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New Politics Coming in Alpha 7 - still have time for your ideas

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Previously we have been discussing the ideas on new politics to make gameplay more varied and allow for more playstyles. Based on those ideas we have plans to add some new politics in Alpha 7. Here is what we are planning to add:

Republic

Will be available early (in Classical Age) whilch will allow to play successfuly with small number single or couple of towns. It has been brainstormed and discussed earlier: http://www.totemtribe.com/talk/brainstorming-politics-for-players-with-single-town/

Basically this politics is down to:

  • +100% to resource production in first town
  • -50% to resource production in all other towns
  • +300% to defense (instead of +200% in collectivism, because we have less towns, and thus less troops)
  • -75% to offense (instead of -66% in collectivism, to make it banaced with increased defenses)
  • The number of required culture per domain cell is doubled (to reduce passive agression through domain expansion as increased defence makes this player harder to crack).

Monarchy

This politics will allow you to have more towns than you normally do, but at a price.

It will reduce corruption in towns placed close to your other towns but will increase the corruption for towns who are far away from your other ones. To utilize this politics you will have to place your towns as close to each other as possible. You will probably have less globals because of it, but having 10-15 towns in your country is worth It I think. We have been brainstorming about it earlier:

http://www.totemtribe.com/talk/monarchy-politics-asking-for-suggestions/

http://www.totemtribe.com/talk/feedback-reqest-monarchy-politics-idea/

Democracy/Dictatorship

One of this politics will allow to have 4 world resources per town instead on 3. The drawback will probably be only 50% of resource production in towns.

There is still time until Alpha 7 so if you have your own ideas about politics or comments on what I have suggested about - go ahead and post your ideas/feedback. Its a good chance your idea can make it into the Alpha 7.

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İ hated republic even tutorial make us build second town why should someone choose republic but monarchy seems good but far how far we are talking about also i dont think 4 strategic resource politics worth changing it %50 less resource + corruption it seems pretty bad

Edited 26 minutes later by .
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Sounds good so long as you still have the Despotism and Collective. 

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Could you explain more of the monarchy politic?  I am a little confused, is it as close to your starting town as you can be? Or just close to any town? Like 15 towns in a line leading away from the dwelling? 

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It's not about dwelling, it's about each town. For each town it will check your other towns and how close they are. So it's not about the line, but a compact circle. The more compact it is, the less corruption. For the line, edge towns will have higher corruption than those in the middle.

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posted it in the wrong thread initially, moved it here.Since these policies will be learned later in the game will the existing penalties be implemented or just the changes related to these policies?Also a suggestion. Maybe there should be alliance politics as opposed to individual ones. Like for peaceful alliances a policy that will strengthen the defense of combined forces (as I understand now the reinforcing army doesn't have the defense power that it has when protecting its own town) and accelerate the reinforcement time and for attacking alliances some benefits that they have been asking for (sorry don't have a clue what they need). Maybe they can choose a designated general that can command an allied army attack thus making an attack more efficient losing the problem of the defense applying a clockwork on one member making them late to the party. And maybe for both alliances the possibility to exchange strategic resources after the policies are implemented.

Edited 5 minutes later by . Reason: added.
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Monarchy - To settle new towns, you have to own x amount of cells, this tight cluster of 10-15 towns, will settling new towns be based on culture or population?  Because I can't get my head around the maths of that many towns close together, based on cell ownership. 

I won't actually be trying that, my soft noodle struggles to keep 3 towns building, I'm just interested in what my neighbour will be up to :)

I might give Republic a go, will the new town thing be different with that?  Plus can we have a the option to build one horse global, if we don't already have one?  Make it resource expensive if you want, I just like horsies, I'll go for it.    Will dwelling have extra levels for stuff, like storage?  What about research, I don't want to fall to far behind those mean despots.  Maybe the extra resource thing would cover that?  

Monarchy crest could have a little crown on top, despots a cat in fight stance, collective a friendly dog and republic an eagle.  Not necessary, but cute :D    Or put it after dwelling name.

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Republic: I wont speak again about how easy this type of country can be take off by a joint attack, it was discussed. But I think the boredom will destroy the player before those attacks. 1 or 2 towns will limit a lot the things to do there. The monsters in the second town are spawing every 48h, in monsters dens every 4 or 6 days ( for the easier dens) and dungeons and quests will be finished quite fast. As long as with 2 towns the numbers of troops is limited the player will be able to visit only small dens to fight monsters and get exp. So, the player will be bored and tempted to create another(s) hero(es) in order to have something to do...So, we will have on the map a lot of small kingdoms, at low level, with one or 2 towns...Maybe, once a player choosed this politic for 1 of his heroes, he can choose it again for a second hero only if his first hero is quite advanced ( medieval age at least or after 1 or 2 month of playing... maybe same ideas as for Novice Protection) .Also, the tutorial must be very tough, lot of quests for learning how to built defences ( at maximum) . IMO the construction of the second town must be allowed only after a new quest about wall+towers at MAX is complete.  Overall, I agree tho that is a good politic for players who wants to stay with only 1 small country, in a good defensive alliance.

Monarchy :  Sorry , I cant catch the interest of this politic. Having a small country with 15 towns will cover globally the same area as a country with 5 or 6 towns ( more or less). OK, more productions, more schools for tech, more traders, more storages, more walls and towers to built :-) But also a lot of time needed, cause managing so many towns is not easy at all. AND a lot of army to rise cause this kind of country full of ressources will be very interesting as a plunder destination. A question tho: and what if the player choose that politics and finally decide to end up with 6 or 7 towns because is bored/ no time/ is too difficult  to do the same things in all those towns? Globally, he will be like all the collectivism players without having the benefit of the collectivism protection. 

