Out4Blood & El_Cap's Rise of Nations Strategy



Friday, February 13, 2004

RON: T&P - Governments
WOW.

Governments look like they could completely revolutionize RON. Never mind RON, how about ALL future RTS games?
Government gives your nation military and non-military bonuses. To establish a government, you must first build a Senate and have the appropriate technology researched. Each government type also allows you to create a Patriot, a unique leader who can enhance your nation’s military or economic power. You can build a Senate after your nation advances to the Classical Age. It must be constructed within the City Limits.

Despotism: Government controlled by one tyrannical ruler with absolute powers.
  • Cheaper Military research.

  • Increased line-of-sight for Scouts and Ships.

  • Lowered Attrition Damage.

  • Cheaper Infantry and Cavalry.


  • Monarchy: Government controlled by a single hereditary ruler.
  • Cheaper Military research.

  • Increased National Borders.

  • Cheaper Cavalry.

  • Increased Food and Metal production.


  • Democracy: Government whose rulers are elected by all citizens and represent the will of the people.
  • Increased Commerce Limit.

  • Increased Taxation rate.

  • Produces Infantry faster.

  • Cheaper Ships.


  • Capitalism: Government wherein production and distribution of goods are determined by a free and competitive market.
  • Increased Commerce Limit.

  • Increased Taxation rate.

  • Ships and Aircraft produced faster.

  • All Wonders cheaper.


  • Socialism: Government wherein production and distribution of goods are determined by equity rather than market principles.
  • Increased National Borders.

  • All ground units cheaper.

  • All buildings produced cheaper (except Wonders).

  • Enemy city assimilation faster.


  • Republic: Government controlled by elected representatives who may (or may not) represent the will of the people.
  • Increased Commerce Limit.

  • Increased Taxation rate.

  • Cheaper Merchants and Caravans.

  • Increased City Limits.

  • Cheaper cost for all Wonders.
  • Imagine being able to take that crappy rushing civ and making it into an economic powehouse with Capitalism? Or tricking your opponents with an economic civ and then hitting them hard with an early attack because you went with Despotism. BHG just added a WHOLE NEW DIMENSION to the game with governments. This is pretty neat. Looks like being the CIV2 lead has finally paid some dividends (just kidding Brian).

    One more thing I have to play around with now. I'll report back once I have a better idea how these work.

    UPDATE: Never mind that, Scot_free points out that MS has updated their site with more (or less) detail.
    Choose:

    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).


  • or

    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).


  • Plus...

    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).


  • or

    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).


  • Plus...

    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).


  • or

    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).



  • Is it just me, or were the "old" benefits more interesting? I think I'd rather have a Socialism where Russia could get even MORE border pushing. C'mon, don't tone them down, boost them up! If the impact of government is lukewarm, then it won't have much of an impact on the game. Make them be REAL choices with REAL tradeoffs. Maybe like make Despotism = -25 Commerce cap, +10% research cost, and -25% military unit costs and upgrade costs. Where Democracy = +100 Commerce Cap, +100% military unit cost or something like that. Then have the first government be relatively cheap (so you choose one) and every change (they do allow changes, right?) ramp up very quickly and expensively.

    A strategy game should have STRATEGIC CHOICES that must be made.


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