Passed City Governments

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DeletedUser31385

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Proposal
To create city governments that would provide bonuses. This would also add more customization to cities. Cities would receive certain bonuses and punishments for choosing a government.


Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?
Yes, I have talked to the idea moderators about this topic.


Reason
Cities lack customization and the bonuses may help with development.


Details
All cities are classified as "City States" before a government is selected. Random Government Option randomly selects a government and cuts the punishment in half as a reward for the random selection.

Here is a list of government types that would be available and what they do...
Bonuses:
  1. Theocracy- 50% increase in favor production.
    • Level 1 provides a 10% increase in production (1 more favor per hour on a speed 1 world {with 5 level 20 temples}).
    • Level 2 provides a 20% increase in production (2 more favor per hour on a speed 1 world {with 5 level 20 temples})
    • Level 3 provides a 30% increase in production (3 more favor per hour on a speed 1 world {with 5 level 20 temples})
    • Level 4 provides a 40% increase in production (4 more favor per hour on a speed 1 world {with 5 level 20 temples})
    • Level 5 provides a 50% increase in production (5 more favor per hour on a speed 1 world {with 5 level 20 temples})
  2. Democracy- 30% increase in base resource production.
    • Level 1 provides a 6% increase in production (increase of 71 {speed 1 world with level 40 resource and no island bonus/disadvantage taken into effect})
    • Level 2 provides a 12% increase in production (increase of 92 {speed 1 world with level 40 resource and no island bonus/disadvantage taken into effect})
    • Level 3 provides a 18% increase in production (increase of 113 {speed 1 world with level 40 resource and no island bonus/disadvantage taken into effect})
    • Level 4 provides a 24% increase in production (increase of 134 {speed 1 world with level 40 resource and no island bonus/disadvantage taken into effect})
    • Level 5 provides a 30% increase in production (increase of 155 {speed 1 world with level 40 resource and no island bonus/disadvantage taken into effect})
  3. Monarchy- 15% increase in offensive troop fighting strength.
    • Level 1 gives a 3% increase
    • Level 2 gives a 6% increase
    • Level 3 gives a 9% increase
    • Level 4 gives a 12% increase
    • Level 5 gives a 15% increase
  4. Oligarchy- 15% increase in defensive troop fighting strength.
    • Level 1 gives a 3% increase
    • Level 2 gives a 6% increase
    • Level 3 gives a 9% increase
    • Level 4 gives a 12% increase
    • Level 5 gives a 15% increase
  5. Empire- 7.5% increase in total population (empires often ruled large areas)
    • Level 1 gives 1.5% increase; about 62 people (level 45 farm with plow and baths)
    • Level 2 gives 3% increase; about 123 people (level 45 farm with plow and baths)
    • Level 3 gives 4.5% increase; about 185 people (level 45 farm with plow and baths)
    • Level 4 gives 6% increase; about 246 people (level 45 farm with plow and baths)
    • Level 5 gives 7.5% increase; about 308 people (level 45 farm with plow and baths)
  6. Aristocracy- Research, building, and troop training times take 40% less time to finish
    • Level 1 reduces times by 8%
    • Level 2 reduces times by 16%
    • Level 3 reduces times by 24%
    • Level 4 reduces times by 32%
    • Level 5 reduces times by 40%
  7. Tyranny- 20% of the troops attacking your city turn back out of fear (this happens as the attack lands, not when it is launched)
    • Level 1 = 4% turn back
    • Level 2 = 8% turn back
    • Level 3 = 12% turn back
    • Level 4 = 16% turn back
    • Level 5 = 20% turn back
  8. *Mythocracy- Mythical units fight 15% stronger
    • Level 1 gives 3% increase
    • Level 2 gives 6% increase
    • Level 3 gives 9% increase
    • Level 4 gives 12% increase
    • Level 5 gives 15% increase
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Punishments:
Note:
all of these WILL DOUBLE when you research the government upgrade to unlock levels 3-5.
  1. Theocracy- spells enacted on cities of this government type have a 7.5% chance of dealing double damage (for earthquake and lightning), providing 25% less resources/benefit (for all positive resource spells along with unit giving spells and protection spells) or having the effect power and time increased by 50% (in the case of plague).
  2. Democracy- Inflation, 10% of all incoming resources goes to fund the city (+2.5% for each world speed {speed 2 = 12.5%, speed 3 = 15%, etc.. up to 50%}).
  3. Monarchy- Favor production is 25% lower in cities of that government type. (Popes and Kings argued with each other over authority)
  4. Oligarchy- Buildings, researches, and troop trainings take 20% longer. (remember Sparta, it only focused on military)
  5. Empire- Troops take 12.5% longer to reach their destination. CS/conquest attacks are excluded from this penalty.
  6. Aristocracy- Hero can't take residence in the city (Aristocrat hates rival of power)
  7. Tyranny- Your people despise you and often protest. Thus cities in this government type have 25% less resource production.
  8. *Mythocracy- For every mythical unit lost, you will lose 2.5 favor. If you lose an attack, all cities in this government type (for the deity to which the units belonged to) will not produce favor for *6 hours (multiplied by world speed).
*does not double
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Capital City:
In the capital city, you may upgrade the senate to level 26 which will unlock the ability to have a government. You can upgrade any senate in any city to level 26, but you may only have 1 senate at level 26 unless you have unlocked another government (see below).

