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Laws and Policies


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Super simple suggestion to give a rework and flavor, with minimal coding effort (so maybe there's a chance) while balancing out econ a bit better.

 

Laws and Policies Overview: The general idea is to customize the current feel of your nation. Like real life, laws are not permanent and static. They can change with need and the best part is that this suggestion is a Foundation suggestion, meaning it can be built upon in future updates to provide even more content.

 

Broad Categories

  1. Citizenship
    • Full citizenship for any who desire it: +10% population per city, +5% crime per city
    • Naturalization process, earned after requirements are met: +5% population per city, +5% commerce per city
    • Restricted Citizenship: -10% population per city, -5% crime per city
  2. Economics
    • Laissez Faire: +10% commerce, +5% pollution, +2% crime
    • Mixed Economy: +5% commerce, +2% pollution, +1% crime
    • Command Economy: -5% commerce, -5% pollution, -2% crime
  3. Manufacturing Regulation
    • Deregulate Industry: +10% output of Manufacturing improvements, +5% pollution
    • Light restrictions: +5% output of Manu, +3% pollution
    • Heavy restriction: -10% manu output, -5% pollution
  4. Environmental Protections
    • Exploit the Earth: +10% raw improvement output (includes farms), +5% pollution, +2% disease
    • Mixed regulation: +5% raw improvement output, +3% pollution, +1% disease
    • Treehugger: -10% raw output, -5% pollution, -2% disease
  5. Military readiness
    • Si pacem, para Bellum: -10% military recruitment cost and upkeep, -10% commerce, -10% resource output, +5% battle effectiveness of all units
    • Prepare but don't panic: -5% military cost and upkeep, -5% commerce, -5% output, +2.5% battle effectiveness of all units
    • Trust in Diplomacy: +10% military recruitment cost and upkeep, +10% commerce and resource output, -5% battle effectiveness of units

 

Pretty straight forward, no new feature per se just buttons that give modifiers. Mixable and matchable for various builds of producers, raiders, farmers, war-time bonuses, etc. Just adds a layer of thought to put into the game.

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1. This doesn't really read as "minimal coding effort" tbh. That is a lot to add into the code base that would require tweaking multiple areas of the game.

2. It would take a lot of brainstorming and tweaking to balance this kind of thing.

3. This would probably just get min-maxed to the point that alliances would include it in their dictated builds to members. But tbf a lot of things are already like that here.

 

Overall, I think it's a pretty interesting idea, but would require more work than you're estimating to do.

  • Upvote 4

Federation of Knox

Enlightened of Chaos, Event Horizon

QA Team and API Team

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  • 2 weeks later...
On 6/7/2025 at 3:30 PM, Jacob Knox said:

but would require more work than you're estimating to do.

I do agree it'd require a bit more effort, than some might imagine but the code is already there for most of that(read below), a few buttons that push some backend changes could be done in a couple weeks no problem even with only 30 mins a day spend on it i think depending on whether alex has modular coding in place or not.

recruitment cost and upkeep modifiers already exist from military research update.
raw and manu output modifiers already exist from the bonus from focusing solely on one raw and manu.
Commerce probably wouldn't be too hard to implement (in fact i think there is already a project that increases base commerce rate aleady)

Hardest part would probably be implementing population buffs as i dont think theres much existing code related to that.

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