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[freeciv-data] Re: Fascism government-only patch
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[freeciv-data] Re: Fascism government-only patch

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To: <freeciv-data@xxxxxxxxxxx>
Subject: [freeciv-data] Re: Fascism government-only patch
From: "SamBC" <sambc@xxxxxxxxxxxxxxxxxxx>
Date: Wed, 2 Aug 2000 17:16:46 +0100
Reply-to: freeciv-data@xxxxxxxxxxx

There still appears to be some direct references to German nazi fascism
which I for one think some people may consider inappropriate. Only German
fascism used the title 'Fuhrer' - Mussolini for example was referred to as
'Il Duce' (the duke). That may stand however, as one title must be chosen.
However, such points as saying that the state police are automatically
called the Gestapo makes this clearly nazi-centric fascism, and I feel it
should be more generalised.

I'd also say that the government seems rather absurdly strong. Fascism seems
to have lots and lots of advantages, with no disadvantages. This seems very
much to promote the concept which, legal or not, I would say is a bad idea.


SamBC

> -----Original Message-----
> From: freeciv-data-bounce@xxxxxxxxxxx
> [mailto:freeciv-data-bounce@xxxxxxxxxxx]On Behalf Of Reed Meyer
> Sent: 02 August 2000 01:16
> To: freeciv-data@xxxxxxxxxxx; jjm@xxxxxxxxxxxx; Juan Cortes
> Subject: [freeciv-data] Fascism government-only patch
>
>
>
> Here's an extraction from the more-general "fascism" patch posted earlier,
> which contains only the code for adding a Fascism GOVERNMENT TYPE.  I will
> also shortly post an extraction which adds the "fascism" new UNITS AND
> TECHS.
>      There is little in this patch that could be considered inflammatory
> (based on previous discussions), considering that fascism was an important
> government type in history.  At least three European nations had fascist
> governments in their history, and several other nations throughout the
> world have had governments with fascist tendencies.  The main exception is
> the use of the Nazi swastika symbol for the fascist government type, which
> we will have to change if this government type is approved for inclusion
> into the main freeciv distribution.  Please bear with that swastika
> symbol for the time being.  Juan Cortes and I aren't going to
> design a new fascism symbol until it's clear that the fascism government
> type would otherwise be accepted.
>      Also, please note that this government type was designed under
> freeciv 1.10, BEFORE Reputation/treaties/etc. had begun to be
> implemented.
> I want to ultimately incorporate Reputation/etc. restrictions on Fascism
> in a final version.  Please see discussion on the "fascism patch" topic in
> [Freeciv-Dev] for possibilities as to how Reputation/etc. penalties will
> be implemented.  Please do also post your own ideas, of course.  I still
> consider Fascism (the government type) very much a work in progress.  The
> one feature that is "etched in stone" is the defining feature of Fascism
> in freeciv game terms, the +1 resource per tile bonus (for squares already
> generating at least 1 resource).
>      Alright, so here's the government definition, consisting of a bunch
> of patches to the necessary files in the data directory.  The attached
> file "small.xpm" is for the government symbol.   Again, please realize
> that the swastika symbol in small.xpm would be changed later (it's just
> there as a "place holder" if you wish to try out the patch and the game
> balks if it can't find a fascism symbol).
>
> Cheers,
> ---Reed Meyer
>
>
> ---
> /data/dept/cortes/freecivnew/freeciv-1.11.0/data/default/governmen
> ts.ruleset    Fri May 12 21:16:49 2000
