Results 1 to 12 of 12

Thread: Italian Government System

  1. #1
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Italian Government System

    Work of UANIME5

    In most cases, Dominion of the Sword will have a system whereby each settlement can be either a homeland, county or colony. This will dictate things such as which units that can be trained, and represent generally how much control you exert over your settlements. However for the Italians, this is a little different. For Italians, there are only two options: a homeland or a colony. However, a homeland settlement has a lengthy and complex chain that can open up a similar option to a county. Likewise, an Italian colony can grow into something similar to a county.

    For Italians, a homeland begins with a simple rural government
    Spoiler Alert, click show to read: 


    This can then grow and allow trade, commerce, agriculture, law and order as well as basic militia units.
    Spoiler Alert, click show to read: 


    City-State
    Then you will have to decide if you want the region and its settlement to reach its full potential as a Capitulo or independent city state, or if you wish to cap its power and limit the state as a vassal. A Commune and Contado are less developed states which are more open to outside control, such as from your faction capital.

    A Contado, does not have the ambitious flare of a Capitulo state but it is well-ordered and relatively easy to govern, making them good vassal city-states. Nonetheless, it is a fully-fledged city-state and as such is a powerful and thriving community of nobles and citizens.
    Spoiler Alert, click show to read: 


    A Commune will be the typical choice for the majority of your more powerful settlements, it offers a balanced mix of trade and cultural development, as well as government infrastructure.
    Spoiler Alert, click show to read: 


    A Capitulo represents a rival city state within your faction, similar to a County in other faction's governments, but with much greater benefits and risks. Your faction capital should be a Capitulo, but any other city which has this power may easily challenge your faction leader and rebel.
    Spoiler Alert, click show to read: 


    Once you have created a Commune, Contado or Capitulo you can 'crown' your government type by a local council and even here there are more than one option open to you in each case.

    Hegemony
    If you choose to set up a Republic or oligarchy you can sanction a Palazzo Pubblico (work in progress examples here named 'plazzo'). A republic can still allow a single powerful ruler to rise from the nobles, but the palace in effect gives generic power, authority and influence to your nobles making them collectively stronger although this is likely to challenge your Faction Leader and may set the foundations for a future Civil War.
    Spoiler Alert, click show to read: 


    On the other hand, the option to build a Palazzo Ducale will give you a monarch in the city, raising a single noble to the rank of Doge. This noble, if chosen correctly can be one of your faction's most trusted and useful lords. However, combined with other characteristics and titles his power might gain so much momentum that there will be few nobles to challenge him and he himself could spark Civil War by rivalling your Faction Leader.
    Spoiler Alert, click show to read: 


    Colonies
    In place of the colony system used by other factions, Italian states will have a three-tier system open to them, which in fact represents minor autonomous states as they develop. The level of development is therefore incrementally higher in Italian colonies than in Italian homelands, or for that matter amongst colonies of other other factions. These three buildings are used for the government of colonies: 'curatoriae', 'giudicato', 'consulo principati'. The 'curatoriae' upgrades to the 'giudicato' and the 'giudicato' upgrades to the 'consulo principati'.

    The Curatoriae is the first stage in colonial government, used when you are taking over a settlement of another cultural background than your own. This period of colonisation will be required to exist for some time in order for you to unlock military units, religious buildings and agriculture. The Curatoriae will slowly convert the settlement religiously as well as estalbishing law and order, whilst functioning as a trade outpost. It is most vulnerable at this time.
    Spoiler Alert, click show to read: 


    The next two tiers of colonies will have higher rates of income, and greater development options than standard colonies of other factions.
    The Guidicato is a much more powerful and thriving state than a mere colony, for the majority of your colonies it will be a more than adequate choice. In fact, it may even be wise to cap the colony's development at this level. The Giudice of this settlement can wield impressive power, and you may not want him to become too powerful.
    Spoiler Alert, click show to read: 


