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Alliance, Government, and Diplomacy Suggestions


Anun von Tidera
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Part 1: Alliance Improvements

In the history of the real world, there have been lots of different types of alliances and national governments, and I think this isn't represented well in the game, especially with individual nations. In the real world, there have been a few basic types of government (autocracy (where one person makes the decisions), oligarchy (where a small percentage of the population make the decisions), and democracy (where the common person has some say over government decisions)), and lots of variation in them all, some being:

Autocracy: Absolute Monarchy, Dictatorship

Oligarchy: Theocracy, Military Junta?, Corporatocracy (includes Trade Companies, Banana Republics and Merchant Republics)

Democracy: American Republic, Parliamentary Monarchy

Also, companies are a significant part of the non-warfare part of the game, and companies exist for almost everything the game needs (API bot coders, graphic designers, banks, mercenaries, trading companies, and probably more I don't know of or can't remember right off hand). My suggestion is to rework alliances to allow for multiple types of alliances, each with their own benefits and drawbacks.

Military Alliance - Normal Alliance

This is an alliance dedicated to warfare and protection. Members of a military alliance can declare war on a nation that is attacking another nation in the alliance without taking up defensive war slots of the enemy nation in question. However, military alliances cannot make sub-alliances or declare offensive wars.

Imperial Trade Company - Sub-Alliance (Company)

This is an alliance dedicated to earning as much money as possible through resource production and trading for one empire. It works partially like an empire, but is a suballiance of an Empire. It has to give some of its taxes and tariffs to its overlord. Whenever a nation in a Trade Company sells resources on the open market, the government of the Trade Company earns tariffs on the sale. Trade companies add bonus resource and money production to members of the trade company. However, trade companies can only declare war on other trade companies, they get dragged into their overlord's wars, and aren't obliged to be protected by their overlord in their own offensive wars.

Independent Trade Company - Normal Alliance (Company)

This is an alliance that is made to manage international trade and add stability to the global market. It can only be attacked by Empires with Imperial Trade Companies or other Independent Trade Companies. Nations gain no bonuses from being in an Independent Trade Company. However, Independent Trade Companies can make long-term trade contracts with other alliances, where resources are traded on a regular basis for money. Resources that aren't tied up in contracts can also be sold to other alliances or nations.

Empire - Superior Alliance

An Empire is more than just an alliance. It is a force to be reckoned with in international politics that can change the course of wars at will. It can do everything a modern alliance can do and make suballiances. Like trade companies, they can charge tariffs on members selling resources on the open market. Nations in an Empire can declare war on any nation that is at war with a member of the Empire without taking up a defensive war slot for the enemy nation or one of their own offensive war slots. However, empires must do international affairs as a group and an Empire can only have one sub-alliance.

Mercenary Company - Normal Alliance (Company)

This is an alliance that cannot declare wars on their own, but can help out another alliance's war effort. A Mercenary Company can be hired by one alliance at a time. Nations in a Mercenary Company have troops that are stronger than average and the Company and the nations in the Company cannot be attacked. However, the Company and nations in the Company cannot declare wars on other nations and alliances, not even other Mercenary Companies, and get a debuff to resource and money production.

Bank - Normal Alliance (Company)

This is an alliance whose purpose is to protect money of other alliances and invest in the global economy of Orbis. A bank is small alliance that is built only to deal with the larger economy. Members of a bank deal with other nations and alliances that have contracts with the bank. There are different types of contracts, and each kind of contract can be made for nations and alliances. The contracts are Loans, Checking Accounts, Certificates of Deposit, and Commercial Investment. The first three contracts are self-explanatory. A Commercial Investment contract boosts a nation's commerce income and resource production while the nation who signed the contract loses a small amount of their GDP. The Alliance Contracts work like the Nation contracts, but apply across the entire alliance instead of one nation. However, a bank can also incorporate as a Stock Exchange. The way a Stock Exchange works is by having other Companies list themselves on the Exchange, and investors can invest in stock of listed companies like a normal stock exchange, but at the start, only by buying and selling shares. Options would be interesting, but it would make things too complicated. Banks can also incorporate as Investment Banks, which can invest in stocks on Stock Exchanges as an institutional investor.

Pirate Republic - Normal Alliance or Sub-Alliance

This is an alliance built around raiding. Any member can attack a nation in an alliance that isn't in a pirate republic without taking a war slot. However, only one nation in a Pirate Republic can attack any other nation at any time, and there is a 5-day cooldown between raids. Also, the only kind of war pirates can declare is a raid war. However, if a nation is on a raid cooldown, pirates can still attack, but will take up a war slot. However, Pirate Raids are more powerful than normal raids. The only alliances a Pirate Republic can declare war on are other Pirate Republic. Pirate Republics can also be suballiances of an Empire (e.g. as a training alliance), making them Privateer Companies, but they cannot have their own suballiances. If a Pirate Republic is a Privateer Company, it cannot raid its overlord but gains more bonuses to raiding enemies of their overlord and is protected by their Overlord.

Part 2: National Government Improvements

There are many cosmetic ideas in national governments that have untapped potential for gameplay.

