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	<title>Government Switching - Revision history</title>
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	<updated>2026-05-02T14:23:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://sleague.civfanatics.com/index.php?title=Government_Switching&amp;diff=1924&amp;oldid=prev</id>
		<title>Catfish: Created page with &quot;Category:Tips Category:Cam Hills &lt;big&gt;&#039;&#039;&#039;Altering governments, including how to make a government available to only particular civilizations without breaking the technolo...&quot;</title>
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		<updated>2011-02-22T10:38:09Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/index.php/Category:Tips&quot; title=&quot;Category:Tips&quot;&gt;Category:Tips&lt;/a&gt; &lt;a href=&quot;/index.php?title=Category:Cam_Hills&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Cam Hills (page does not exist)&quot;&gt;Category:Cam Hills&lt;/a&gt; &amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Altering governments, including how to make a government available to only particular civilizations without breaking the technolo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Tips]]&lt;br /&gt;
[[Category:Cam Hills]]&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Altering governments, including how to make a government available to only particular civilizations without breaking the technology tree.&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;by [[Cam Hills]] (March 1999)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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__TOC__&lt;br /&gt;
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== &amp;quot;Forbid government switching? (0)&amp;quot; ==&lt;br /&gt;
|}&lt;br /&gt;
The decision whether to allow government switching in mid-game during a scenario is a meaningful one to address, and will almost certainly have an important effect on the  likely success of tribes to achieve the scenario objective.&lt;br /&gt;
&lt;br /&gt;
By allowing a selection of government forms, the player is offered an additional  strategic tool in determining their own fate in the game, and this &amp;#039;extra dimension&amp;#039;  usually makes the game more intriguing.&lt;br /&gt;
&lt;br /&gt;
All but the most novice of Civ2 players are familiar with the various strengths and weaknesses of the government types and the impact of&lt;br /&gt;
&lt;br /&gt;
* Resources from worked squares, &lt;br /&gt;
* Corruption and waste, &lt;br /&gt;
* Unit support, &lt;br /&gt;
* Maximum rates of tax distribution, and &lt;br /&gt;
* Special features. &lt;br /&gt;
&lt;br /&gt;
Care must be taken when handling the advanced forms of government in scenario  design (with particular recognition of the impact of Fundamentalism and Democracy on  game balance). Generally, play-testing will indicate whether these are appropriate to  include, too advantageous, or too unmanageable.&lt;br /&gt;
&lt;br /&gt;
Due to their particular set-up, some scenarios are better off without government  switching, but in most instances this is not the case, and limiting the player to a single  government type for no apparent reason reduces the tactical options and curbs the  likely attraction of the scenario.&lt;br /&gt;
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== Changing Government Names ==&lt;br /&gt;
|}&lt;br /&gt;
One simple way of modifying your scenario to more fitting government names may be  done by amending the rules.txt file that has been copied into your scenario folder. In  order to change the name and / or titles of the government type, one way is to simply  replace with your own name in the &amp;quot;governments&amp;quot; section. In this case, changes have  been made to Monarchy;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_rules1.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The results of this change are apparent when implementing a new government rule;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_options1.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_new_gov.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Making this change alone will not alter the technology tree, and &amp;quot;Monarchy&amp;quot; will remain  the requisite technology for the &amp;quot;Aristocracy&amp;quot; government. If it is considered desirable to also change this, the technology tree should be amended;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_tech.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is important to remember to provide the player with clear explanation on what the  effects of these newly named forms of rule are. The player should be able to  determine through mechanisms such as; consulting the &amp;#039;pedia (include the file pedia.txt  in your scenario package), the &amp;#039;read me&amp;#039; file, or through a text-box event.&lt;br /&gt;
&lt;br /&gt;
Providing new names for government types should be done principally to reinforce the  theme of the scenario. You may consider it inappropriate to have &amp;quot;Communism&amp;quot; as a  government in a Medieval Scenario, however &amp;quot;Agrarianism&amp;quot; could be a more fitting  term.&lt;br /&gt;
&lt;br /&gt;
You can additionally modify the title of a leader when taking into account customised  government names. Indeed the default game already has plenty of examples, such as;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_ldr.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...where the Viking leader under Despotism rule (govt. type #1) is referred to as  &amp;quot;Warlord&amp;quot;, while the Spanish ruler under Fundamentalism (govt. type #4) is  &amp;quot;Archbishop&amp;quot; (in each case, regardless of gender).&lt;br /&gt;
