h a l f b a k e r y
Not so much a thought experiment as a single neuron misfire.
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This add-on, expansion pack, DLC, or mod would add to
the game features as described below.
It would vastly expand the "happiness" functionality.
Besides the external (to the civilization) diplomacy each
society has its own beliefs and politics as determined by AI
depending on all factors
in the game. For example when
you found a city some citizens want to build a monument,
some want to build a scout. There are various factions:
militarists, expansionists, humanists, nationalists, and so
forth, overlapping where applicable. Ignoring their wishes
works up to a point. If you do things the people don't like
too often depending on military strength in your city,
happiness, and the militancy of the factions you can lose
production, happiness or even, in extreme cases, spark a
rebellion. If you do things they do like they're happy and
productive, but will expect you to continue to do things
they like. At which point it's harder to ignore them without
consequence. Obvious associations with ideology and
religion apply. A choice of five additional religious
ideologies are provided. Two at founding, two at
enhancement, and one if selected from the religious social
policy tree. These relate to how pacifist, obedient,
productive (as relates to the player) and inclined to rebel
the people are.
||You could do this in FreeCiv.
||While you're in there, could you fix the AI_LOVE logic, too?
||It would be interesting (in the Chinese sense of the word), if the game itself could rebel against you, the player, if you made decisions it didn't like. Being too horrible, or not horrible enough to your virtual citizens? Then the game AI will sabotage your game play by secretly re-mapping the 'build temple' key to 'launch all missiles'!