Lets discuss politics and economy in this planned game, as both are extremely important areas that usually are under-represent. Luckily both MoO2 and 3 did include some of those with somewhat good results so we can see it could be fun.
I. Politics:
Politics would be all about government and about who wields power in a particular race. They would not only be a set of bonuses and penalties but actually have an important influence over the gameplay.
Government types - depending on who wields power:
1. Dictatorship - one being wields supreme power in the race. Corruption runs rampart, economy is hardly efficient but military always gets enough funding (more about that later on) and the player can influence almost everything. Direct control at the price of effectivity. Free willed races tend to strive to topple this form of government so its not exactly stable. Revolution and rebellion prone too.
++ control
+++ military
++ industry
- corruption
-- economy
-- research
-- stability
Main subtypes:
a. feudal (aristocratic, caste system) - society is divided in groups some of which are favored and serve as the ruling class (aristocracy). Feudal societies are VERY stable and conservative. Public opinion is weak and the ruler has only to gain favour of minority.
+++ stability
+ military
+ control
-- corruption
-- research
-- economy
+/- industry
b. authoritarian - one being is a father/mother to the race. His/her rule isnt tyrannical but benevolent. More relaxed than dictatorship.
+ control
+ military
+ industry
- corruption
- research
- economy
- stability
c. monarchy (empire etc) - one dynasty rules due to divine right. Often employs the elements of feudalism. Stable and can evolve further.
+ control
+ military
+ stability
- corruption
- research
- industry
+/- economy
d. tyranny - one being rules with force, backed up by the military or and certain interest groups.
++ control
+++ military
-- corruption
-- economy
- research
- stability
2. Oligarchic government - a certain group of influential beings rules over the race. Interests of this group tend to come first. Bonuses and penalties change depending on the group.
++ in groups main focus (research for technocracy, economy for meritocracy, military for a military state etc)
+ control
-- stability
- corruption
3. Democratic government - people rule themselves with election and their chosen representatives. All forms of democracy suffer from military negligence and stability penalties but enjoy a solid boost to their research and economy. Player however has limited influence over the economy and not always can channel its output where desired.
- military
- stability
-- control
++ economy
++ research
+ industry
Government subtypes would most likely be republic, federation, corporate etc.
4. Hive mind and other exotic - people are either mindless drones serving the queen or somehow connected as a greater thing (pheromones, hive mind etc). Those governments tend to b extremely productive and stable but very ineffective at research and economy.
+++ control
++ industry
+++ stability
+ military
-- economy
--- research
Governments would form a base for players actions and decisions and his influence over the economy of his race.
II. Economy:
In general the more freedom people enjoy the more money and goods they make. But wars are not won with silky stockings but with planes and tanks (or space planes and space tanks). This is where control comes in.
Economy would be divided into public sector and private sector. Both sectors can produce exactly the same but they are developed differently. Public sector is developed by government funding and controlled by the player, private sector grows by itself. At their base private sector is about 20% more effective but effects of corruption reduce the effectivity of public sector two or three times as much as it does to the private one.
Public sector:
- represents industry and state sponsored research,
- cost maintenance and only generates money if it produces things for sale either for export or for the private sector,
- if buildings will be present they will be public sector, if not then a percentage of planets economy and this percentage further divided into industry areas
Private sector:
- develops by itself based on cycles depending on population size, relative freedom of action and behaviour, openness of trade,
- only produces to generate income,
- if player wants to use it it has to be paid for,
- generates money from taxes.
Income for the state:
- taxation of population (based on size, its freedom, tech, relative size of private sector - workers there earn more),
- taxation of the private sector (based on the size and production),
- sold and traded production from the public sector
Industry:
- heavy industry - shipyards, military factories, energy - produces fleets and armies, both for public and private use, very limited demand from the population, in public sector player picks how much of the heavy industry he wants,
- light industry - military manufacturing, goods - produces fleets and armies but not very effective at this, also cant build bigger ships, big demand from the population, can be built in the public sector but then competes with the private one,
- services - services provided to the population - only serves to produce income and to actually manufacture something, favourite of the private sector.
So to summarize a bit:
If you play a democratic nation your private sector will be big and your public sector will be based on heavy industry to produce military equipment. When needed the player will be able to purchase a lot from the private sector and to mobilize it for war. Think USA in WWII.
If you play a tyrannical dictatorship your public sector will be huge but ineffective. However you will have great production capacity at the expense of small income.
