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Samash
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PostSubject: Government Politics   Fri Sep 08 2017, 15:05

I am thinking of implementing bonuses / penalties for particular political parties in power within a polity. Not all polities have political parties, and for many that don't the individual leader will have penalties / bonuses randomly determined.

This isn't for definite yet, as it will increase my workload a lot, it's just an idea.

I have thought of the following modifiers, can you think of any? What do you think to this?

Increased Trade = +10% / 20% Trade Units
Decreased Trade = -10% / 20% Trade Units
Increased Trade Revenue = +10% / 20% Trade Revenue (per individual partner)
Increased Population Growth = Population Growth * 1.1 / 1.2
Decreased Population Growth = Population Growth * 0.9 / 0.75
Increased Military Maintenance = +10% / 15% Military Maintenance Cost
Decreased Military Maintenance = -10% / 20% Military Maintenance Cost
Increased Resource Production = +10% / 15% Deuterium, Antimatter, and Hypermatter production
Decreased Resource Production = -10% / 15% Deuterium, Antimatter, and Hypermatter production
Increased Research Cost = +10% / 20% cost of Research Projects
Decreased Research Cost = -10% / 15% cost of Research Projects




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Samash
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 20:55

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I still haven't decided whether to have political parties, but I came up with some examples:

PARTYECONOMYPOP GROWTHMILITARY MAINTINFRA MAINTTRADE UNITSTRADE VALUERESOURCE PRODGOV UPKEEP
Conservative1.100.901.001.001.001.201.101.10
Labour1.201.001.101.101.101.101.001.00
Socialist1.001.100.901.200.901.001.101.20
Communist0.901.100.801.200.800.901.201.25
Nationalist1.000.750.801.000.750.801.251.00
Monarchist0.801.201.100.901.001.000.801.20
Liberal1.201.101.201.201.201.101.000.90

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Last edited by Samash on Sat Sep 09 2017, 21:53; edited 3 times in total
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Mestes1701
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:31

That's good. You might also want to do Democratic and Republican
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Samash
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:33

Well this is just a sample, each multi-party polity will have different parties, for instance only monarchy-based governments would have a Monarchist Party. Some polities will have up to a dozen parties, while others will have just a few.

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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:43

Ah ok
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Samash
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:45

Can you think of any other things that could have modifiers?

Hmmm, maybe Government Upkeep and Security Costs?

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Mestes1701
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:47

Oooh that's good
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Samash
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PostSubject: Re: Government Politics   Sat Sep 09 2017, 21:50

Also, for polities which don't have political parties, they will have random stats for whoever happens to be in charge (monarchs, dictators, etc). I haven't decided how to randomise it yet, maybe just roll dice and see how that turns out. I have plenty of dice, may as well use them, LOL.

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Mestes1701
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PostSubject: Re: Government Politics   Sun Sep 10 2017, 00:38

Lol good point
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Samash
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PostSubject: Re: Government Politics   Sun Sep 10 2017, 19:39

For single leaders, I will roll 2d6 to randomly determine their modifiers:

2 = 0.75
3 = 0.80
4-5 = 0.90
6-8 =1.00
9-10 = 1.10
11 = 1.20
12 = 1.25

Or I can just use a completely random number generator from (750 - 1,250)/1,000 (0.75 - 1.25)?  I think I prefer the second, you?


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Mestes1701
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PostSubject: Re: Government Politics   Sun Sep 10 2017, 19:41

I agree [You must be registered and logged in to see this link.]. Go with the second
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