![]() ![]() The free Social Policy is also nice as well, letting you grab another tenet or make progress in a previous Social Policy tree. It also provides added defense from opposing Ideologies. More Happiness is always useful for a warmonger, as your empire's Unhappiness can quickly rise from conquering cities. The Happiness from Social Policies includes the opener of earlier Social Policy branches, as well as Autocracy tenets. Despite being restricted to coastal cities, the Prora is a really nice wonder due to its sizable Happiness boost. The Prora is a luxurious beach resort to reward the citizens of your regime for their hard work. +1 Happiness for every 2 Social Policies, Free Social Policy.While technological superiority gives a vital edge in warfare, autocratic civilizations aren't that concerned with exploring the cosmos, so this Ideology is not recommended if you're pursuing a Scientific Victory. The obvious tactic with Autocracy is to unite the world through glorious conquest, but you can also use your military might to inspire other civilizations and intimidate lesser nations into strong allegiances. With a loyal and disciplined population, autocratic civilizations are well-equipped for war, with the majority of its tenets promoting the creation and maintenance of a large and elite army. An empire switching Ideologies also undergoes a turn of anarchy, during which nothing will be produced.Īutocracy grants absolute power to the state and demands total loyalty from its citizens. Switching your Ideology causes you to lose the effects of any tenet you've adopted from your previous ideology. ![]() Doing so will likely raise your Public Opinion back up, but it comes with some serious drawbacks. If raising Culture to defend against enemy Tourism or raising Happiness to counter dissent isn't enough, a last resort is to switch Ideologies to the one your citizens prefer. After your Unhappiness exceeds 20, entire cities will revolt and join the empires of influential civs instead. Once you reach "Civil Resistance" and then "Revolutionary Wave", your cities will start spawning Rebels which attack your cities and infrastructure. Once Public Opinion drops from "Content" to "Dissidents" and below, it will start creating Unhappiness in your empire. Culture generation negates Tourism from enemies, protecting your empire from enemy Ideologies. Tourism is your way to "attack" other civilizations with your influence, reducing their Public Opinion. Public Opinion depends on the Culture and Tourism output of both competing civilizations. Since AI civilizations will often prioritize Ideologies that still have free tenets, it's practically guaranteed for Ideologies to clash, radically changing the world stage.Ĭivilizations with differing Ideologies exert ideological pressure on each other, which affects your Public Opinion. Like the Social Policies they were based off of from the core game, Ideologies are mutually exclusive and strongly affects diplomatic relations. The first civilization to adopt a particular Ideology gets 2 free tenets, while the second civilization to adopt a previously taken Ideology will only get 1 free tenet. However, there are a lot more tenets in an Ideology than there are in a Social Policy branch, and you get a bit more freedom with the order you adopt them in.Ī civilization can and must adopt an Ideology once they have built three Factories or entered the Modern Era, whichever comes first. Ideologies are composed of tenets that function very similarly to Social Policies in that Culture is used to adopt either of them. The HGR framework is finally tested on a double case study: the representations of Roman Republic and Empire in Total War: Rome II (2013) and Sid Meier's Civilization V (2010).The late 3 Social Policy branches have been heavily revamped in Brave New World, now expanded into ideologies. In particular, the framework focuses on the three processes needed for creating an historical discourse (Lozano 1987) and on the three translations that the past undergo to become a game: perspectival, digital and ludic. In this article we describe and propose the HGR framework, an analytic tool for scholars and designers alike, capable of taking into account all the layers and processes necessary to transform history in the setting of a game. Historical digital games do not limit themselves to represent the past, but they attempt to reproduce the different levels of relationships and correlations between events, causes and consequences. The use of historical elements often involves the creation of a complex playground created by a huge quantity of historical tropes. Many game designers exploit elements, events, characters and narrations retrieved from human history in order to build consistent and intriguing settings for their digital games. ![]()
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