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Instead of just a few random events here and there, politics should be a very important thing (as important as research) and they would use leaders pretty much as scientists to develop and apply policies.
Instead of laboratories, politics would be developed from small government offices, instead of super-laboratories, advanced policies would be developed from the town hall.
Some of they might be developed for free by random events and survivors (leaders).
There would be a policy panel as part of the UI.
Marked with an "X" the default settings.
In "dead frontier", players get how much base on their ability, will never think about donation.
In "last stand", players can calculation the security after increased one survivors. Therefore, need more defends tower, food and drink, fuels, bed....
In this game, strong survivors always donate all resources to the leader(player) and let we re-allocation in the "useful" way (weak survivors/rebuild).
- why the strong survivors agree they keep losing their benefit and looting themselves?
- why the weak survivors can take the benefit form the strong survivors? (Scientists are garbage in the beginning)
- why the team-leaders should obey the player's order even die and not build their own kingdom or being opponent to the player?
Policies to research
Requires a government office:
- Military service (after "should we all fight my leader?" random event)
- Voluntary: Only soldiers (a.k.a people with a minimum military experience) with >30 happiness will defend the fort or do anything military-related. Of course, event-related call-to-arms would still be allowed.
- X Required for military-personnel: Only soldiers will defend the fort, penalty to soldiers with happiness below <30.
- Mandatory: Everyone will defend the fort, penalty to happiness but for soldiers with happiness above >30.
- Religion (after any religious conflict random event)
- Non-secularism: The people without the "religious" random trait won't benefit from bars and will have a happiness penalty, but they may convert randomly. Religious people will suffer a slight happiness boost
- X Secularism: Only those people with the "religious" random trait will benefit from churches and only those people
- Forced atheism: The people with the "religious" random trait won't benefit from churches and will have a happiness penalty, but they may convert randomly. Non-religious people will suffer a slight happiness boost
- Food rationing (after three turns of negative or positive food production e.g "we don't have too much food, should we ration?" and "we have a lot of food, should we give survivors a break?")
- Strict: Half as much use of food and other resources, happiness will drop greatly
- X Standard: No effect
- No: One and a half as much use of food and other resources, happiness will increase greatly
- Ammo rationing (after first zombie attacK)
- Strict: Half as much use of ammo, defense will drop moderately (~25%)
- X Standard: No effect
- No rationing: One and a half as much use of ammo, defense will increase moderately (~25%)
- Experimentation (after starting any biology research)
- Completely humanitarian: Penalization to research, bonus to happiness
- X Allow animal experimentation: No effect
- Allow zombie experimentation: Bonus to research, penalization to happiness
- Allow human experimentation: Important penalization to happiness, you may have to sacrifice survivors from time to time to get an incredible research boost
- Read dangerous books (after the appearance of the Church of the Chosen Ones)
- Allow: Accelerates some church-related events
- Stay neutral: No effect
- Ban: Decelerates some church-related events or prevents them completely
- Offspring (after first pregnancy)
- Allow: Bonus to happiness
- X Dissuade: Survivors slightly less likely to have babies
- Ban: Survivors much less likely to have babies, penalization to happiness
- Immigration (after first passive recruit a.k.a immigrant)
- Allow freely: More random recruitments, some bad events occurring with more frequency (such as crazy people, thieves and infected)
- X Allow with caution: No effect
- Ban: No random recruitments and no bad events related to immigrants, may affect diplomacy, huge penalization to happiness
- Risks (after first casualty)
- Strictly necessary: Penalty to all missions (e.g less resources scavenged or zombies killed) and reduction of risk, bonus to happiness
- X Necessary: No effect
- As many as necessary: Bonus to all missions, increase of risk, penalty to happiness
- Zombie domestication (after researching "zombie domestication)
- X Banned: No effect
- Allowed: Penalty to happiness (they're scary!) and diplomatic effects, can use zombies to do tasks instead of survivors
- Burials (after any death)
- X Banned: No effect
- Allowed: 1 random survivor will bury each body for three turns (you'll have to assign one or suffer a great happiness loss), this neutralizes happiness loss when someone dies
- Zombie Murder (after any "Killing Zombies" mission)
- Death to Zombies: Soldiers go out of their way to kill Zombies while on missions. Less Happiness, Less Danger after mission.
