Brackenspore
King
- Joined
- May 5, 2015
- Messages
- 628
Elections, Five-Year Plan, Military Parade systems.
After adopting ideology.
Elections (Freedom)
Data
Every 4 years = every 48 turns, 12 turns = 1 year
Candidates
Candidates = election program
Election program
1 variant:
Election program is the set bonuses (by analogy with beliefs)
For Example:
Candidate 1
Bonuses for production
Candidate 2
Bonuses for religion
Candidate 3
Native trait
Candidate 4
Bonuses for production (not such as first candidate)
2 variant
Election program is the trait of random civilization, including your civilization
For Example:
Candidate 1
When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city (Treasures of Nineveh).
Candidate 2
The Great General combat bonus is increased by 15%, and their spawn rate is increased by 50% (Art of War).
Candidate 3
Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved (Population Growth).
Candidate 4
Native trait.
Voters
The sum of citizens in all your cities + player
Voiting
Player: The choice of the most attractive candidate
Citizens: The random scatter
Result
Bonus (1 variant) or Trait (2 variant) replaces your native trait until the next election
Five-Year Plan (Order)
Data
Every 5 years = every 60 turns, 12 turns = 1 year
The output of each parameter (science, food, gold, production, culture) is counted every 50 years and compared with previous five-year plan.
If there was an increase of:
Science
[0-10%]: Bonus 1
(10-20%]: Bonus2
(20%-30%]: Bonus 3
…
(90%-10000000%]: Bonus 10
Production
[0-10%]: Bonus 1
(10-20%]: Bonus2
(20%-30%]: Bonus 3
…
(90%-10000000%]: Bonus 10
And etc.
If there was a decrease of:
No effects (or negative bonus).
Military Parade (Autocracy)
Data
Every year = every 12 turns, 12 turns = 1 year
Cost (gold): (Sum of citizens in all cities)x(Number of military units)x3
If a player pays then:
Bonuses
For Example: Receive X military units immediately. –Y% Unhappiness from number of Citizens on next A(<12) turns and etc.
If a player has not paid then:
Negative bonuses until the next parade
After adopting ideology.
Elections (Freedom)
Data
Every 4 years = every 48 turns, 12 turns = 1 year
Candidates
Candidates = election program
Election program
1 variant:
Election program is the set bonuses (by analogy with beliefs)
For Example:
Candidate 1
Bonuses for production
Candidate 2
Bonuses for religion
Candidate 3
Native trait
Candidate 4
Bonuses for production (not such as first candidate)
2 variant
Election program is the trait of random civilization, including your civilization
For Example:
Candidate 1
When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city (Treasures of Nineveh).
Candidate 2
The Great General combat bonus is increased by 15%, and their spawn rate is increased by 50% (Art of War).
Candidate 3
Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved (Population Growth).
Candidate 4
Native trait.
Voters
The sum of citizens in all your cities + player
Voiting
Player: The choice of the most attractive candidate
Citizens: The random scatter
Result
Bonus (1 variant) or Trait (2 variant) replaces your native trait until the next election
Five-Year Plan (Order)
Data
Every 5 years = every 60 turns, 12 turns = 1 year
The output of each parameter (science, food, gold, production, culture) is counted every 50 years and compared with previous five-year plan.
If there was an increase of:
Science
[0-10%]: Bonus 1
(10-20%]: Bonus2
(20%-30%]: Bonus 3
…
(90%-10000000%]: Bonus 10
Production
[0-10%]: Bonus 1
(10-20%]: Bonus2
(20%-30%]: Bonus 3
…
(90%-10000000%]: Bonus 10
And etc.
If there was a decrease of:
No effects (or negative bonus).
Military Parade (Autocracy)
Data
Every year = every 12 turns, 12 turns = 1 year
Cost (gold): (Sum of citizens in all cities)x(Number of military units)x3
If a player pays then:
Bonuses
For Example: Receive X military units immediately. –Y% Unhappiness from number of Citizens on next A(<12) turns and etc.
If a player has not paid then:
Negative bonuses until the next parade