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The Governments
Topic Started: Mar 10 2011, 02:27 PM (268 Views)
Selvin Truax
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The governments are placed on this post. They have varying special qualities that affect play. For a sociey to change a government, however, they will need sufficient cultural points in order to enact the change, even then, they must rp a revolution in their society indicating the change in their government before the results will be enacted upon. To change to a new empire, you need the dictated number of cultural points. Further, it must take 1 rp week per planet for every 100 cultural points the thing costs to enact the revolution.

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{Despotism} - 200 points.
This is the default government. You rule by pure fiat. Its also the weakest in terms of anything other than combat as well.

* Military units are 30% cheaper to maintain.
* Science, Culture, and Literacy is 50% lower than usual.
* Resource yields are 50% lower than usual.
* Civil Unrest is greater than usual.


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{Feudalism} - 350 points.
Feudal governments are devoted to honorable military persuits. They gain good bonuses in training and education, but lack in resources due to the situation involving civil unrest.

* Literacy is 30% greater and literacy assetts cost 30% less.
* Military units are automaticly treated as veterans.
* Military units cost 30% more to maintain and nourish.
* Civil Unrest is greater than usual.
* Resource yields are 30% lower than usual.


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{Confederacy} - 350 points.
Confederacies are a subversion of a republic. Unlike having an independant nature, they work as a whole for the betterment of the whole society, making management and economy better. However, a confederacy disdains war and strife due to their shared basis.

* Resource yields are 30% more.
* Buildings and technologies are 30% cheaper than usual.
* No more than 30% of the population may be military units.
* Civil Unrest is lower than usual.
* People in this society tend to be very happy.
* Unpopular leaders cast little influence.


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{Dharmism} - 425 points.
Dharmisms are based on a religious empire. They are graceful, enlightened, and very peaceful in nature.

* Science and Culture yields are 30% more.
* This society cannot declare war on another empire, but other empires may do so.
* Civil Unrest is lower than usual.
* People in this society tend to be very happy.
* Religious forces may enter other's territories without pacts and causing no diplomatic penalties.
Edited by Selvin Truax, Mar 11 2011, 01:56 PM.
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Selvin Truax
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Medeval Governments:

Quote:
 
{Monarchy} - 1000 points.
With a ruling body, you can effectively govern and establish yourself a bit better. Not only does it open up all the pacts, it also allows for a new government.

* Culture and literacy is 50% greater.
* You may have 3 heroes per capitol and castle.
* Civil unrest is greater.
* Without a supporting castle/capitol, resource gathering is 30% lower.
* The loss of a leader doesnt result in a penalty.


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{Republc} - 1000 points.
A republic is like a confederacy, but each society is like a state in itself. This allows for great trade and reseach potentials, but you better not wage many wars.

* Science, culture, and literacy is 40% greater.
* Military units costs 30% more in price and maintenance.
* No more than 1/3 the population can be military units.
* People in this society tend to be very happy.
* Upopular leaders loose their autority.


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{Dictatorship} - 1200 points.
Almost like a communist government, this form of society is extremely controlling and ruthles in nature, often greatly opressing the people due to strict regimes. But unrest is slayn!

* Espionage and diplomatic actions are 40% greater than usual.
* Military units are take 30% less to purchase and maintain.
* Your empire must have at least 30% of all citizens as military forces.
* There can be no civil unrest in this form of government.
* Happiness and loyalty takes a major plunge, along with efficiency.
* Other societies relations greatly suffer.
Edited by Selvin Truax, Mar 11 2011, 03:53 PM.
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Selvin Truax
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Renesaunce Governments:

Quote:
 
{Communist} - 8000 points.
With a society based on sharing and delegation, it becomes a whole lot easier to manage and coordinate actions, but takes a plunge to social potentials as well.

* Espionage and diplomatic actions are 60% greater than usual.
* Your empire must have at least 40% of all citizens as military forces.
* There can be no civil unrest in this form of government.
* Happiness is always 'Average' in this society.
* This empire cannot use culture points except to change their government, which will cost all of them.


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{Fundamentalist} - 8000 points.
Religious dogma makes this empire extremely eletist about other empires out there. While everyone thinks and acts together, this often makes them repulsive as well.

* Military units are take 30% less to purchase and maintain.
* Science and literacy rates are 1/3 the usual.
* There can be no civil unrest in this form of government.
* Happiness and loyalty are always optimal in rating.
* Other societies relations greatly suffer.


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{Democracy} - 12000 points.
In a democracy, its always for the society as a whole. While this greatly helps diplomacy and trade, it also greatly penalizes military use.

* Forces gain resources 10% faster.
* Science, Culture, and literacy rates are 100% greater.
* In order to utilize military based forces, you need majority approval from the people along with a necesarry reason for it.
* Military units take 100% more to maintain and gradually reduce morale while they are in foreign areas.
* Diplomatic relations with empires greatly improves over time.
Edited by Selvin Truax, Mar 13 2011, 06:11 PM.
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Selvin Truax
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Modern Governments:

Quote:
 
{Monotheism} - 12000 Points.
This form of government allows for a very powerful set of religious bonuses. While generally peaceful, its benefits to culture and happiness are massive.

* Morale cannot be less than average in this empire.
* forces and peole not supported by a religious building have their ratings cut in half.
* This empire cannot initiate a war and do espionage actions.
* Culture is 100% greater in this empire.
* Research is cut in half with this empire.


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{Capitulism} - 12000 Points.
The free market government. Its great for economic persuits, but creates logistics problems.

* Resouces are gained 30% faster.
* Logistics and operations are 30% lower.
* Merchants and vehicles can carry 20% more.
* Maintenance and resource costs are increased 20%.
* Pacts have their benefits doubled.


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{Eudaimonism} - 15000 Points.
This form of government deals with literacy and science gains resulting in a considierable boost. This can also allow for many powerful educational assetts as well.

* Research and literacy is 100% greater.
* Technologies gain 3 more points than usual.
* Military forces in foreign areas causes a huge morale penalty.
* Policies cost twice as much culture points.
* Societies can only have 3 policies max.


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{Imperialnism} - 18000 Points.
This powerful government is mighty in its leadership and development potentials. It also allows the making of very advanced military forces as well, but costs considerable research.

* Miliary units have their ratings 30% greater.
* Logistics and Operations ratings are 50% greater.
* Literacy, Science, and Culture is 40% lower.
* Diplomacy is much harder to gain beneficial agreements.
* You can support 3 more heros and 2 more for each castle, fortress, and capitol.
* Heros yield +10 Literacy, Science, and Culture.
* Morale boosts are only half as potent than usual.


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{Liberalism} - 18000 Points.
Results: Diplomacy is never an easy thing to do. More than often, it takes considerable management and coordination. This form of government makes that a whole lot easier.

* Diplomatic actions always result in positive outcomes.
* You cannot break treaties and pacts when you use this government.
* You and your allies gain 30% more literacy and culture.
* Imperialist, Dictator, and Fundamentalist governments are sworn enemies.
* Pacts and policies are 50% greater in their benefits.
* The default support for heros is terminated, and buildings that allow hero support have their boosts cut in half.
* If you are employing espionage forces, civil unrest is extremely high and morale greatly drops.
Edited by Selvin Truax, Mar 14 2011, 03:37 AM.
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