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24 Jun 2007, 06:54
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#1
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Revolutions
I am against the possibility to change governments at will, but I still think there should be a possibility for revolutions. These dramatic events only come when the people is deeply unhappy, so I suggest that the possibility to change government become available when a planet loses a (high) percentage of it's ships/buildings.
This way the advantage of changing government will only be given to people who suffer a big setback. It wouldn't be something people would do on purpose just for the sake of changing government. Ofc the revolutions wouldn't be possible before we reach a certain tick (pt400 ?) to avoid smartasses taking advantage of it (by building only 10 ships and suiciding them when they want to change gov.).
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24 Jun 2007, 07:23
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#2
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Revolutions
heh, this could be interesting! but only if it were pseudo-realistic. i.e. the "revolution" puts a new gov't into place, not necessarily allowing the user to decide which new gov't s/he gets.
this would kind of remind me of the "random events" that were placed into the R21 beta, but changed gov't settings instead of the various other occurrences.
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When in doubt, blame Ascendancy.
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24 Jun 2007, 07:38
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#3
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Revolutions
If you couldnt select your government during a revolution, then wouldnt that imply that you didnt lead the revolution, and thus you arent actually in power on your planet?
Also, would there be an option to not revolt, if you liked your current government system and didnt want to change it even if you'd been bashed?
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24 Jun 2007, 08:06
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#4
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Revolutions
well, if you're the leader and the population revolts... why would you necessarily get to pick and choose the new rule? if they put you back in command, chances are it'd be with some stiff rules and regulations that you do things their way or out you go
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When in doubt, blame Ascendancy.
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24 Jun 2007, 08:12
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#5
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Alive and kicking
Join Date: Oct 2003
Location: Kingdom of the Netherlands
Posts: 220
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Re: Revolutions
In that case you get a revolution from a government you picked yourself to a random government. I don't think people will be very happy to see such a thing happen when they are already experiencing a setback. And since you can't change the government yourself, the only way out is to quit or delete and start a new planet. This feature sucks if you can't pick the new government yourself.
I'd prefer a situation where you can start a revolt and pick another government, but loose 1 or several ticks worth of production (research, ships, constructions, resources). This is how it works also in another game I play.
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24 Jun 2007, 08:47
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#6
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This Space for Rent
Join Date: Jun 2007
Posts: 583
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Re: Revolutions
yeah, good point. that could work.
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When in doubt, blame Ascendancy.
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24 Jun 2007, 09:17
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#7
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Revolutions
About this 'losing a large percentage of your fleet/roids'.
Am I right in assuming this would mostly happen to newbies without an alliance?
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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25 Jun 2007, 13:04
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#8
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wasted
Join Date: Dec 2000
Location: Under the floorboards
Posts: 1,240
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Re: Revolutions
A simple (and obvious) solution would be to allow the changing of government and have 48-tick period of 'anarchy', during which you gain no bonuses from population or government. When this period ends, you can 'restore order' and choose a new government type, and get your pop/gov bonuses back.
It might be possible for anarchy to be triggered by a 'random event', although I think this would require a much more advanced system of population management (e.g. government popularity levels). Revolutions should really only happen if you have, in some way, neglected to manage your population properly (and even then only after plenty of warning).
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25 Jun 2007, 13:34
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#9
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Good Son
Join Date: May 2001
Location: Finland
Posts: 3,991
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Re: Revolutions
Quote:
Originally Posted by Mzyxptlk
About this 'losing a large percentage of your fleet/roids'.
Am I right in assuming this would mostly happen to newbies without an alliance?
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Nono, you're wrong here. It happens for cathaars, eitrades, and terrans (and whoever owns heavy pods) at around tick 200. First, they apt democracy and rush headlong for the heaviest pod available, pick up pieces of ETA and HCT while on it, and stash resources only 3-fleet-podding people. Once that stops working, or you get excess incomings, you'll just suicide your pods and change the government. I can visualize some form of taking advantage of "early round governments" on such a scenario.
I'd prefer a Civilization type approach, as in a period of anarchy. It'd have to be "severe", though, 48 hours without bonuses sounds little in compared to the gains you can reap (say, 300-400 ticks of democracy for faster research, then feudalism or similar). Perhaps a variable factor depending on how long you've had the previous government installed? (Ie. X ticks plus a variable defined by perhaps your rank, or something like that). Or, as it's probably been suggested, a shorter period during which no production, mining, research, and so on occurs.
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25 Jun 2007, 17:30
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#10
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: Revolutions
I agree, 48 ticks with no bonuses is nothing compared to the possible gain from being able to get the best from 2 types of government. I like Keiz' last line, a period (to be defined) during which absolutely nothing happens on your planet. Sort of like a semi-reset. Perhaps even to the point of being able to be attacked, but not defended? Or just that it won't show up on the galscreen? The possibilities are endless.
Note, just brainstorming here.
__________________
The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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25 Jun 2007, 21:25
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#11
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DLR HC
Join Date: Sep 2001
Posts: 179
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Re: Revolutions
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27 Jun 2007, 10:57
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#12
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:alpha:
Join Date: May 2002
Location: London, UK
Posts: 7,871
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Re: Revolutions
The idea of governments is pretty good - the last time I played they weren't in effect. They're relatively simple and they allow you a bit more customisation to your planet (without any downsides really, to not choosing any government).
I don't like the way that once you choose a government, you're stuck with it for the entire round.
Could a transition effect be created, where to change from one government to another, you have to agree to 24 hours of Anarchy (yes... civ2... sorry)? In these 24 hours:
- No ships could be built.
- All research is halted.
- All construction is halted.
- No scans on your planet work (it just comes up with "This planet is in ANARCHY!" or similar).
- No fleets can be launched.
- People can still attack you, but your ships remain in base and fight at 50% efficiency (or similar).
Advantages
- It means people aren't stuck with just one type of government for the whole round
- It allows for more flexibility
- Anarchy could be used tactically to attack people who are effectively defenceless
- Anarchy could be used tactically to block people's scans on you (no JGPs would work)
Disadvantages
- It's another complicated thing to add to the game!
- 24 hours might not be enough - it isn't a very long time and people could abuse it*
- There was obviously a reason for people not being allowed to change governments.
*possible fix: have a sliding scale? no constructions/research for a week, but fleets only grounded for 48 hours and scans only blocked for 24? not sure)
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