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Age of History 3
SamDerminji

System where the formation of certain civilizations blocks the ability to change the government

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1. Locking Government Types Upon Forming Specific Civilizations

  • Permanent Government Types: Once a player forms certain historical civilizations, they could be locked into a specific government type, preventing further changes. This reflects the rigid ideological or political structure of those civilizations.
    • Example: USSR Formation: Forming the USSR would lock the country into a Communist government, preventing the player from shifting to a democracy or monarchy. This mirrors the historical reality of the Soviet Union’s strict adherence to its communist principles.
    • Example: Nazi Germany: If a player forms Nazi Germany, they would be locked into the National Socialist government, unable to transition to democracy or monarchy without the country collapsing or facing major internal changes.
    • Example: Islamic Caliphates: Forming a caliphate might lock the country into a Theocratic government, preventing secularization or other forms of governance.

2. Reasons for Government Locks

  • Ideological Commitment: Many historical civilizations were ideologically committed to a single form of government, and switching away from that could undermine their legitimacy.
  • National Identity: Some civilizations’ identities were closely tied to their government type. Changing the government could disrupt their internal unity or create unrest, making it impossible without causing the civilization to collapse or face revolution.

3. Exceptions and Workarounds

  • Revolutionary Movements: A nation locked into a specific government could be forced to change through revolution, such as a Coup d'État or external intervention (e.g., military occupation or collapse after a major war).
  • Civil War: If the player wants to switch from a locked government, it could trigger a civil war mechanic where factions fight for control of the government, allowing for a shift only after significant losses or upheaval.
  • Occupation by Foreign Powers: In cases where a locked government nation is conquered by a foreign power, the government could be forcibly changed (e.g., Germany shifting to democracy after WWII).

4. Dynamic Stability and Penalties

  • Stability Penalties: If a player attempts to force a government change in a locked nation (e.g., USSR trying to become a monarchy), it should result in extreme penalties like:
    • Massive stability loss.
    • Revolts or increased rebellion chance.
    • Diplomatic isolation, as other nations may react negatively to the government shift.
  • Internal Unrest: An attempt to change the government in a locked system could lead to increased dissent and unrest among the population, forcing the player to manage a more chaotic country.

5. Formable Civilizations with Government Locks

Below are examples of formable civilizations that could include government locks:

  • USSR: Locked to Communist government. It cannot become a monarchy, democracy, or fascist regime without major revolution or collapse.
  • Nazi Germany: Locked to National Socialism. Cannot become a democracy or monarchy unless through defeat in a war or internal revolution.
  • Imperial Japan: Locked to Imperial or Military Junta government type. Cannot easily transition to democracy or communism without external forces (e.g., post-WWII intervention).
  • Caliphates (e.g., Islamic Caliphate): Locked to Theocracy. Cannot shift to secular or democratic government without destabilizing the nation.
  • Roman Empire: Locked to a Dictatorship or Imperial Monarchy after formation, preventing shifts to democracy or other forms of governance.
  • Ottoman Empire: Could be locked to an Imperial or Sultanate system, reflecting its centralized, autocratic rule. Transitioning to other government types would require major reforms or revolution.
  • Ming Dynasty (or any Chinese Empire): Locked to an Imperial or Bureaucratic Monarchy. Government reforms would only be possible through civil war or internal collapse.
  • Kingdom of France: After forming the French Empire under Napoleon, it could be locked into an Imperial Monarchy, with democracy becoming only possible after defeat or revolution.

6. Special Scenarios for Government Change

  • Post-War Transition: If a player forms a locked government civilization but loses a major war (e.g., World War II), they could be forced to change their government as part of the peace terms. For example:
    • Germany: After losing WWII, Nazi Germany could be forced into a democratic regime as part of the victors' peace demands.
    • Japan: After defeat in a major war, Japan could be forced to adopt a parliamentary system, as happened historically.

7. Player Strategy with Locked Governments

  • Risk-Reward Balance: Forming a powerful civilization with a locked government offers powerful bonuses (e.g., military strength, industrial boosts) but restricts the player’s ability to adapt politically. Players would have to balance this with potential long-term consequences of not being able to switch governments when necessary.
  • Planning for the Future: Players would need to think carefully before forming such civilizations, as locking into a government type could close off certain strategic options, such as alliances or diplomatic flexibility with other nations.

8. Balancing Government-Locked Civilizations

  • Bonuses for Locked Governments: In exchange for being locked into a government, these civilizations could receive powerful bonuses, such as:
    • Increased stability or national unity due to strong ideological control.
    • Military advantages, such as faster mobilization or increased loyalty among troops.
    • Economic benefits: Some locked governments (like communism or fascism) could provide unique economic models that benefit the player in certain ways, but at the cost of limited flexibility.

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