Difference between revisions of "Government Types"
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'''Core''' | '''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 |
Revision as of 11:27, 3 July 2020
Contents
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
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