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== Quarantining Governments ==&lt;br /&gt;
|}&lt;br /&gt;
There are various techniques of providing select government forms to certain tribes  only. The reasons to take this selective approach may be varied also, and should be in  keeping with the scenario&amp;#039;s particular milieu.&lt;br /&gt;
&lt;br /&gt;
An important factor to bear in mind is that any technology with the prerequisites &amp;quot;no,  no&amp;quot; can not be traded, stolen, or researched. On the other hand, civilization advances  with these technologies as prerequisites will become unavailable and will require new  prerequisites (unless embarking on the advanced level development of new technology  trees). &lt;br /&gt;
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== Quarantining Governments - Force ==&lt;br /&gt;
|}&lt;br /&gt;
In setting up the scenario, the author has the option of selecting any government form  for any tribe through the &amp;#039;Cheat &amp;gt; Force Government&amp;#039; mechanism, even if that  government form is not possessed as a civilization advance. Should the player initiate a  revolution (or Democracy impel a revolution), the only government forms available will  be Despotism and those already acquired provided the &amp;quot;Government switching  forbidden&amp;quot; toggle is off.&lt;br /&gt;
&lt;br /&gt;
Therefore, the author can make certain government forms available to each tribe at  the game&amp;#039;s commencement. The A.I. may quickly switch to another form (including  Despotism) while the player may initiate a move out of the existing form if that is  considered desirable.&lt;br /&gt;
&lt;br /&gt;
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== Quarantining Governments - Starting Technologies ==&lt;br /&gt;
|}&lt;br /&gt;
Another way the author may set up the scenario is by giving the government  technologies from the outset. In order to quarantine these government forms from  other tribes, they should have &amp;quot;no, no&amp;quot; as prerequisites. Even though a government  type is designated &amp;quot;no, no&amp;quot;, any tribe that is provided with this advance in the set-up of  the game may still convert to that government form.&lt;br /&gt;
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== Quarantining Governments - Events (Fantastic Worlds or higher only) ==&lt;br /&gt;
|}&lt;br /&gt;
If it is more appropriate for a tribe to research towards or indeed be granted a  &amp;#039;quarantined&amp;#039; government form in mid-game rather than be given it at the start, the &amp;#039;events.txt&amp;#039; file can provide a &amp;quot;no, no&amp;quot; government form advance through the &amp;quot;give  technology&amp;quot; mechanism. There are several triggers that may set off this event, such as  a turn number or a &amp;#039;unit killed&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
To illustrate with an example; if the Communism form of government were to be  accessible only by the East Germans, then the following set up may be one possibility.  By using the &amp;#039;User Defined Tech A slot&amp;#039; (number ninety-one) to become &amp;quot;Socialism&amp;quot;  and adjusting the prerequisites for &amp;quot;Communism&amp;quot;, &amp;quot;Socialism&amp;quot; takes the place of  &amp;quot;Communism&amp;quot; on the technology tree;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_evt1.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
this is supported with the event;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;[[File:sl_gov_evt2.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Socialism&amp;quot; would remain on the technology tree as an obtainable, if not tradable  advance, however only the East Germans would have access to the Communist  government. The event uses the receipt of &amp;quot;Socialism&amp;quot; as the trigger to provide the  East Germans with the new form of government.&lt;br /&gt;
&lt;br /&gt;
With this particular example pertaining to &amp;quot;Communism&amp;quot; other modifications, such as;  amending Espionage, the United Nations, Marco Polo&amp;#039;s Embassy&amp;#039;s obsolescence, and  being aware that Coliseums are affected, would also need to be borne in mind.&lt;br /&gt;
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== Conclusion ==&lt;br /&gt;
|}&lt;br /&gt;
These are some of the more straightforward ways of customising governments. By  amending government names and/or leader titles, you may strengthen your scenario  by bringing another aspect into play that supports the theme. By quarantining  governments, you may provide some tribes with particular opportunities or  characteristics that give them a point of difference from their rivals. By permitting the  player to select from multiple government types, they can have an increased sense of  control and apply their own strategic approach to the scenario. Some scenarios benefit  from, if not require that tribes are locked into a single government rule, however most  scenarios don&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Three aspects to be particularly aware of;&lt;br /&gt;
&lt;br /&gt;
* Theme &lt;br /&gt;
*:Do the proposed government forms fit the theme of the scenario? &lt;br /&gt;
* Playability &lt;br /&gt;
*:Do the available forms of government make the game unbalanced?&lt;br /&gt;
* Advances &lt;br /&gt;
*:Do customisation of governments affect other aspects of the game such as; other technology pursuits, Wonders, and city improvements?&lt;/div&gt;</summary>
		<author><name>Catfish</name></author>
	</entry>
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