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Unread 9 Jul 2013, 13:52   #3
Mzyxptlk
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Re: Round 53: Government Changes

Quote:
Originally Posted by Appocomaster View Post
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: 10% lower
Research: 15% slower
Construction: 15% slower
Production time: 20% slower
Alert: 20% 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.
I don't like the ability to change governments, as it removes a strategic choice: do I go Demo to get started quicker, Tot to take advantage of crashing and stealing, or Corp for late game value play? If you can change your government, then there is no real choice: everyone will go Demo in the early round, and then Corp or Tot in the late round. PA has been narrowing its range of choice for a long time now, and this change will narrow it further.

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:
Originally Posted by Appocomaster View Post
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.
I've never understood why you insist on making people choose a government in the first 168 ticks. There is no strategy that benefits from delaying a government choice until the late round. None.

Quote:
Originally Posted by Appocomaster View Post
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.

(...)

It will obviously make covert op immunity more important, but if you play the odds, it could be a lot worse.
I like this. While you're touching cov ops anyway, change bankhacking, from maximum of 10k per agent to 8k. It's currently way too powerful. 8k is probably still too high, but let's err on the side of caution (for once ).
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Last edited by Mzyxptlk; 9 Jul 2013 at 15:48. Reason: typoes
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