In the senate you can upgrade the government. There would be a screen similar to the WW donation screen except only you can access it.
  1. Level 1: 50000 wood, 50000 rock, 50000 silver (20% Benefit)
  2. Level 2: 100000 wood, 100000 rock, 100000 silver (40% Benefit)
  3. *Level 3: 125000 wood, 125000 rock, 125000 silver (60% Benefit, research required to upgrade)
  4. *Level 4: 175000 wood, 175000 rock, 175000 silver (80% Benefit)
  5. *Level 5: 250000 wood, 250000 rock, 250000 silver (100% Benefit)
Government Upgrade Research: New research available at academy level 12. It will unlock levels 3, 4 & 5 (take note the punishment will be multiplied by 2 once the research is done)
The research would cost 2 points and 10000 of every resource.

Other Buildings (senate must be level 26 to upgrade beyond normal levels):
  • Warehouse = 50
  • Timber Camp = 50
  • Quarry = 50
  • Silver Mine = 50
  • Farm = 60
  • Marketplace = 40
  • Barracks = 40
  • Harbor = 40
  • Temple = 36
  • Academy = 45
  • City Wall = 35
 

DeletedUser31385

Guest
Additional Researches:

  1. Improved Weapons - Your soldiers' weapons are more efficient thus your troops strength is increased by 5%.
  2. Imperial Guard - Your city guard is reinforced with an additional 5 warriors per farm level.
  3. Reinforced Hulls - Your ships hulls are reinforced with bronze and are thus harder to destroy. Your naval troops strength is increased by 5%.
  4. Trading Charters - increases the market capacity by 10% and the speed of trades going out from the city by 25%
  5. Ritual Sacrifice - The priests of your city sacrifice a domestic animal to the gods when the city is in danger, increasing the defensive strength of all mythical units in the city by 5%.
  6. Skilled Workers - You have employed skilled workers who have much more experience thus increasing your base resource production by 5%.
  7. Celebrations - Decreases the costs of the city festival and theatre plays by 20%
  8. Skilled Physicians - The physicians in your city are quicker in restoring the health of their patients. You may activate the militia every 2 hours, instead of every 3 hours.
Multiple Governments
You will have the ability to have multiple governments (also means multiple capitals) once you get to culture level 25. Here is how it would work:

1-24 = 1 government/capital
25-49 = 2 governments/capitals
50-74 = 3 governments/capitals
75-99 = 4 governments/capitals
100-124 = 5 governments/capitals
125-149 = 6 governments/capitals
150-174 = 7 governments/capitals
175+ = All 8 governments/capitals

In the capital city, you would be able to select which cities would belong to the government via a tab in the senate window.

Visuals
Visuals will change. Each government will have a different flag in the city. All building levels above the current ones would have new visuals. Every capital city will appear larger than the 10k+ cities on the map.


Balance
  • Players must have two cities in order to establish a government.
  • The further a city is from the capital, the less benefit it receives.
    • Cities located within 24 hours (divided by unit speed) of the capital by colony ship will have 100% benefit.
    • Every additional 2 (divided by unit speed) hours would result in -1% benefit/punishment. A city 224 hours away from the capital (on a world with unit speed 1) would have no benefit or punishment.
  • Switching a government and/or losing the capital to an invading force would result in anarchy taking over for 24 hours (divided by world speed). Essentially, the city would transition to a state of chaos and disorder until the new government kicks in (due to citizens fighting the anarchists that have overthrown the existing government).
    • Resource Production would be 1/3 the normal rate.
    • Building, research & recruitment costs are 2X the normal price.
    • Building, research & recruitment times are 2X as long.
    • Troops can't be moved during this period
    • No trading
    • No City Festivals, Victory Processions, and/or Olympic Games


Abuse Prevention
  • Players must wait 168 hours before switching a government.
  • Players can see what government another player has in spy reports and attack reports (Capital only) in which the player can see the troops he/she defeated.
  • Once a city has been designated as a capital, a new capital may only be built once the existing capital is conquered. Demolishing the senate below 26 will send the government into anarchy and return it to city state status after 24 hours.
  • Each player may only have 1 of each government type.
  • Capitals may not be placed in certain locations.
    • Capitals may only be placed on a small island without battle point villages.
    • Capitals may not be placed on any island with more than 5 enemy cities.