- X Regular: Soldiers kill zombies whenever necessary. No effect.
- Zombie Friendly: Soldiers will try not to kill zombies, but will do if it's needed. More Happiness, more danger after mission.
- Zombie Peace: Soldiers will not kill zombies no matter what, but can trap them. Much more Happiness, much more danger after mission.
- Drinking Ban (Random Day)
- Pro-Drinking: You encourage drinking to encourage happiness, but decrease in security. (Drunken Guards)
- X Regular: Drinking is allowed. No effect.
- Drinking Ban: Alcohol is completely banned. Decrease in happiness, increase in security.
- Government (after reclaiming a town hall)
- Police state: Important penalization to happiness, extreme control over random events
- Despotism: Penalization to happiness, more control over random events
- X Implied despotism (I rule because... I rule): No effect
- Direct democracy: Bonus to happiness, less control over random events
- Representative democracy: Leaders more effective, bonus to happiness, much less control over random events
- Cannibalism (after "zombies are edible after cooking!" random event)
- X Don't cannibalize: No effect
- Cannibalize zombies, partially (only the not-too-disgusting parts): Huge boost in food after zombie attacks (proportional to the number of zombies)
- Cannibalize zombies, completely: Super-huge boost in food after zombie attacks (proportional to the number of zombies)
- Men and women (after "men vs women" random event)
- X Men and women, women and men, complete equality: Affects diplomacy.
- Men>Women: Bonus of happiness for men, penalization for women. Affects diplomacy. Bonus to defense*
- Women>Men: Bonus of happiness for women, penalization for men. Bonus to happiness*
- Iron fist (after any "government vs individuals" random event)
- Repression: More revolts bad events and penalty to happiness, more control over random events and less criminal activity (such as non-identified infected)
- X Regular: No effect
- Liberalism: Less control over random events and more criminal activity, less revolts bad events and bonus to happiness
- Free time (after "survivors are wasting their time" random event)
- Freedom: Huge bonus to happiness, huge penalty to missions
- X Regular: No effect
- Forced labor: Huge penalty to happiness, huge bonus to missions
(*) Patriarchal societies (of animals) are usually more aggressive while matriarchal societies work better and there are less social problems, take chimpanzees and bonobos as examples
Sarah's opinion: Policy
In Sim City, ordinances are minor regulations and programs like a ban on smoking, legalized gambling, neighborhood watch. In Rebuild 3 I'd like to use them to define the moral leanings of your fort. They'll appear as random events, and much more frequently if you have someone assigned to.
You might get two or three choices during an event, and the effects last until the next time you get the same question again. You can see the current ordinances in the stats screens. Maybe there you can select which one you want to change next, but you have to wait a few days before it comes up and before you can change it again to prevent exploitation.
What should I call these? Laws? Ordinances? Rules?
Solved, they'll be named "policies", Sarah agrees.
Woolfe (talk) Policies and Laws are different things. A policy is something that you want done. A Law is something that is backed up by the Rule of Law. Ie I might have a policy of ignoring people asking for extra food. If I choose to occasionally give food to some people, I am not breaking the Law. However if there is a Law that states you cannot give food away. Then if I do it, I am breaking the Law, and there should be ramifications to that. Language is annoyingly important --Woolfe (talk) 04:51, 18 June 2013 (UTC)
Sarahnorthway (talk) I dig the word Policies, that's exactly what I was going for. The word "law" is too pompous for such a small group of people and for the kinds of rules I want to define (should our couples have babies? how do we divvy up new equipment? how much food should we eat?). There'll be a random event where someone breaks the rations policy and eats more than their share - THEN you can decide if it's really a law and what the punishment should be.
Yeah! laws are the best, but I rather to say please don't make the outcome after the decision! Make it more wise and realistic.
For example asking from grandpa who has experience or a counselor that first does the tutorial. The player can ask him for help that this law brings 10% Happiness but other law gives extra benefit on defence...
Which law we should assign: our people are allowed to sleep when they are not at watch in every hour! (+0.5% happiness per every day) time for sleep is maintained in defined hours (+10% defence)
Miguelinileugim (talk) Sorry but as a minmaxer I MUST know what happens when I take a decision, otherwise I wouldn't be able to minmax my way to victory, because minmaxing is the path, the objective and the outcome, minmaxing is everything :)