    A Consular Principality is an independent state similar to a County. The Consular Prince can easily rival your Faction Leader if he himself does not have multiple titles. A Consular Prince is likely to be a major player in your faction since his power, authority and influence will allow him to run this colony like an independent royal centre. Culture, finance and military strength will be an asset to your faction overseas. However, it must be kept on a tight leash.
    Spoiler Alert, click show to read: 

  2. #2
    sizmara1989's Avatar Laetus
    Join Date
    Dec 2009
    Location
    tbilisi georgia
    Posts
    24

    Default Re: Italian Government System

    i cannot see any pics why?

  3. #3
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: Italian Government System

    because you haven't pressed the 'show' button?

  4. #4

    Default Re: Italian Government System

    I haven't read much about your mod, but it's shaping up to be absolutely top-notch when it's ready.

  5. #5
    Jaketh's Avatar Praeses
    Join Date
    Apr 2008
    Location
    New York
    Posts
    8,973

    Default Re: Italian Government System

    Quote Originally Posted by k/t View Post
    I haven't read much about your mod, but it's shaping up to be absolutely top-notch when it's ready.
    DOTS is going to be the best mod ever, out of all mods ever made for every video game

  6. #6
    clone's Avatar Primicerius
    Join Date
    Mar 2008
    Location
    greece
    Posts
    3,465

    Default Re: Italian Government System

    will the greeks have a system like this
    When a nation forgets her skill in war, when her religion becomes a mockery, when the whole nation becomes a nation of money-grabbers, then the wild tribes, the barbarians drive in... Who will our invaders be? From whence will they come?”
    Robert E. Howard



  7. #7
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: Italian Government System

    The Greeks will have a lot of their own systems but not really like this no.

    For instance in one of their trees you will have to choose between two paths, you start with a base building then you get a choice of path a or path b, then each path has 4 upgrades.
    1 Economia
    2a Micra pronoia
    3a Pronoiar
    4a Dynatoi
    5a Exkousseia
    2b Kephalatikion
    3b Kastron
    4b Merikai kephale
    5b Katholikai kephale

    There will be another tree with the same pattern as follows
    Kleisourarchiai
    Prosodoi
    Proasteia
    Ktémata
    Rhogai
    Gé arosimos
    Gé ampelonon
    Mylika ergastéria
    Parathesoi

    Good luck figuring out what they do

  8. #8
    Tiro
    Join Date
    Jan 2010
    Location
    Mumbai, India
    Posts
    229

    Default Re: Italian Government System

    wow HROSS really amazing...
    i cant believe that DOTS would be so fantastic... i really cant

  9. #9

    Default Re: Italian Government System

    as always for these more complex features, I have a question : how will the AI handle this? I have a bad feeling that they will stuck to the same path over and over to maximize these governmental features, or they will collapse due to 'does not compute' situation...

    really... I'm seriously curious on how the mod team able to make the AI work logically in this matter.

  10. #10
    Tyrael.'s Avatar Libertus
    Join Date
    Mar 2011
    Location
    Planet Earth
    Posts
    50

    Default Re: Italian Government System

    wow this is insane...I can't wait for this mod to finish! all of you are awesome

  11. #11

    Default Re: Italian Government System

    Quote Originally Posted by napoleonic View Post
    as always for these more complex features, I have a question : how will the AI handle this?
    Not as well as the player of course, but it shouldn't break its brain. The tree will be set up so that the AI won't get stuck in an endless loop of changing governments. The AI having potentially having problems with complex systems is a valid concern, but it should be fine on this one.
    Quote Originally Posted by Enros View Post
    You don't seem to be familiar with how the burden of proof works in when discussing social justice. It's not like science where it lies on the one making the claim. If someone claims to be oppressed, they don't have to prove it.


  12. #12

    Default Re: Italian Government System

    Hmm is this posible in the medieval engine? Would be amazing


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •