Difference between revisions of "Government Types"

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Transitions are what your government type requires to stay stable, if you fulfill one of these negatives your government type will change, these can come singularly or paired.
 
Transitions are what your government type requires to stay stable, if you fulfill one of these negatives your government type will change, these can come singularly or paired.
'''Examples:'''
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 +
Examples:
  
 
*Revolt, means if one of your townspeople starts a revolt and the percentage to completion gets to the required level your government type will change, Example: Revolt 61% => Libertarian (Under Capitalism)
 
*Revolt, means if one of your townspeople starts a revolt and the percentage to completion gets to the required level your government type will change, Example: Revolt 61% => Libertarian (Under Capitalism)
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'''Perks'''
 
'''Perks'''
  
Perks are what advantages your government type will bring to your settlement, some of the advantages include, producing a 10% payout increase for shops and housing (Under Capitalism)  
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Perks are what advantages your government type will bring to your settlement, some of the advantages include, producing a 10% payout increase for shops and housing (Under Capitalism)
 
 
  
 
==Anarchy==
 
==Anarchy==
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*25% payout increase for all shops
 
*25% payout increase for all shops
 
*15% cool down reduction for all utilities, defenses, and inns.
 
*15% cool down reduction for all utilities, defenses, and inns.
 
  
 
==Capitalism==
 
==Capitalism==

Latest revision as of 11:51, 3 July 2020

Government Types

Government types mainly change the mechanics of town ownership, but can also change the economics of the town. Your town's gov type is visible from the town menu. Only the sole owner of a town can change the gov type by clicking on its icon from the town menu. Gov types can only be changed once per day.

Core

Core is the main features that the government you chose will provide you.

Transitions

Transitions are what your government type requires to stay stable, if you fulfill one of these negatives your government type will change, these can come singularly or paired.

Examples:

  • Revolt, means if one of your townspeople starts a revolt and the percentage to completion gets to the required level your government type will change, Example: Revolt 61% => Libertarian (Under Capitalism)
  • Money-Gap, means if the owner of your town has more then a large percentage of the wealth the government type with change, Example: Money-gap 70% => Oligarchy (Under Capitalism)
  • Power, means if the power level of your town goes below a certain percentage of the maximum your government type will change, Example: Power 20% => Tribalism (Under Dictatorship)
  • Inactive, means if your town owner is offline for a certain amount of time, your government type will change, Example: Inactive 3 weeks => Anarchy (Under Dictatorship)

Perks

Perks are what advantages your government type will bring to your settlement, some of the advantages include, producing a 10% payout increase for shops and housing (Under Capitalism)

Anarchy

Anarchy (Netherrack)

Core

  • All members can promote, demote, or remove members in the town
  • All members can invite other players to the town
  • The destroy town button is disabled in the town menu
  • Town owners can override region ownership (which can be pretty chaotic)
  • No taxes/No bank

Transitions

  • None. You'll have to promote yourself to owner, demote the other owners, and change the gov type manually.

Perks

  • 35% cost reduction on all utilities, defenses, housing, and offence buildings
  • 25% payout increase for all shops
  • 15% cool down reduction for all utilities, defenses, and inns.

Capitalism

Capitalism (Lime Stained Glass)

Core

  • Once a week, the member with the highest votes (collected throughout the week) becomes the sole owner
  • Members can pay $200 to buy more votes (the first vote is free)
  • Town owners can override region ownership
  • Town owners set taxes and can withdraw from the bank

Transitions

  • Money-gap 70% => Oligarchy
  • Revolt 58% + money-gap 40% => Communism
  • Revolt 51% + power 30% => Kraterocracy
  • Revolt 61% => Libertarian

Perks

  • 10% payout increase for shops and housing
  • 10% max power increase

Colonialism

Colonialism (Gray Glazed Terracotta)

Core

  • When chosen, it demotes all town owners and you choose another town to rule over this one.
  • Owners from the ruling town can override region ownership, set taxes, or withdraw from the bank
  • The destroy town button is disabled in the town menu

Transitions

  • Revolt 66% => Libertarian

Perks

  • 25% max power increase
  • 10% cost reduction for all housing

Communism

Communism (Red Glazed Terracotta)

Core

  • All members get promoted to town owners and can override region ownership (seize the means of production!)
  • Destroy town option disabled in the town menu
  • No taxes/bank
  • All region payout is distributed evenly among all town members

Transitions

  • Money-gap 40% + revolt 51% => Libertarian Socialism
  • Revolt 51% => Democratic Socialism

Perks

  • 10% cool down reduction on factories, mines and quarries.
  • 20% cost reduction for player housing

Cooperative

Cooperative (Red Stained Glass)

Core

  • Once a week, the member with the highest votes (collected throughout the week) becomes the sole owner
  • Region payouts are redistributed. 15% goes to the town bank, the rest is given to each town member based on how many regions that town member has in operation (supposed to be a merit based distribution).
  • Any member who builds a town upgrade or utility will automatically be reimbursed by the bank.
  • No taxes, but the town owner can withdraw from the bank

Transitions

  • Money-gap 70% => Oligarchy
  • Revolt 51% + money-gap 40% => Communism
  • Revolt 51% + power 30% => Kraterocracy
  • Revolt 51% => Libertarian Socialism

Perks

  • 15% payout increase for shops and housing
  • 10% max power increase

Democracy

Democracy (White Stained Glass)

Core

  • Once a week, the member with the highest votes (collected throughout the week) becomes the sole owner
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Revolt 51% + money-gap 40% => Communism
  • Money-gap 60% => Capitalism
  • Power 33% + revolt 51% => Kraterocracy
  • Revolt 51% => Democratic Socialism

Perks

  • 25% Max power increase

Democratic Socialism

Democratic Socialism (Cyan Stained Glass)

Core

  • Once a week, the member with the highest votes (collected throughout the week) becomes the sole owner
  • Owners can override region ownership, set taxes, or withdraw from the bank
  • All farms, mines, factories, and quarries are public

Transitions

  • Revolt 51% + money-gap 40% => Communism
  • Revolt 51% + power 33% => Kraterocracy
  • Revolt 75% => Libertarian Socialism

Perks

  • 15% max power increase
  • 10% cool down reduction for factories, mines, and quarries

Dictatorship

Dictatorship (Glowstone)

Core

  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Money-gap 66% => Oligarchy
  • Revolt 66% + power 40% => Kraterocracy
  • Revolt 75% => Libertarian
  • Inactive 3 weeks => Anarchy
  • Power 20% => Tribalism

Perks

  • 10% daily power increase
  • 15% cool down reduction for utilities, defenses, and inns

Feudalism

Feudalism (Cobblestone)

Core

  • Owners can override region ownership, set taxes, or withdraw from the bank
  • Only town owners can build regions

Transitions

  • Money-gap 66% => Oligarchy
  • Revolt 66% + power 30% => Kraterocracy
  • Revolt 75% => Libertarian
  • Inactive 3 weeks => Anarchy
  • Power 20% => Tribalism

Perks

  • 10% daily power increase
  • 20% cost reduction for housing, utilities, mines, quarries, and factories

Kraterocracy

Kraterocracy (Black Glazed Terracotta)

Core

  • If a member kills an owner, then they swap ranks.
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Inactive 2 weeks => Anarchy]

Perks

  • 10% max power increase
  • 25% daily power increase
  • 20% cool down reduction for utilities, defenses, and inns

Libertarian

Libertarian (Yellow Glazed Terracotta)

Core

  • No Town Owners
  • No Taxes, No Bank
  • Any town member can invite other players to join the town

Transitions

  • Money-gap 70% => Oligarchy
  • Power 30% + revolt 51% => Anarchy
  • Revolt 51% + money-gap 60% => Capitalism
  • Revolt 51% + money-gap 30% => Democracy
  • Revolt 51% => Meritocracy

Perks

  • 15% payout increase for housing
  • 25% cost reduction for housing

Libertarian Socialism

Libertarian Socialism (Orange Glazed Terracotta)

Core

  • No Town Owners
  • No Taxes, No Bank
  • Any town member can invite other players to join the town
  • All farms, mines, factories, and quarries are public

Transitions

  • Money-gap 70% => Oligarchy
  • Power 30% + revolt 51% => Anarchy
  • Revolt 51% + money-gap 60% => Capitalism
  • Revolt 51% + money-gap 30% => Democratic Socialism
  • Revolt 51% => Meritocracy

Perks

  • 10% cooldown reduction for all factories, mines, and quarries
  • 10% payout increase for housing
  • 10% cost reduction for all housing

Meritocracy

Meritocracy (Purple Glazed Terracotta)

Core

  • Whoever has the most kill points and highest cost buildings in town becomes the town owner at the end of the day
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Inactive 4 weeks => Anarchy
  • Money-gap 70% => Oligarchy
  • Revolt 51% + money-gap 40% => Communism
  • Revolt 51% => Kraterocracy
  • Power 20% => Tribalism

Perks

  • 15% max power increase
  • 5% daily power increase
  • 15% cooldown reduction on farms, mines, quarries, factories, utilities, defenses, and inns

Oligarchy

Oligarchy (Lime Glazed Terracotta)

Core

  • Members can buy a promotion for themselves which costs twice the cost of the town's upgrade level ($2000 for settlement, $6000 for hamlet, etc)
The money from this purchase is distributed among the current town owners
  • Similarly, town members can pay that price to demote or remove any member or owner
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Revolt 66% + power 30% => Kraterocracy
  • Revolt 75% => Communism
  • Inactive 4 weeks => Anarchy
  • Power 20% => Tribalism

Perks

  • 25% payout increase for shops and housing
  • 15% daily power increase

Socialism

Socialism (Cyan Glazed Terracotta)

Core

  • Owners can override region ownership, set taxes, or withdraw from the bank
  • All farms, mines, factories, and quarries are public

Transitions

  • Inactive 3 weeks => Anarchy
  • Money-gap 70% => Oligarchy
  • Revolt 75% + money-gap 40% => Communism
  • Revolt 66% + power 30% => Kraterocracy
  • Revolt 75% => Libertarian Socialism
  • Power 20% => Tribalism

Perks

  • 10% max power increase
  • 30% cool down reduction on factories, farms, mines, and quarries

Tribalism

Tribalism (Grass Block)

Core

  • Can't invite players who are members of non-allied towns
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • Money-gap 66% => Oligarchy
  • Revolt 66% + power 30% => Kraterocracy
  • Revolt 75% => Libertarian
  • Inactive 3 weeks => Anarchy

Perks

  • 10% max power increase
  • 10% daily power increase
  • 10% cool down reduction for all utilities, defenses, and inns

Idiocracy

Idiocracy (Dead Bush)

Core

  • Whoever launches the most fireworks and owns the most signs in town with their name on them becomes the town owner for the day
  • Owners can override region ownership, set taxes, or withdraw from the bank

Transitions

  • N/A

Perks

  • N/A