Round 53: Government Changes
In Round 53, there are a few changes aimed at the government area of Planetarion. As it's still not completely set in stone, there are a few details that can still be changed, depending on the reaction.
There is a new, non-selectable government called "Anarchy". Its "bonuses" are as follows: Mining output: 25% lower Research: 25% slower Construction: 25% slower Production time: 20% slower Alert: 15% lower Resetting/changing Government If a planet wishes to change their government, they can place their planet in "Anarchy" for 72 ticks. At the end of this 72 ticks, they can select a new government. This is quite a negative government but, comparatively, it's probably still worth taking democracy and then at some point around tick 400-500 changing to corporatism - it may be worth changing all the governments to be a little less powerful, to make this a slightly less clearcut choice. Forgetting to set a government We're sticking with the 168 tick limit, though there is now a mail reminder with 24 ticks left to remind you to set your government. When you create your planet or when you come out of "anarchy", you have 168 ticks to set a government. If this period passes, you will have to "reset" your government again, with the 3 days of anarchy, before you can select a government again. Covert Op There is also a new covert op, which is added after structure destroying. It is called "Government Subversion". It converts the government of the target planet to "Anarchy" for agents/5 ticks; a minimum of 20 agents is required to complete this mission. 20 agents means that a planet with an alertness of 92 is immune to all government covert ops (worst case), and this applies to zik/etd planets So to be immune (and to be immune 50% of the time, we'd drop these numbers by 10), we have a table of: Code:
Race "On its own" "+10% gov" "+5 success bonus" "+10% and +5 success" All of these changes (and the corresponding history / stats changes) are on the beta server |
Re: Round 53: Government Changes
looks very interesting.
i would like to see something similar on population as well. maybe only able to change pop every 12 ticks. plus, a scan that reveals current gov/pop. |
Re: Round 53: Government Changes
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If you're dead set on this, the drawbacks of Anarchy are laughable. Double them. Also add news entries whenever your government changes, both when you enter and exit Anarchy. I would also suggest changing its name to Chaos, though that's really a minor nitpick. The duration is fine. Quote:
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Re: Round 53: Government Changes
good points from mz. i think, to make it slightly more strategic, do what appoco said of nerf current gov and what mz said of increase anarchy "punishment".
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Re: Round 53: Government Changes
This really needs some tweaking there is no other way than starting with demo and going into corp now.
Make it alert 50% lower and put it on the feed -> x:x:x have gone into anarchy. (and some way to see it in galbrowser could be cool aswell) And set all population to 0% (population is out of control while under anarchy)(or have population randomly change every 6/12 ticks or smth if 0% is to drastic for you) And the 168 tick rule is even more stupid now, I cant imagine anyone that actually plays the game supports the rule. Only thing its good for is punishing thoose who dont realize there is a goverment to set. |
Re: Round 53: Government Changes
Oh. That new cov op is totally overpowered. Minus 20% alert is terrible. If you get hit once, you're totally screwed. I stand by my suggestion to double all the penalties, but you should really remove the alert reduction.
(P.S. Golan thought of this, not me.) |
Re: Round 53: Government Changes
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Anarchy is seems fit if this goes ahead either way. Quote:
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The duration of this new cov op (5 ticks) is way too low though. It doesn't compensate for the research that has to be done. I'd say 25 agents/8-10 ticks (random or based on something). Also and while you're at it Appoco, maybe increase the XP for each op I'd say. And raise the wages on Security Guards/Agents. They're way too cheap. |
Re: Round 53: Government Changes
Isnt it better to get 40% research from demo first then swap to corp?
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As for the op's strength, as Cat, you can do this cov op every 2 ticks, with 35 agents, permanently crippling 3.5 planets. |
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Go corp to stack up as much resources as possible, then go tot when you need to spend it :p |
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maybe YOU should actually read this thread... |
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From the Game Manual....
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Then people are talking about starting demo and going corp later as a new tactic. But I guess that's too hard to understand for you? |
Re: Round 53: Government Changes
I think this idea should be split in 2.
- Anarchy as it is proposed to change government should lower everything by 50% - Government disruption as a Cov Op should just cancel the current benefits of a gov (except for Anarchy ofc). That cov op on a Anarchy government would make it last for x ticks longer... |
Re: Round 53: Government Changes
Monroe we tried the non setting gov thing a few rounds back. Couple of us didn't set till tick 168 and dybi when corp from tick start. All were xan, we came out about equal so I wouldn't do it again.
As someone said you can hoard with corp and spend with tot, that gives you a big advantage. The mining loss of anarchy is not massive if you can still have 25% mining pop on. I don't like the idea of the extra covop as was also said an annoying covoper could cripple a xan quite easily. |
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then make anarchy remove pop bonus' aswell
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Re: Round 53: Government Changes
Just thinking shouldn't this ability to gov change and the final covop be made available only to upgraded accounts??
There has been a lot of talk about revenue in other threads and I'm just thinking the ability to change your government is a perk that would probably make more people upgrade. Long term and IF the game ever integrates into FB and has the ability to use upgrades then changing your government could cost 69p (common cost for EVERYTHING online) to do instantly. |
Re: Round 53: Government Changes
just as a note, I replaced some of the message notifications with news notifications as suggested. governments definitely won't be final tomorrow night, need some time to review them this weekend. fairly sure they won't stay the same.
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Re: Round 53: Government Changes
and yes yes I should have looked at this earlier but work and social life (and not sure when this round was going to start) yada yada.
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