Difference between revisions of "Government Types"

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*10% daily power increase
 
*10% daily power increase
 
*15% cool down reduction for utilities, defenses, and inns
 
*15% cool down reduction for utilities, defenses, and inns
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 +
==Feudalism==
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'''Feudalism (Cobblestone)'''
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'''Core'''
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*Owners can override region ownership, set taxes, or withdraw from the bank
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*Only town owners can build regions
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'''Transitions'''
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*Money-gap 66% => Oligarchy
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*Revolt 66% + power 30% => Kraterocracy
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*Revolt 75% => Libertarian
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*Inactive 3 weeks => Anarchy
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*Power 20% => Tribalism
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'''Perks'''
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*10% daily power increase
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*20% cost reduction for housing, utilities, mines, quarries, and factories
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==Kraterocracy==
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'''Kraterocracy (Black Glazed Terracotta)'''
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'''Core'''
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*If a member kills an owner, then they swap ranks.
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*Owners can override region ownership, set taxes, or withdraw from the bank
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'''Transitions'''
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*Inactive 2 weeks => Anarchy]
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'''Perks'''
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*10% max power increase
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*25% daily power increase
 +
*20% cool down reduction for utilities, defenses, and inns
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 +
==Libertarian==
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'''Libertarian (Yellow Glazed Terracotta)'''
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'''Core'''
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*No Town Owners
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*No Taxes, No Bank
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*Any town member can invite other players to join the town
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'''Transitions'''
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*Money-gap 70% => Oligarchy
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*Power 30% + revolt 51% => Anarchy
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*Revolt 51% + money-gap 60% => Capitalism
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*Revolt 51% + money-gap 30% => Democracy
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*Revolt 51% => Meritocracy
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'''Perks'''
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*15% payout increase for housing
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*25% cost reduction for housing
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==Libertarian Socialism==
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'''Libertarian Socialism (Orange Glazed Terracotta)'''
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'''Core'''
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*No Town Owners
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*No Taxes, No Bank
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*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

Revision as of 10:02, 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.


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