Summary
Make a new idea with less strict punishments and more governments. If you have any suggestions please let me know below.
 

DeletedUser

Guest
Proposal: To create city governments and add more complexity to the game. This would also add more customization to cities.


Have you Checked the DNS and PSI lists in the Archives? Is this idea similar to one that has been previously suggested?Yes, I have talked to the idea moderators about this topic.


Reason: Cities lack customization and the bonuses may help with development.


Details: Here is a list of government types that would be available and what they do:

Theocracy- 5% increase in favor production for that city.

Democracy- 10% increase in base resource production.

Monarchy- 10% increase in offensive troop fighting strength.

Oligarchy- 10% increase in defensive troop fighting strength.

Communistic- 5% increase in population

Aristocracy- Research and buildings take 5% less time to finish

*Mythocracy- Mythical units fight 5% stronger
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Punishments:

Theocracy- resources are produced 2.5% slower

Democracy- Favor is produced 5% slower

Monarchy- Troops take 5% longer to train

Oligarchy- Buildings and researches take 5% longer.

Communistic- Troops fight with 2.5% less strength

Aristocracy- You lose 2.5% of all resources you important into the city.

*Mythocracy- For every mythical unit lost, you will lose 2.5 favor.
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How to get the bonus:

Senate must be level 16 minimum to receive any bonus.

16- 20% of the bonus
17- 40%
18- 60%
19- 80%
20- 100%

*note if the senate is damaged, the punishment will not go lower. (just the benefit
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Research: New research available at level 12. It will double the bonus (take note the punishment will also double)
The research would cost 2 points and 5000 of every resource.

Visual Aids:X


Balance: Hope this balances out the original plans.


Abuse Prevention: Players must wait 336 hours before switching a government.


Summary:Make a new idea with less strict punishments and more governments. If you have any suggestions please let me know below.



I like this idea
 

DeletedUser

Guest
Actually one of the better ideas I've seen, definitely like the sound of it.
 

DeletedUser27128

Guest
Very interesting idea, definitely should be under consideration. +rep.
 

DeletedUser31385

Guest
Does anyone have suggestions for improvements to the idea?
 

DeletedUser31385

Guest
It wouldnt be that much more complex. You would just have to know what type of city you are making. Then you would choose the correct type to benefit you in the needed way. Each benefit, however comes with a consequence. The things up for debate are the types, the benefits (Amounts), Consequences (Amounts), and the accuracy of each type.

The place where you would change the government would be the senate. That is the best choice because that is the government building where the ruler resides.
 
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DeletedUser33530

Guest
the game is already complex enough to turn away most average gamers. We don't need more complexity.
 

DeletedUser31385

Guest
If you have a plan for what you are going to make in a city, you wont have any trouble. If you make poor decisions in game play and choose the wrong government it will bite you in rear. If you are making a offensive nuke, You must decide whether you want a Monarchy for the troop benefit or Democracy for the resource benefit. It isn't meant to make the game very difficult. Goodnight, I will do some revisions on this tomorrow.
 
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DeletedUser8396

Guest
I'd take away the gradation of the benefits and have a full unlock at Senate 15. Keeps it simpler. Also, make the disbenefits seem in tune with the government type. I'll explain that later.
 

DeletedUser31385

Guest
Ok, will do. I need people to tell me what needs revised. The punishments arent as obvious as the benefits.

*Senate level 15 required for it to work. If you drop below 15 then you lose the benefit until it is restored to 15.*

I am leaving Oligarchy punishment alone since I see it to fit the government. Pebble, how do you like the new punishments? I also need some help on Aristocracy.
 
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DeletedUser44167

Guest
Might change Communism to despotism, dictatorship, or imperial

Communism just doesnt seem to fit in ancient Greece
 

DeletedUser31385

Guest
This is what I found supporting it:

Communism as a theory of government and social reform may be said, in a limited sense, to have begun with the ancient Greek idea of the Golden Age, a concept of a world of communal bliss and harmony without the institution of private property.

Read more here
 

DeletedUser33530

Guest
This is what I found supporting it:

Communism as a theory of government and social reform may be said, in a limited sense, to have begun with the ancient Greek idea of the Golden Age, a concept of a world of communal bliss and harmony without the institution of private property.

Read more here
in an extremely limited sense. Communism is workers of the world rising up, taking control, and creating a classless society with no nations.
you need to get to the industrial revolution era of history for 99% of that stuff to make any sense. In fact Marx even noted that the industrial revolution was the time in which a communist revolution could happen and would happen.
 
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