Approval Rating

Approval rating is purely cosmetic as of now. However, approval rating could have an impact on tax revenue, unit strength, resource production, project cost, and some other important things about a nation. If your nation's approval rating goes down to zero, there should be a new kind of disaster: Revolutions. Revolutions can force a nation to adopt a new government and get a new leader if successful. During the revolution, your troops are busy fighting revolutionaries and you get almost no resources or money. Also, your infrastructure and improvements become damaged. If the revolution fails, your government could become more authoritarian or more democratic. Demands from the Revolutionaries are randomized but tailored to the nation (e.g. if pollution is high, environmentalism could be demanded). Increasing authoritarianism decreases approval rating but also decreases the chances of revolutions from firing while increasing democracy improves approval ratings. And speaking of authoritarianism and democracy, that brings me to my next point.

Government Types and Policies

Different government types could give bonuses and drawbacks for each nation. Some examples could be:

  • Absolute Monarchy: Increased deployable manpower (you can get more units for each building) but decreased taxes
  • Communist Dictatorship: Increased spy effectiveness but decreased tax revenue and resource production
  • Stratocracy: Massive increase in unit strength but everything becomes more expensive

Economic and Social Policies

In the real world, different economic policies grant different results for nations that have those policies. Right-wing (pro-business) policies tend to attract big business but also make monopolies more likely, which usually mean less efficiency. However, many left-wing systems were more focused on industry, so they tried to make it as efficient as possible while saying they care about the average worker. My idea is that the further left you go, the more efficient your industry becomes, but the further right you go, the more money you earn from taxes, and those bonuses on one axis become drawbacks on the other (partially for historical reasons, partially for an attempt to balance the game). Social policies can also be used to buff a nation, as different cultures produce different resources based on what they focus on. Some examples of bonuses and drawbacks for different social policies are:

  • Libertarian: More commerce and resource production but less tax revenue
  • Authoritarian: Decreased project cost, not sure of any good drawbacks
  • Fascist: Increased unit strength but increased costs for everything

However, for game balance, they're locked for at least a day and if they change too drastically, approval rating takes a massive decline.

Religion

Many religions have also emphasized certain things for their followers to practice, leading to different results. The way religious beliefs would be decided would be the same as economic and social policies do today. However, instead of each question adding overall points in one direction, each question is for one belief. Some examples would be:

  • Are followers allowed to borrow money? If so, money from commerce increases. If not, commerce money decreases but the cost of everything else in the nation decreases.
  • Is literacy important? If so, project cost decreases. If not, project cost increases but approval rating goes up.

Part 3: International Diplomacy

International diplomacy has more room to grow. I have quite a few ideas on how to improve it.

A United Nations-like Organization

A United Nations can add more room for a diplomacy game that doesn't involve war. However, instead of each nation getting representation, each alliance gets representation. The Security Council would consist of the Top 5 alliances and 10 other random alliances, and the Security Council can veto resolutions. However, for game balance, two other Security Council members in different spheres would also have to veto the resolution for a veto to apply. There are multiple types of resolutions that can be passed by alliances that aren't at war with the alliance in question or the alliance in question.

  • Condemnation: If passed, it would give the alliance the resolution applies to a debuff on everything for 30 days.
  • Commendation: If passed, it would give the alliance the resolution applies to a buff on everything for 30 days.
  • Intervention in War: If passed, any alliance can attack any alliance in the sphere the resolution applies to with buffs to combat for 30 days. However, it doesn't apply to alliances that are already at war with an alliance in the sphere.
  • Rebuilding Aid: This is the only resolution that can only be requested by an alliance in the sphere the resolution applies to. The sphere has to be on the losing side of a global war that already ended. During the mandatory truce or for 60 days, whichever is longer, every nation gains buffs for growing (reduced infrastructure, building, project, and unit cost, increases in tax and resource production of all kinds, cheaper and larger loans, etc.).
  • Anti-Piracy Operation: If passed, the Pirate Republic or Privateer Company the resolution applies to gains debuffs to raiding nations involved in the Operation. The Operation must start within 7 days of the resolution passing, and everyone in the operation must start the Operation at the same time. If successful, the Pirate Republic can be forced to change government to a Trade Company, Mercenary Company, or Empire. All of their loot will also be taken from them if successful. However, if the Operation fails, the Pirates can demand tribute from everyone that participated in the Operation for at least 60 days. The Operation lasts for 30 days and the victor is the side that had the highest average score per member. Loot stolen increases score and beige time decreases score.

Here is a somewhat more detailed look for my ideas for governments: https://docs.google.com/document/d/1NSEYNBuEGdBtietg0xmzbWb3Y8NGjUI2dES3ZHNL-YE/edit?usp=sharing

If anyone has any ideas on this, please comment below

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On 2/20/2021 at 10:25 PM, Ramona said:

>However, military alliances cannot make sub-alliances or declare offensive wars. 

:wutusaybish:

Military alliances are alliances between nations that is only there for mutual defense. I assume you didn't really read that section. 🤣

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5 hours ago, Anun Tidera said:

It would have to be a rule hardcoded in the game

Ok, but how? Would you just make it so that no nation can declare war on any nation not in a war with the alliance?

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On 2/28/2021 at 6:29 PM, Nukey6 said:

Ok, but how? Would you just make it so that no nation can declare war on any nation not in a war with the alliance?

It's the alliance, not the nations in the alliance. The nations can do whatever they want. The alliance only exists as military protection.

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17 hours ago, Anun Tidera said:

It's the alliance, not the nations in the alliance. The nations can do whatever they want. The alliance only exists as military protection.

How would you force the alliance to not declare wars on other alliances?

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