#1 07.04.2017 10:25:59

wieder
Administrator
Posts: 743

new government: nationalism (name not yet decided)

In short:

- 4 free units
- no unhappiness from units outside cities
- not possible to bribe cities
- units can be bribed when alone
- +1 trade from tiles already producing trade
- max tax, lux and sci is 50% (50% is probably better than 60% since it's really brutal:)
- waste and corruption almost similar to communism but maybe just slightly higher. not much, just a little bit.
- available with leadership
- sci output is decreased 5%
- the only government able to produce militia riflemen (cost is 35 or 40 instead of 50, can only be produced green and can't get promotions)

Last edited by wieder (07.04.2017 16:49:30)

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#2 07.04.2017 10:50:12

Corbeau
Player
Posts: 241

Re: new government: nationalism (name not yet decided)

What would be the stats of Militia Riflemen? I had an idea to be able to build cheap and not-too-effective military units at every age, in case of emergencies ("general mobilization"). We already have Warriors, what is missing are Militia around industrial  revolution and possibly Volunteers or something in the modern age.

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#3 07.04.2017 11:12:32

wieder
Administrator
Posts: 743

Re: new government: nationalism (name not yet decided)

The militia riflemen would be identical to regular riflemen. The only difference is that thy can only be produced under this new government and also that they can't get promoted no matter what. Because the work like regular green riflemen, they are only little cheaper.

We had some talks about the militia units but the general opinion was that we already have green units. While not exactly optimal solution, using this new militia riflemen unit would be a step towards having more militia units. We are very careful about trying not to make too big changes at once. The same was done with the space ship and with some wonders costing *lots* of shields.

I always liked the special units some nations had with the commercial civ games. This is the 2nd attempt to do something similar here. Fanatics and Crusaders can be built with fundamentalism.

Communism kind of has a special unit since the spies and diplos are built veteran.

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#4 07.04.2017 11:31:09

Lord_P
Player
Posts: 116

Re: new government: nationalism (name not yet decided)

Why??
Personally I dont think you should mess with the existing govs, they are quite well balanced. Maybe just make some small changes to Fundamentalism to make it a similar option to this?

What you are describing is actually similar to Tribal with Pyramids/Railroad, which is what I use all the time before Communism (Low waste, high corruption so effectively min sci, max 60%, 4 free upkeep with units suppressing unhappiness). Except there is no free militia unit. Maybe make Militia available for Tribal gov after Leadership for those who are still using it?

Last edited by Lord_P (07.04.2017 11:54:32)

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#5 07.04.2017 11:53:21

wieder
Administrator
Posts: 743

Re: new government: nationalism (name not yet decided)

I was actually planning to add a new small wonder for updating tribalism. After some talks it became obvious that doing that might not be a good idea after all and a new government could be used instead.

This was the reason why I asked on the game chat if people would consider tribalism as some kind of ancient nationalistic government.

The actual reason for adding a small wonder or a new government is that in the late game there are actually not that many options for playing successfully with many of the governments. Not even while the playing style is adjusted to the needs of the government in use.

The more advanced governments basically add more production or more trade while letting the player to have more control over the tax levels. Nationalistic government also sounds a reasonable alternative to fundamentalism. Fundamentalism is planned to have more advantages in LT38 while also keeping the -50% penalty for science production. With nationalism there would be only 5% penalty but the downside would be having little control over the tax rates. We could actually set the max tax to 50% making it effectively a flat rate for gold and sci output, unless lux is used.

This might work out for someone who wants a steady flow of gold and sci but accepts that there is little that can be done to actually change how the society works.

Players who want to have more control over tax rates and love to have max tax and max sci bursts could not obviously use nationalism as the choice to serve their needs. It should be usable for those who wish to pursue militaristic way of life but it shouldn't be too powerful. Now what I think of it, maybe 50% for max tax/lux/sci rate is justified.

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