Dictatorship : I will give my point of view as despot player. For fighter players the most valuable ressource is the sulphur so , beeing able to attach 4 ressources to the same town ( combining 2 sulphurs with other 2 ressources ) could be very tempted indeed. Admitting that we have a loooot of sulphur in our country lol . But, unfortunately cutting off productions for 50% is something that we cannot afford. Army in rennaissance and industrial require a huge amount of ressources. All the military constructions in industrial are very costly. Plus food is vital for our armies (  btw, fyi they are eating too much imo LOL ).  So, I will definitely keep choosing despot politic. I dont think this politic will suit better for collect players either. Those who are aiming for Wealth victory will need a lot of ressources too. Those who will choose the Technology Victory( cant remember the true name sorry) will need also productions at max in order to accelerate the science research. Maybe some super extra fertile spots on the map - for ALL the resources ( oil including ) may help. Also, if gold and silver are applied also to oil would help too. Or/and, in those countries ressources are spawning on the ground twice/ three times often and in double/ triple quantity. Wheel of fortune will have double slots for ressources. And fish are bigger / less time to fish. Some animals may spawn in towns, being available to be killed in order to get food from them ( cows, lambs and so on...)

I think is a very good idea to have many politics tho...each one will pick up the one who suit better to his game play

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Reply to
OK, more productions, more schools for tech, more traders, more storages, more walls and towers to built :-)

You are missing the main advantage - bigger army. Much bigger.

But, unfortunately cutting off productions for 50% is something that we cannot afford. Army in rennaissance and industrial require a huge amount of ressources. All the military constructions in industrial are very costly. Plus food is vital for our armies (  btw, fyi they are eating too much imo LOL ).

Maybe 50% is a bit overkill, but still it will be a significant cut, like 30% at least or something. 4 resources per town is a big advantage for renaissance and especially industrial players.

Edited 12 minutes later by .
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Reply to

Maybe there should be alliance politics as opposed to individual ones.

I am open to discussing alliance vs alliance battles, including defending against alliance attacks, but this is not the subject of this thread and I don't believe alliance politics or anything special is necessary - alliances should be able to defend themselves with regular means.

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Reply to
 What about research, I don't want to fall to far behind those mean despots.  Maybe the extra resource thing would cover that? 

Since the science is a percentage split from resources, increased resources also means increased science.

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Reply to

You are missing the main advantage - bigger army. Much bigger

Maybe 50% is a bit overkill, but still it will be a significant cut, like 30% at least or something. 4 resources per town is a big advantage for renaissance and especially industrial players.

I didnt miss it : "AND a lot of army to rise cause this kind of country full of ressources will be very interesting as a plunder destination" :-)

30% starts to be interesting :-))

Edited 1 minute later by . Reason: ..
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I don't want to write a long text wall, but in my opinion, republic, as Arya has said is a HUGE drawback.Even if an inverse policy of monarchy sounds good, I think only first-timers will try it, and once they realice how the game works they will change.(Even though, remember guys that noone has said you can only have two towns in republic)

Right now defence is just a game of numbers. You have more troops than the attacker, you "win". You have a small number, you are crushed. Even if you increase even further the defence bonus, a 100% percent wont be that much of a difference. You NEED a big number of troops, as big as you can train to minimise damage, and encouraging people to have less towns is telling them to jump from a cliff down to sharp rocks

Right now, with low nє of towns, low zone/culture, and "high defence" (see above) this seems like the "Hi! i don't want to annoy anyone with borders but i will be destroyed anyways" policy

From my own experience, i settled down with 3 cities this alpha and i really regret it, as i'm getting way less fun that if i had 6 or 7.

Monarchy is good, maybe a bit OP, but depends on numbers

Ren. policies are well placed, as that's the moment we start to lack space for resources in good towns, but i think just that perk is a bit boring. More changes, some bonuses and drawbacks would be fine. I am thinking, maybe make them better versions of Comm/Desp to encourage people to try changing their policy at least once?

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For Republic politics, i'm assuming that you will restrict players from switching to this if they have more than 'x' number of towns?  I can see this being abused, if a player builds up their domain to 5 or 6 towns, reaches med, ren or later age, then switches to republic as extra protection of their domain.

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What about Anarchy? Completely random in terms of globals, attack and defence?

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Bumping thread because Bers said so Lol. Also to remind people of what is coming now alpha 7 is much nearer.

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So, what were the final stats for Republic and Monarchy, towns, defence, corruption?  How close do Monarchy towns have to be, what is the corruption rate?  How do you own enough cells for extra towns?  

Anarchy is a painful process, even for the keenest tester, is it still the full 48 hours with a level off everything?

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Reply to Anonymous

So, what were the final stats for Republic and Monarchy, towns, defence, corruption?  How close do Monarchy towns have to be, what is the corruption rate?  How do you own enough cells for extra towns?  

Anarchy is a painful process, even for the keenest tester, is it still the full 48 hours with a level off everything?

Anarchy is a painful process. You lose 1 level of every building. No time on the buildings. The 1 level will have to be rebuilt by you, if you want it. The 48 hours is how long your production is at 50%. That is just as painful as losing one level of each building. I highly recommend that you have very good food production prior to going into anarchy. 

7 years ago Quote
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Reply to Anonymous

So, what were the final stats for Republic and Monarchy, towns, defence, corruption?  How close do Monarchy towns have to be, what is the corruption rate?  How do you own enough cells for extra towns? 

You can see stats of the Republic in the hint over it in tech tab or in the screen where you switch the politics. Monarchy's proximity cannot be described in words, the closer the better. Consider placing them as close as possible to maximize the effect.

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Imo monarchy is too far down in the tech tree. Why isn't it in classical (writing), like Republic?

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