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guochel Game profile

Member
376

May 15th 2024, 16:18:25

we've had these same 7 government types for the past 20 years. can it be like utopia where the stats of the races/governments change every reset? i think that would be fun

edit: woops, maybe this is in the wrong forum

Slagpit Game profile

Administrator
Game Development
4771

May 15th 2024, 18:27:07

Moved to Bugs and Suggestions

KoHeartsGPA Game profile

Member
EE Patron
29,671

May 16th 2024, 5:40:58

Originally posted by guochel:
we've had these same 7 government types for the past 20 years. can it be like utopia where the stats of the races/governments change every reset? i think that would be fun

edit: woops, maybe this is in the wrong forum


Do you have any suggestions?
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guochel Game profile

Member
376

May 16th 2024, 20:15:45

i don't really know the deep dynamics between governments in this game, but here is my attempt at new governments or additional stats to old governments

TECHNOCRACY (the research government)
+50% science maximum
+100% maximum missile science
+20% research lab effectiveness

THEOCRACY (the buyer/reseller government)
+300% private market replenishment rate

REPUBLIC/DEMOCRACY (the casher governments)
+20% res/bus science effectiveness (or maximum science)
+20% population growth

DICTATORSHIP (the thief government)
+30% spy tech effectiveness
+100% espionage gains
-50% spy maintenance cost
new op: rob banks
new op: rob food stores (even those on market)
new op: rob oil (even those on market)
new op: propaganda (a very difficult op that requires huge advantage in relative spies per acre), this allows you to have a random chance of stealing another country's troops / jets / turrets / tanks (the randomness means that you don't know which category of unit you're stealing in each successful op)

TYRANNY (the super warring government)
-50% military losses on offense and defense
no military losses in helping allies
allies don't get losses if their military helps your military
+1 defensive/offensive ally slot

i would like oil science to be implemented

these changes are just from someone who doesn’t really understand the deep dynamics of the game. feel free to suggest anything and remove or add what i listed here

Celphi Game profile

Member
EE Patron
6336

May 18th 2024, 3:40:19

Those aren’t new govt. Those are just modifications to ones that already exist
Resistance is futile. You will be assimilated.

VicRattlehead Game profile

Member
1629

May 18th 2024, 4:27:21

Corpocracy. Gets residuals from everyone else's market activity. Optimal tax rate is significantly higher than other governments.

Josey Wales

Member
412

May 18th 2024, 9:43:46

Netocracy

+50% on Exploration
-75 % on Attack Gains
+75 % on Military Defense
+150% on Defense Retals

UgolinoII Game profile

Member
EE Patron
1203

May 18th 2024, 12:51:17

Plutocracy

+50% Maximum Per Capita Income
+25% Maximum Population
+100% Food Consumption
+50% Private Market Costs
12% Market Commissions

guochel Game profile

Member
376

May 25th 2024, 14:56:20

guys, stop making fun of me! i'm serious about changing governments in order to introduce some more variety into this non-changing aspect of the game that has existed since the beginning of earth 2025 days

maybe my ideas for changing are too radical, then we should make some very minor changes! that would still introduce more variety and make it fun for existing players

my idea of very minor changes:
a 10% increase here or there, a 10% decrease here or there, in preexisting governments.

that would make people who are very experienced and focused on the theory behind each strategy (comy indy / rep casher / dem farmer / theo techer) feel a huge breath of newness, which would be fun!

VicRattlehead Game profile

Member
1629

May 25th 2024, 16:19:52

Originally posted by guochel:
guys, stop making fun of me! i'm serious about changing governments in order to introduce some more variety into this non-changing aspect of the game that has existed since the beginning of earth 2025 days

maybe my ideas for changing are too radical, then we should make some very minor changes! that would still introduce more variety and make it fun for existing players

my idea of very minor changes:
a 10% increase here or there, a 10% decrease here or there, in preexisting governments.

that would make people who are very experienced and focused on the theory behind each strategy (comy indy / rep casher / dem farmer / theo techer) feel a huge breath of newness, which would be fun!


I don't see people making fun of you?

guochel Game profile

Member
376

May 25th 2024, 17:10:53

oh, i must have misread those responses

UgolinoII Game profile

Member
EE Patron
1203

May 25th 2024, 20:47:23

I certainly wasn't. I thought hard about it, my suggestion would likely create an OP casher.

The high commissions would make public market overly expensive, and the increase in private costs would force them to spend that cash on the public. This would push a lot more cash through the market in turn juicing other strats that sell goods.

Or it could make people run more self sufficient countries (ie rainbows) because they don't want to get burned by commission and the boost to PCI *and* pop means that even with a lower proportion of casher buildings you's still get decent result when teched up alongside your indy/farm/oil production.

Maybe a hybrid tech-casher, a sweet spot where your PCI/Pop boost makes up for sacrificing a little land for labs so that you can avoid the market commissions on buying your tech.

Or maybe the % I suggested wouldn't be enough to make real difference, or would be too much to mess with the current balance.

Tangentially, (I think this was suggested elsewhere), keep the govts broadly as they are with the effects but have the % in a range that changes slightly from set to set, like a shifting global economy (e.g If Theo is normally +35 construction -35 tech, it could be +20% construction and -20% Max tech or +50% construction and -50% max tech, obvs number would need a lot of thinking about!) or even is just totally random for a more chaotic envorinoment!

vettiv Game profile

Member
123

May 26th 2024, 10:08:44

I would like to lobby for a pacifist government where the people get pissed off if your army is too big or and leave when you attack someone, but their strengths should be based around maximizing their income

vettiv Game profile

Member
123

May 26th 2024, 10:25:03

I'd like to suggest a socialist government as well, but I have no idea what the characteristics of said country would entail. Maybe higher population growth, balanced income, but higher military costs?

guochel Game profile

Member
376

May 27th 2024, 18:08:02

we need more people for this idea of changing governments to gain traction. but not enough people visit this area of the forums

Celphi Game profile

Member
EE Patron
6336

May 28th 2024, 5:12:46

Anarchist

+30% gains on destructive spy ops
+20% more successful with theft ops
+50% more resistant to spy ops : decentralized nature makes it harder for external forces to infiltrate or gather meaningful intelligence.
+30% with special attacks


0 income tax (not adjustable)
-30% defense bonus: While great at guerilla tactics, their lack of organized defense makes them susceptible to well-coordinated military assaults.
Resistance is futile. You will be assimilated.

VicRattlehead Game profile

Member
1629

May 28th 2024, 15:04:44

Originally posted by Celphi:
Anarchist

+30% gains on destructive spy ops
+20% more successful with theft ops
+50% more resistant to spy ops : decentralized nature makes it harder for external forces to infiltrate or gather meaningful intelligence.
+30% with special attacks


0 income tax (not adjustable)
-30% defense bonus: While great at guerilla tactics, their lack of organized defense makes them susceptible to well-coordinated military assaults.


Oh yeah, a dedicated spy government designed to run off thieving tech, cash, and food from other countries would be flipping dope