If you play a hive mind you will most likely only have a barter based economy and almost no private sector. Public sector will be effective tho.
I. Politics:
Politics would be all about government and about who wields power in a particular race. They would not only be a set of bonuses and penalties but actually have an important influence over the gameplay.
Government types - depending on who wields power:
1. Dictatorship - one being wields supreme power in the race. Corruption runs rampart, economy is hardly efficient but military always gets enough funding (more about that later on) and the player can influence almost everything. Direct control at the price of effectivity. Free willed races tend to strive to topple this form of government so its not exactly stable. Revolution and rebellion prone too.
++ control
+++ military
++ industry
- corruption
-- economy
-- research
-- stability
Main subtypes:
a. feudal (aristocratic, caste system) - society is divided in groups some of which are favored and serve as the ruling class (aristocracy). Feudal societies are VERY stable and conservative. Public opinion is weak and the ruler has only to gain favour of minority.
+++ stability
+ military
+ control
-- corruption
-- research
-- economy
+/- industry
b. authoritarian - one being is a father/mother to the race. His/her rule isnt tyrannical but benevolent. More relaxed than dictatorship.
+ control
+ military
+ industry
- corruption
- research
- economy
- stability
c. monarchy (empire etc) - one dynasty rules due to divine right. Often employs the elements of feudalism. Stable and can evolve further.
+ control
+ military
+ stability
- corruption
- research
- industry
+/- economy
d. tyranny - one being rules with force, backed up by the military or and certain interest groups.
++ control
+++ military
-- corruption
-- economy
- research
- stability
2. Oligarchic government - a certain group of influential beings rules over the race. Interests of this group tend to come first. Bonuses and penalties change depending on the group.
++ in groups main focus (research for technocracy, economy for meritocracy, military for a military state etc)
+ control
-- stability
- corruption
3. Democratic government - people rule themselves with election and their chosen representatives. All forms of democracy suffer from military negligence and stability penalties but enjoy a solid boost to their research and economy. Player however has limited influence over the economy and not always can channel its output where desired.
- military
- stability
-- control
++ economy
++ research
+ industry
Government subtypes would most likely be republic, federation, corporate etc.
4. Hive mind and other exotic - people are either mindless drones serving the queen or somehow connected as a greater thing (pheromones, hive mind etc). Those governments tend to b extremely productive and stable but very ineffective at research and economy.
+++ control
++ industry
+++ stability
+ military
-- economy
--- research
Governments would form a base for players actions and decisions and his influence over the economy of his race.
II. Economy:
In general the more freedom people enjoy the more money and goods they make. But wars are not won with silky stockings but with planes and tanks (or space planes and space tanks). This is where control comes in.
Economy would be divided into public sector and private sector. Both sectors can produce exactly the same but they are developed differently. Public sector is developed by government funding and controlled by the player, private sector grows by itself. At their base private sector is about 20% more effective but effects of corruption reduce the effectivity of public sector two or three times as much as it does to the private one.
Public sector:
- represents industry and state sponsored research,
- cost maintenance and only generates money if it produces things for sale either for export or for the private sector,
- if buildings will be present they will be public sector, if not then a percentage of planets economy and this percentage further divided into industry areas
Private sector:
- develops by itself based on cycles depending on population size, relative freedom of action and behaviour, openness of trade,
- only produces to generate income,
- if player wants to use it it has to be paid for,
- generates money from taxes.
Income for the state:
- taxation of population (based on size, its freedom, tech, relative size of private sector - workers there earn more),
- taxation of the private sector (based on the size and production),
- sold and traded production from the public sector
Industry:
- heavy industry - shipyards, military factories, energy - produces fleets and armies, both for public and private use, very limited demand from the population, in public sector player picks how much of the heavy industry he wants,
- light industry - military manufacturing, goods - produces fleets and armies but not very effective at this, also cant build bigger ships, big demand from the population, can be built in the public sector but then competes with the private one,
- services - services provided to the population - only serves to produce income and to actually manufacture something, favourite of the private sector.
So to summarize a bit:
If you play a democratic nation your private sector will be big and your public sector will be based on heavy industry to produce military equipment. When needed the player will be able to purchase a lot from the private sector and to mobilize it for war. Think USA in WWII.
If you play a tyrannical dictatorship your public sector will be huge but ineffective. However you will have great production capacity at the expense of small income.
If you play a hive mind you will most likely only have a barter based economy and almost no private sector. Public sector will be effective tho.