -Banning
ideologies: Ideologies can be banned by the ruler. All ideologies
the ruler bans will have their Knowledge Levels diminished and will
continue going downwards for as long as the banning persist.
Representation values for banned ideologies is set to zero, which makes
those ideologies unable to influence government policies.
(Representation Values and Representation Matrix are explained in
Appendix 3). -Propaganda:
It's the opposite case. The ruler's government profile or the government
profile is presented to the public as the best and propaganda is carried
on to encourage people to choose it. KL for it is increased depending on
total money spent in propaganda. -Foul
play: The
ruler kills key politicians supporting an ideology he dislikes to keep
it away from the political arena for a while. Representation value is
reduced for the ideology. It has transitory effects since Representation
for the ideology will slowly rise if not banned. -Closing
the Parliament: The ruler can close the parliament, setting UC and
LC political powers to zero. If the ruler doesn't take more radical
actions like this, eventually UC and LC will recover slowly their power
with the help of MC and RC, since these two classes probably support
ideologies where UC and LC have more than zero political power and will
use their political power to make it real. -Bribing
politicians: Increases ruler's de facto influence. -Internal
Intelligence Services:
In order to destroy the capabilities of the people to threaten the
establishment (riot, revolutions, etc), the ruler activate these
services. They'll reduce all Events probabilities in the Riots Model. VI.2
When does the model work? Mainly
when negotiations are called, so the model will do very little in a
typical game turn. Negotiations are called when the player hits the
"Negotiate!" button and when "enough" time has
passed. The latter means after some time (let's say twice a century)
it's necessary to update people's preferences to catch up with changes
in culture, higher Knowledge Levels for ideologies and other events. VII.
Administrating the Empire Previous
sections explain how the government decides the general frame for the
civ (major decisions valid for all provinces). We'll assume there're
always more decisions that must be taken to solve local problems in a
much more detailed level, like providing a local justice system. This
leads to the idea of local governments implementing both general government
policies and local solutions. This section explains how power is handled
between central and local administration and the implications of it. AEL=(C*exp(-K*PI)+(1-C)*(0.8+0.2/(1+PI)))*(1-(H-II)/TPP) where
C is the centralization level (0-100%), PI is Province Isolation, i.e. a
measure of how far the province is from the capital at the current level
of transportation and communications techs, H is a game constant
indicating the amount of Institutional Infrastructure per person needed
in a province for optimum effectiveness, II is the current level of
Institutional Infrastructure and TPP is Total Province Population. Appendix
1: Discrimination Laws ED
(Ethnic Discrimination) and RD (Religious Discrimination) policies are
the discrimination laws. They define what ethnic groups in the civ are
considered majorities and what minorities. An ethnic group is considered
minority if: §
It hasn't the civ's nationality and ED>0 §
It doesn't follow the Dominant Religion and RD>0 §
It hasn't the civ's nationality and RD>0 and the Dominant
Religion is a Primitive Religion (as defined in the social model) Otherwise
it's considered in majorities. Appendix
2: Majorities Cultural Attributes and Religious Class Mentality MCA-Majorities
Cultural Attributes MCA
stores the cultural information majorities have in order to have UC and
LC politically acting according to their culture. MCA values are in
essence just a copy of the cultural values in the social model for
attributes Individualism, Asceticism, Religious Tolerance, Ethnic
Tolerance, Importance of Religion, Nationalism and Aggressiveness. The
question is from what ethnic group (EG) this info must be read. RCM-Religious
Class Mentality RCM
contains religious attributes of the RC. The list of attributes is the
same MCA has. Attributes Nationalism and Ethnic Tolerance are made equal
to the values in MCA. Importance of Religion is made equal to
0.2*100+0.8*MCA_ImportanceReligion. For Individualism, Asceticism,
Religious Tolerance and Aggressiveness, there're two cases: Appendix
3: Representation Values and Representation Matrix Instead
of using the Support Shares Matrix in section IV.3.2. to compute political powers
for ideologies, a Representation Matrix will be used to allow the
existence of obstacles to ideologies. By obstacles I mean
ideology-specific difficulties imposed by the ruler or others, like
forbidding a specific ideology or killing "politicians"
supporting a specific ideology. In those cases, the political power the
affected ideology has is decreased, transitorily or constantly. The idea
is a government can give political power to a class, but not allow it to
support any ideology or do it under-represented (that is, with lower
effectiveness). Suppose
SSM is:
and
Representation Values are Ideology1-0%, Ideology2-75%, Ideology3-100% (Government
Profile and Ruler's Government Profile always have RV=100%). The Pre
Representation Matrix is:
Now,
to build the Representation Matrix, each row is scaled to make it sum
100%:
Using
this matrix instead of SSM in the negotiations ensure banned ideologies,
like ideology1, won't be able to affect the government, and ideologies
having problems with their politicians being effective, like ideology2,
will be less effective in changing the government policies. |
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