|
4 Oct 2006, 03:31
|
#1
|
Registered User
Join Date: Jan 2001
Posts: 1,663
|
Political systems (again)
I'd like to re-suggest a previous idea, I think it is not difficult to implement and would bring something extra to R20.
Galaxy Political Systems
Basically the GC can choose a political system for the whole galaxy. It will give a bonus on the output of a construction for every planet in the gal.
-Democracy: better Finance Center
-Authoritarian: better Refinery (M, C or E at random)
-Communist: better Security Center
The political system will be shown by using the above colour code on the gal name
Once a political system is chosen it can't be changed for a period of X ticks, unless there is a new GC elected.
If no choice is made, or there is no GC
Anarchy: no bonus
__________________
<smith> You're 15 and full of shit.
<Furious_George> no, im 22
|
|
|
4 Oct 2006, 04:28
|
#2
|
Black Power MotherF*ckas!
Join Date: Jan 2004
Location: JAPAN
Posts: 1,812
|
Re: Political systems (again)
nah. its to easy to exploit and doesn't have much variation.
Early round do Communist, for those pesky covert oppers. Mid round do better Refinery. Late round when people have many Finance centers do better finance center.
Boring.
__________________
Ascendancy
When Doves Cry
|
|
|
4 Oct 2006, 07:50
|
#3
|
Inactive peon
Join Date: Jan 2003
Posts: 6,050
|
Re: Political systems (again)
Quote:
Originally Posted by Chika
nah. its to easy to exploit and doesn't have much variation.
Early round do Communist, for those pesky covert oppers. Mid round do better Refinery. Late round when people have many Finance centers do better finance center.
Boring.
|
I'm not so sure... if you increase the differences and mak eit all more subtle add in a few more politcal systems etc it would be possible to make the choice harder to make. You could also make it so that the GC doesn;t actually control the system - its throguh galaxy votes - if their is no majority decision - you get anarchy - and none of the advantages of any politcal system.
In short I think the idea itslef is very interesting and might be fun, but it needs developing further.
|
|
|
4 Oct 2006, 10:36
|
#4
|
Dirte
Join Date: Apr 2002
Posts: 5,573
|
Re: Political systems (again)
Quote:
Originally Posted by Kal
- its throguh galaxy votes - if their is no majority decision - you get anarchy - and none of the advantages of any politcal system.
.
|
I demand that anarchy have bonuses as well. Anarchy has nothing to do with voting, so getting it based on the fact that there is no majority is just stupid.
|
|
|
4 Oct 2006, 11:58
|
#5
|
Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
|
Re: Political systems (again)
Quote:
Originally Posted by Chika
Early round do Communist, for those pesky covert oppers.
|
I would have thought that clearly the best course of action would be to select the Refinery one first right at the start of the round, as mines = 6 roids and whatnot.
I'd really only swap to security centres if alot of people were getting hit by major covert ops (the information blackout or the factory killing ones - structures get really expesive towards late in the round), and/or if a major jammer h0e was getting n00bed by covert ops, then swap to "communist".
But whilst just having three might be boring, i think that having more variety would be better. Things such as an oligarchy promoting "corporate" ideals could improve research times, or Monarchy improving the bonus on Engineering setups for everyone, etc. As such, i find myself in agreement with Kal (!!!!!! - yes, i will now go wash my mouth out with soap ).
An additional avenue to pursue, is that if a galaxy strongly/unanimously "votes" to have just one governmental system, then the bonus is higher than if there is dissent. That could be a better way of expressing "anarchy", as planets who are not 100% behind the system of government wont be quite so willing to be democratic, and as such wont receive the same bonus.
What do you think?
__________________
#Strategy ; #Support - Sovereign
--- --- ---
"The Cake is a Lie."
|
|
|
4 Oct 2006, 12:33
|
#6
|
Black Power MotherF*ckas!
Join Date: Jan 2004
Location: JAPAN
Posts: 1,812
|
Re: Political systems (again)
Quote:
Originally Posted by Ultimate Newbie
I would have thought that clearly the best course of action would be to select the Refinery one first right at the start of the round, as mines = 6 roids and whatnot.
I'd really only swap to security centres if alot of people were getting hit by major covert ops (the information blackout or the factory killing ones - structures get really expesive towards late in the round), and/or if a major jammer h0e was getting n00bed by covert ops, then swap to "communist".
But whilst just having three might be boring, i think that having more variety would be better. Things such as an oligarchy promoting "corporate" ideals could improve research times, or Monarchy improving the bonus on Engineering setups for everyone, etc. As such, i find myself in agreement with Kal (!!!!!! - yes, i will now go wash my mouth out with soap ).
An additional avenue to pursue, is that if a galaxy strongly/unanimously "votes" to have just one governmental system, then the bonus is higher than if there is dissent. That could be a better way of expressing "anarchy", as planets who are not 100% behind the system of government wont be quite so willing to be democratic, and as such wont receive the same bonus.
What do you think?
|
I agree that if the base proposal had a lot more variation then it would be interesting. I in no way agree with "voting" or anything of the nature as there isn't even enough activity to merit this as the same gals that do well, will continue to do well because they have activity. Now it only is magnified because the active gal have a mining bonus over the inactive ones.
No vote. GC decides flat out, and there is more variation along the likes of your monarchy and oligarchy, then it could be a benificial asset to the game.
Making any new features to this game, at its current state, that are in correlation with activity is bad.
__________________
Ascendancy
When Doves Cry
|
|
|
4 Oct 2006, 15:36
|
#7
|
PA Team
Join Date: Apr 2006
Location: England or Wales
Posts: 335
|
Re: Political systems (again)
Again, following Kal and Ultimate Newbe, I find myself in agreement, this would be a great addition to Round 20. I think that it does need a lot more development to make it worth while and it needs to be developed in such a way that perhaps, with each form of government, the GC's options change and so does the galaxy's. A very interesting idea.
|
|
|
4 Oct 2006, 16:05
|
#8
|
.
Join Date: Mar 2004
Posts: 3,382
|
Re: Political systems (again)
i like the basic idea of this too
|
|
|
4 Oct 2006, 17:52
|
#9
|
Inactive peon
Join Date: Jan 2003
Posts: 6,050
|
Re: Political systems (again)
I like Sov's idea for an anarchy replacement.
|
|
|
4 Oct 2006, 18:36
|
#10
|
:alpha:
Join Date: May 2002
Location: London, UK
Posts: 7,871
|
Re: Political systems (again)
I agree. At the moment, the GC does pretty much nothing except change the gal name and picture (and organise for people to be exiled).
The Ministers of Development/War/Communication are the same. They do pretty much nothing (except Development, who can turn on or off the gal fund).
This would be a way of bringing them into the game again.
__________________
"There is no I in team, but there are two in anal fisting"
|
|
|
|
All times are GMT +1. The time now is 00:01.
| |