Out4Blood & El_Cap's Rise of Nations Strategy
Friday, February 13, 2004
Government Issue Continued...
Despotism: Government controlled by one tyrannical ruler with absolute powers.
Military research and Barracks units 25% cheaper.
Receive the Despot Patriot (a General who also provides supply, Line-of-Sight, and plunder bonuses).
Republic: Government controlled by elected representatives who may (or may not) represent the will of the people.
Commerce Limit increased by 50.
Receive The Senator Patriot (a General who also provides healing, bribing, and building defense bonuses).
Either is good, but unless you actually plan on going for an agressive assault, the Republic bonus is the better Government. A General that has bribing... what would be it's counter?
Monarchy: Government controlled by a single hereditary ruler.
Stable units are 25% cheaper and faster to build.
Receive The King Patriot (a General who also provides supply, siege, and mounted combat benefits).
Democracy: Government whose rulers are elected by all citizens and represent the will of the people.
Non-Library technologies 20% cheaper.
Receive The President Patriot (a General who also provides production, building, and healing benefits).
It seems the gameplay is forcing you to decide to keep playing defensively by booming, or keep using the cheaper military bonuses for attacking. Going from Despotism to Monarchy seems okay, especially with the King Patriot's Siege bonus, but I can't see any reason for someone with a Republic to go the other way with Democracy. A +50 Commerce Cap with cheaper 25% Stable units is much better than 20% cheaper Non-Library technologies.
Socialism: Government wherein production and distribution of goods are determined by equity rather than market principles.
Factory, Airbase, and Dock units 20% cheaper and faster to build.
Receive The Comrade Patriot (a General who also provides supply, combat, and assimilation benefits).
Capitalism: Government wherein production and distribution of goods are determined by a free and competitive market.
Receive +100 Oil income and 500 Oil.
Receive The CEO Patriot (a General who also provides defense, range, and healing benefits).
It seems like Despotism, Monarchy, and Socialism is a straight shot. Meanwhile, moving from Republic to Democracy and Capitalism is more like a gut shot. Oil is not difficult to come by. It seems Despotism and Republic are good choices, but then it seems mandatory to pick Monarchy in Gunpowder Age, and Socialism in Industrial Age.
Imagine this instead (This is my idea for the proposed Governments and not what it is now):
Positive Military and Science bonuses (Military Research at the Library 50% cheaper, Barracks/Stables/Siege/Dock units 30% cheaper)
Negative Civic and Commerce features (-1 Caravan Limit and Wealth from Fishing +5 instead of +10, Commerce Research at the Library 100% more expensive)
Positive Civic and Commerce bonuses (City Limit +1 with +2 National Borders, Commerce Limit 20% higher and production rate 10% faster except for Knowledge)
Negative Military and Science features (Military Research at the Library 75% more expensive and Science Research at the Libary 25% more expensive)
Positive Civic and Science bonuses (Temples are built for free and all Fort upgrades are free with Civic Research at the Library 50% cheaper)
Negative Commerce features (Production rate 10% slower except for Knowledge)
Positive Commerce and Science bonuses (Free Granary/Lumbermill/Smelter production upgrades and production rate 20% faster except for Knowledge with Commerce Research at the Library 50% cheaper)
Negative Military features (Population Limit -25)
Positive Military/Civic/Science bonuses (All Metal and Oil costs reduced by 50%, Attrition is Doubled and Citizens/Cities/Towers/Forts have 25% more HP, Universities give +50 Knowledge instead of just +10)
Negative Commerce features (Food, Timber, and Wealth production rate 20% slower)
Positive Military/Civic/Commerce bonuses (You get 2 Siege Units for every 1 that you buy, All Buildings can see Invisible units in their LOS, Commerce Limit and production rate increased by 20% except for Knowledge)
Negative Science features (Knowledge production rate is 50% slower)
There would be a lot of balance tweaking, but I believe it would be easily manageable, and the gameplay would be tremendously deep. You can see where it gets fun to switch Government types. Except in my version, you don't keep the old stats from your previous government. Imagine doing an extremely aggressive border push by going from Republic to Democracy. Or, if you started with Despotism, you can switch to Monarchy and get your economy back up fast. Since negative features like Commerce, Military, or Science research being expensive, not many players will stick with those governments later in the game.
In Industrial when you'll get a chance to choose Socialism or Capitalism, Library Research isn't a high priority. Make all your aggressive expansion come into full power by becoming a Socialist where all your Citizens/Cities/Towers/Forts have 25% more HP, but your economy slackens. Or switch to an aggressive military force with more Siege Units and a better economy to try and conquer your adversaries while your Knowledge suffers.
In an expansion, I'd rather have all the new stuff be powerful than watered-down. People should be able to explore further with more combinations, and get a kick out of all the different powerful types of things they can put together, or try to counter. It doesn't look very promising right now with the current Government set-up.
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