Here are some more of my ideas for the game. These ideas are were written while taking into account all my ideas from my Proposals Part 1. Please read and rate!
New political system
The current political system on RO is pretty much pointless and is far from reflecting reality. Pointless, because everybody just picks whatever they want (be it democracy, communism, fascism,...) and nobody really cares. Unrealistic, because democracy and voting is present even with communism, feudalism and fascism. Here's my take on the matter.
-The current political options are replaced by: autocracy, oligarchy and democracy.
- Autocracy: the initiator of an autocracy becomes the "ruler" of the country. Elections are not held in the country, and the ruler has all leader permissions.
- Oligarchy: prime ministers have a new "Voting" tab, where they can select the names of all of the country's citizens on a list. Only selected citizens can vote and be voted for in the country (others cannot). All citizens are selected by default.
- Democracy: actual RO system. Elections held every Friday.
- Only prime ministers and rulers can change a country's political system.
- Successful revolutions, be they military (see Proposals Part 1) or popular, resets the political system to democracy.
National events
Some countries have a HELL lot of money at their disposal. Shouldn't there be a way to spend it? To replace the current political system's bonuses, I've come up with these National Events. Basically, these are policies which a country can decide to apply, provided they pay. For more info about the ressources displayed here, please look further in my proposal.
- Finance ministers have a new "National Event" tab on the leader page. It includes a list of all events described below and the option "no event".
- Finance ministers can select one of these options per day. The event's bonus applies at server update. The chosen event can be changed before server update. Following server update, all countries are reset to "no event".
- Bonuses are applied to each citizen inividually. The total cost is deducted from the country's stores and coffers.
The events are (event: bonus per citizen; cost per citizen):
- Festival: +10 mood; - #6000, -1 vegetable, -1 fruit, -1 meat.
- National celebration: +30 mood; - #20,000 , -2 cereal, -3 fruit, -1 fish, -1 meat, -3 vegetable.
- Emergency situation training: +15 strength; - #20,000 , -5 oil.
- National training program: +1 skill point tomorrow (after update); - #500,000 , -20 copper, -15 iron, -10 lumber, -3 oil, -2 aluminum.
- National mobilisation (+ select building to construct): -10 strength, -15 mood; - #50,000. Selected building is constructed by total country building skill divided by 6. Building still requires necessary ressources to build, else the total country building skill isn't used for construction.
Ressources
Please note: all numbers given in the present are purely hypothetical. I am well aware that they are grossly unbalanced. It's ust to give you an idea.
Distribution:
- Each country will have 2 characteristics, one of each geography and climate. These characteristics are based on the countries real-life dominant characteristics.
- Each characteristic grants a country 2 different ressources. A country's citizens can only buy production buildings (in the "Harvest Land" page) producing the country's ressources.
- Geography characteristics are: mountainous/hills (iron, aluminum), plains/flatlands (oil, stone) and plateau (lumber, copper).
- Climate characteristics are: cold (fish, vegetables), warm (fruits, meat) and temperate (cereals, milk).
Exploitation:
- All current harvest items (excluding road, tent, house and rental house) will be replaced by the following production items.
- The new production items will work in the same way as the current harvest items, with the exception that there will be a maintenance cost and that money output will be replaced by ressource output.
- The new production items are (listed as Name: initial cost (#); maintenance cost at update (#); full ressource output for 24 hours):
Iron mine: #50,000; #500; 20 iron.
Bauxite mine: #70,000; #1,000; 50 aluminum.
Oil well: #100,000; #800; 40 oil.
More coming soon....