> +++ data/default/governments.ruleset  Tue Jul 25 20:28:17 2000
> @@ -546,3 +546,93 @@
>   Democratic civilizations cannot be bribed, and Democratic cities\
>   cannot be incited to revolt by enemy Diplomats and Spies.\
>  ")
> +
> +;------------------------------------------------------------------------
> +[government_fascism]
> +
> +name        = _("Fascism")
> +tech_req    = "Fascism"
> +graphic     = "gov.fascism"
> +graphic_alt = "-"
> +flags       = "Build_Veteran_Diplomats", "Inspires_Partisans",
> "Unbribable"
> +hints       = "Favors_Growth"
> +subgoal     = "Democracy"
> +
> +martial_law_max  = 100
> +martial_law_per  = 1
> +max_single_rate  = 80
> +civil_war_chance = 50
> +empire_size_mod  = -2
> +empire_size_inc  = 0
> +rapture_size     = 3
> +
> +unit_unhappy_factor = 1
> +unit_shield_factor  = 1
> +unit_food_factor    = 2
> +unit_gold_factor    = 1
> +
> +unit_free_unhappy = 1
> +unit_free_shield  = 0
> +unit_free_food    = 0
> +unit_free_gold    = 0
> +
> +corruption_level           = 0
> +corruption_modifier        = 1
> +corruption_fixed_distance  = 0
> +corruption_distance_factor = 0
> +corruption_extra_distance  = 0
> +
> +production_trade_bonus    = 0, 1
> +production_shield_bonus   = 1, 1
> +production_food_bonus     = 0, 0
> +
> +production_trade_penalty  = 0, 0
> +production_shield_penalty = 0, 0
> +production_food_penalty   = 0, 0
> +
> +ruler_male_title = _("Führer")
> +ruler_female_title = _("Führerin")
> +
> +helptext = _("\
> +A Fascist society is highly regimented and nationalistic.\
> + The ruler has absolute power.  The citizens believe strongly\
> + in the state.  A Fascist government promotes a highly efficient,\
> + resourceful society.\
> +\n\n\
> +This increased productivity translates into a bonus of 1 shield\
> + for each square that already produces at least one shield.\
> +\n\n\
> +Under Fascism there is no corruption; the state police (Gestapo)\
> + prevents this.\
> +\n\n\
> +Settlers consume 2 food per turn.\
> +\n\n\
> +If a city governed by Fascism is celebrating, it will receive a\
> + bonus of 1 trade in each square which already produces at least 1\
> + trade.  See Happiness for details.\
> +\n\n\
> +Diplomats and Spies created under Fascism are always veterans.\
> + Citizens are ultra-nationalistic, so Fascist cities cannot be\
> + incited to revolt by enemy Diplomats and Spies, and military\
> + units cannot be bribed.\
> +\n\n\
> +Each military unit in a city turns one unhappy citizen content.\
> + There is no limit to how many unhappy citizens can be made content\
> + in this manner.\
> +\n\n\
> +Under Fascism, military units require 1 production shield each for\
> + for upkeep.  In addition, the following units are considered\
> + aggressive units:\
> +\n\n\
> +- units with an attack strength greater than 0 which are not\
> + inside a city or inside a fortress within 3 squares of a friendly\
> + city\
> +\n\n\
> +- air units (including missiles and helicopters) and sea units\
> + with an attack strength greater than 0, regardless of their\
> + location\
> +\n\n\
> +The citizens of a city will tolerate 1 aggressive unit; subsequent\
> + units will generate 1 unhappy citizen each.\
> +\n\n\
> +")
> ---
> /data/dept/cortes/freecivnew/freeciv-1.11.0/data/misc/small.spec
> Tue Sep 28 11:02:37 1999
> +++ data/misc/small.spec      Sun Jul 23 20:21:24 2000
> @@ -8,6 +8,7 @@
>
>  artists = "
>      Alexandre Beraud <a_beraud@xxxxxxxx>
> +    Juan Cortes <cortes@xxxxxxxxxxxxxx> (Nazi symbol)
>  "
>
>  [file]
> @@ -69,4 +70,5 @@
>  ; Right arrow icon:
>
>    0, 30, "s.right_arrow"
> +  0, 31, "gov.fascism"
>  }
>
> -- Binary/unsupported file stripped by Listar --
> -- Type: APPLICATION/octet-stream
> -- File: small.xpm.gz
>
>
>
>




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