Sid Meier's Civilization V

Sid Meier's Civilization V

Components - Governments
Rework Proposal
Hello there Iska, first of all, I'd like to say that this is a pretty good mod as it is right now.

Nevertheless, I feel that the Governments added by this mod in it's current state feel worse than the governments added by the EA Governments Mod. The II Principe Governments seem to only exist to grant flavor to the game.

I've pondered over this conundrum for several days before coming to the realization that unlike in the EA Governments, the most of the Governments added by this mod essentially serve as as purposeless extensions of Policies, Beliefs, or Wonders.

They merely grant bonuses that could have been granted by the aforementioned three aspects of the game, and inadvertently cause certain to "inflated with benefits", as well as a hidden cost in that if a Player wants one government they have to give up a previous one forever to gain the new one.

I know you said that these were "Intended to be cleaner and less of a major new system and more of a flavorful accompaniment to the existing systems". However, the current state of the mod is rather sad, they don't feel like proper governments.

So might I suggest making Governments like Pseudo-Ideologies to integrate them better into the Social Policy System?

- Allow players to switch their Governments at cost of a few turns of Anarchy.
- Allow players who have met the pre-requisites of multiple Governments to switch between the ones they have unlocked

Also, if you'd be willing, I think it would be really neat if you could unlock "hybrid governments" by having certain policies from different trees.
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Here is a list I've made of possible combinations, feel free to take them or even reinvent them. Apologies if I'm being a bit presumptive but researching Governments is a bit of a hobby of mine.

I've also proposed a few possible bonuses for some of them, but it's incomplete as of now. I will continue to update this, but if you'd like I can make the updates as separate posts.

Oligarchy + Monarchy = Aristocratic Monarchy:
- National Wonders in the Capital grant +2 Faith, Culture, and Gold.

Oligarchy + Republic = Meritocratic Republic
- Buildings that unlock National Wonders grant +2 Happiness as well as +1 Food and Production

Oligarchy + Despotism = Nobles Commonwealth

Oligarchy + Theocracy = Clerical Oligarchy

Oligarchy + Democracy = Corporate Republic
- National Wonders provide +1 Trade Route Slot

Oligarchy + Autocracy = Plutocratic Dictatorship

Oligarchy + Communism = Soviet Union


Monarchy + Republic = Elective Monarchy:
- Trade Routes provide +1 influence per Turn to the City-State which they are sent to.

Monarchy + Despotism = Absolute Monarchy

Monarchy + Theocracy = Divine Monarchy

Monarchy + Democracy = Constitutional Monarchy
- Specialists provide +1 of their Respective Yields, doubled in the Capital.

Monarchy + Autocracy = Imperial Monarchy

Monarchy + Communism = Social Monarchy


Republic + Despotism = Principate Republic

Republic + Theocracy = Religious Republic

Republic + Democracy = Parliamentary Democracy
- Specialists provide +1 Food, Production and Culture.

Republic + Autocracy = Presidential Republic

Republic + Communism = People's Republic


Despotism + Theocracy = Hierocratic State

Despotism + Democracy = Authoritarian Democracy (could be Republic, but I just really like the term Authoritarian Democracy, such a lovely juxtaposition)

Despotism + Autocracy = Totalitarian Dictatorship

Despotism + Communism = Socialist Dictatorship


Theocracy + Democracy = Ecclesiastical Republic

Theocracy + Autocracy = Religious Dictatorship

Theocracy + Communism = Socialist Ecclesiocracy

Anyways, have a great day!
Last edited by Lucius, the Heavenly Dragon; 12 Aug, 2023 @ 5:09pm
Iska and Ismet  [developer] 14 Aug, 2023 @ 7:55pm 
I'm kinda disappointed you think this mod is lacking because I respect and like to hear your opinion, but yeah, it was my intention when making it to make it as minimal as possible in terms of gameplay impact, and just fill the flavor gap that's only partly occupied by policies.

EA was a lot of change to the game, and whenever playing it, I felt like I'd strayed too far away from the base game that a) players and my childhood self were familiar with and b) was wellish balanced by a big team of many professional playtesters. Il Principe (and this mod) were meant to be both as little a radical departure from the main BNW mechanics and gameplay focuses and as much as possible either an extension of already existing mechanics or a direct translation of a Firaxis mechanic from either Civ 4 or 6.

Anyways, I sometimes feel compelled to mod because I've put so much time into it (it's also fun), and things (EA) feel unfinished. I want to leave EA behind (lol never I'll be back) and have my bugless crashless Il Principe and then I can make and polish civ mods and actually play the game to my hearts content. Or probably not, at this point modding is by far more fun than playing.

Thanks for the suggestions! I don't think I'll be implementing them, but I can tell that you put a lot of thought into them. If you want to make a modmod, or your own mod, I'd be happy to help! Just shoot me a PM.

Anyways yeah kinda drunk ily Lucius, sorry taking a while to reply, toodles
Thanks for the reply Iska and Ismet! Sad to hear I've disappointed you, but nevertheless, thanks for your response, delayed by drinking as it may have been.

Your reasonings for why you don't want to make changes are perfectly valid to me. Though I feel it is quite sad that we aren't able to change between already unlocked governments. I too respect you a lot and am willing to accept it as what it is, and what it is, is your mod hence you can do whatever you want with it.

Thanks for the offer of help in making a modmod or mod though. I might take you up on that later this year when my work calms down a bit.

As always, happy civving!
Last edited by Lucius, the Heavenly Dragon; 18 Aug, 2023 @ 2:56pm
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