this thread combines some ideas in other threads
viewtopic.php?f=6&t=1078viewtopic.php?f=6&t=1701Since the issue of Citizen behavior has been brought up, I am presenting some ideas about how things may fit together
The first concept is that the smallest "unit of action" in FO society is the planet
Besides its Economic Meters, Specials, Health Meter, Population, Environment, etc. A planet also has some strictly Behavioral Meters
Those would basically be Allegiance Meters that tell how the planet responds to the various Empires (ie Players) that it has contact with. (one Empire for Each Allegiance Meter)... This is the primary factor in determining how a planet will "want" to behave [things like security/power of empires will determine how it will actually behave]
The effect of events in the galaxy on the allegiance meters would depend on the planet's characteristics.
1. (already mentioned) Economic meters, etc. (a higher construction meter planet might respond differently to an event than a low construction meter planet)
2. (already mentioned) Allegiance Meters (if my allegiance meter for Red empire is high, anyone at war with Red will lose allegiance... if my allegiance meter for Red is low, anyone at war with Red will increase allegiance)
3. Values (new) purpose is Strictly to help determine a planets reaction to events, could be
Pacifistic or Militaristic, Technophobic or Technophilic, etc.
(points on values here are similar to the Ethoi in Eleazer's model)
The way Values for a planet would be determined is through two components
1. Race Picks of the Species on the Planet
2. Values of the Cultures on the Planet
Species is already understood... those values of a species wouldn't be changed unless Genetic Engineering tech is available.
Culture is the concept being introduced, similar to religion and Moo3 Ethoi ideas a Culture would be a seperate entity from species/government
Culture:
Each Culture would have certain Values and an "Identifier"... the Identifier is a hierarchical classification of the Culture (ie ACM would be an A type culture, subgroup C, Specific Type M just information about how similar/different two cultures were (not counting the info in their values))
A Culture would be present on a Planet with a certain Strength, that would determine the level of effect it would have on the value meters
The Strength of Culture on a planet would be influenced by player action combined with random chance, it could increase or decrease, spread to a new planet, or a new culture can be created.
When a Planet is colonized it would automatically acquired a Culture is automatically created there (either an existing one or a new one) at a certain strength.
Player Action
For player action to impact the direction of Culture, the player would have to spend Money.
The money that a player spent on impacting Culture, would have limits (and could hurt Allegiance levels) Those limits would be based on Technology and how much allegiance level the planet had.
A player Could
Encourage/discourage certain Values
Encourage/discourage specific Indentifier groups (down to specific Cultures)
Encourage/discourage the Spread and change of Culture
The numbers should be devised so that maintaining Values and Cultures is much easier than Changing it, Except at particular Rare points (once every 30-300 turns depending on species) when a Culture that is reasonably different from the dominant that was at low strength grows particularly high...at those points maintaining Cultures will be hard and Switching to the new would be easy (essentially they are moments of opportunity).
One other things cultures can do is Clash with each other
Cultures with different Identifiers or different Values can lead to problems on a planet, the degree of problems depends on the degree of 'Xenophilia/phobia' Value that there is on the planet and the Strength of the different Cultures.
Culture's role is basically to help keep your planets in/get them out of line.