I wanted to share my wishes about advanced diplomacy system.
I hope there will be;
real government meetings where our ministers give statistic reports from entire faction (budget, revolts, unity(with one measurement), population, diseases, wealth, religions by percentage of population etc
a senate (relative to regime of the faction), and political rivalry between small powers within the city, either by Native or with Mods.
For example; there would be strong people in Senate which effects some shares of the senate, so if we want to pass a bill/law (yes, add bills into game), we either have to replace those powerful people with new loyal people or make them loyal to us (by bribe, by promising more power in senate, by threatening them etc)
Laws; add laws into the game to change policies.
Policies; add policies into the game for faction management. Few policy examples;
1) Military Policy; This policy will determine how will recruitments and training will be done. These could be;
a) Aggressive military policy - Army will get new recruits forcefully. More alailible troop numbers with cheaper prices in that city, but low morale of the troops and more rebellion risk in the city.
b) Balanced military policy - Army will get new recruits by paying salaries. Normal availible troop numbers with big prices, normal morale of the troops and normal rebellion risk in the city.
c) Weak military policy - Army will get new recruits from volunteers. Less availible troop numbers with very cheap prices, high morale of the troops and less rebellion risk.
2) Tax collecting policy
a) Hars tax collecting policy - Government/Senate will collect taxes from citizens of the city forcefully. Reducing population of the city, less tax collecting inefficiency, more rebellion risk, more cash for government, more unemployement rate
b) Normal tax collecting policy - Government/Senate will collect taxes from citizens of the city with normal procedurement. Stable population change, normal tax collecting inefficiency, normal rebellion risk, normal cash for government, normal unemployement rate
c) Weak tax collecting policy - Government/Senate will collect taxes from citizens of the city without any real procedurement. Increasing population, high inefficiency of tax collecting, less rebellion risk, less cash for government, less unemployement rate
3) Trade policy
a) Free trade with no restriction - Fast increasing population of the city, fast increasing wealth of citizens, less tax collecting inefficiency, more rebellion risk, less availible soldiers, less unemployement rate
b) Monitored trade - Balanced population increase, balanced wealth changes, normal tax collecting inefficiency, normal rebellion risk, normal availible soldiers, normal unemployement rate
c) Highly controlled/restricted trade policy - Low increasing population, reducing wealth, high tac collecting inefficiency, less rebellion risk, more availible soldiers, more unemployement rate
4) Education policy
a) Free education for all citizens - More trade, more rebellion risk, more wealth, less population increase, less availible soldiers
b) Monitored education policy - Normal trade, normal rebellion risk, normal wealth, normal population change, normal availible soldiers
c) Propaganda education policy - less trade, less rebellion risk, less wealth, high population increase, more availible soldiers
5) Demographics policy
a) Limiting children number - Less population increase, more wealth, more educated population, more rebellion risk, less availible soldiers, less unemployement rate
b) Free birth policy - normal population change, normal wealth, normal educated population, normal rebellion risk, normal availible soldiers, normal unemployement rate
c) Promoting more children policy - costs money to Government/Senate, fast increasing population, less wealth, less educated population, less rebellion risk, more availible soldiers, more unemployement rate
each "a)", "b)", "c)" is availible laws for each policies, that needs to be passed from Senate to be executed.
Advanced interactions with NPCs;
There shouldn't be just 3-4 choices of dialouges with NPCs, but more. There would be different ways to gain influince (i am not talking about influince point, but it can also be used) over one NPC, whether a lady or lord or minister or spy (add spy into the game btw), or citizen.
I hope there will be;
real government meetings where our ministers give statistic reports from entire faction (budget, revolts, unity(with one measurement), population, diseases, wealth, religions by percentage of population etc
a senate (relative to regime of the faction), and political rivalry between small powers within the city, either by Native or with Mods.
For example; there would be strong people in Senate which effects some shares of the senate, so if we want to pass a bill/law (yes, add bills into game), we either have to replace those powerful people with new loyal people or make them loyal to us (by bribe, by promising more power in senate, by threatening them etc)
Laws; add laws into the game to change policies.
Policies; add policies into the game for faction management. Few policy examples;
1) Military Policy; This policy will determine how will recruitments and training will be done. These could be;
a) Aggressive military policy - Army will get new recruits forcefully. More alailible troop numbers with cheaper prices in that city, but low morale of the troops and more rebellion risk in the city.
b) Balanced military policy - Army will get new recruits by paying salaries. Normal availible troop numbers with big prices, normal morale of the troops and normal rebellion risk in the city.
c) Weak military policy - Army will get new recruits from volunteers. Less availible troop numbers with very cheap prices, high morale of the troops and less rebellion risk.
2) Tax collecting policy
a) Hars tax collecting policy - Government/Senate will collect taxes from citizens of the city forcefully. Reducing population of the city, less tax collecting inefficiency, more rebellion risk, more cash for government, more unemployement rate
b) Normal tax collecting policy - Government/Senate will collect taxes from citizens of the city with normal procedurement. Stable population change, normal tax collecting inefficiency, normal rebellion risk, normal cash for government, normal unemployement rate
c) Weak tax collecting policy - Government/Senate will collect taxes from citizens of the city without any real procedurement. Increasing population, high inefficiency of tax collecting, less rebellion risk, less cash for government, less unemployement rate
3) Trade policy
a) Free trade with no restriction - Fast increasing population of the city, fast increasing wealth of citizens, less tax collecting inefficiency, more rebellion risk, less availible soldiers, less unemployement rate
b) Monitored trade - Balanced population increase, balanced wealth changes, normal tax collecting inefficiency, normal rebellion risk, normal availible soldiers, normal unemployement rate
c) Highly controlled/restricted trade policy - Low increasing population, reducing wealth, high tac collecting inefficiency, less rebellion risk, more availible soldiers, more unemployement rate
4) Education policy
a) Free education for all citizens - More trade, more rebellion risk, more wealth, less population increase, less availible soldiers
b) Monitored education policy - Normal trade, normal rebellion risk, normal wealth, normal population change, normal availible soldiers
c) Propaganda education policy - less trade, less rebellion risk, less wealth, high population increase, more availible soldiers
5) Demographics policy
a) Limiting children number - Less population increase, more wealth, more educated population, more rebellion risk, less availible soldiers, less unemployement rate
b) Free birth policy - normal population change, normal wealth, normal educated population, normal rebellion risk, normal availible soldiers, normal unemployement rate
c) Promoting more children policy - costs money to Government/Senate, fast increasing population, less wealth, less educated population, less rebellion risk, more availible soldiers, more unemployement rate
each "a)", "b)", "c)" is availible laws for each policies, that needs to be passed from Senate to be executed.
Advanced interactions with NPCs;
There shouldn't be just 3-4 choices of dialouges with NPCs, but more. There would be different ways to gain influince (i am not talking about influince point, but it can also be used) over one NPC, whether a lady or lord or minister or spy (add spy into the game btw), or citizen.