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Government Types
Note: Gov types are configurable. While some things can't be changed about a government type, perks and transitions are completely configurable. The following assumes you're using the default configs (which most people use anyway)
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. Also, you can set a minimum population before gov types can transition
You can now make your own gov types! Add a new file to the gov-type folder. Name it whatever you want, but use "_" instead of " ". Follow the same format as the other gov types, but include the following:
inherit: DICTATORSHIP
This means that your gov type will have the built-in mechanics of whatever gov type you inherit. You can't inherit other custom gov types.
You can also set selectable: false to make a government type not appear in the menu as an option when choosing a gov type
There are ways of forcing a town to change it's gov type too:
- inactive: If no town owner sets foot in the town an amount of time
- money-gap: If a single member or owner of the town has a large % of the total town member's money
- power: If the town is below an amount of power
- revolt: If a % of players click the revolt torch in the town menu (which costs 64 gunpowder per player by default)
- 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
- None. You'll have to promote yourself to owner, demote the other owners, and change the gov type manually.
- 35% cost reduction on all utilities, defenses, housing, and offense buildings
- 25% payout increase for all shops
- 15% cooldown reduction for all utilities, defenses, and inns.
- 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
- money-gap 70% => Oligarchy
- revolt 58% + money-gap 40% => Communism
- revolt 51% + power 30% => Kraterocracy
- revolt 61% => Libertarian
- 10% payout increase for shops and housing
- 10% max power increase
- 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
- revolt 66% => Libertarian
- 25% max power increase
- 10% cost reduction for all housing
- 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
- money-gap 40% + revolt 51% => Libertarian Socialism
- revolt 51% => Democratic Socialism
- 10% cooldown reduction on factories, mines, and quarries
- 20% cost reduction for player housing
- 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
- money-gap 70% => Oligarchy
- revolt 51% + money-gap 40% => Communism
- revolt 51% + power 30% => Kraterocracy
- revolt 51% => Libertarian Socialism
- 15% payout increase for shops and housing
- 10% max power increase
- 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
- revolt 51% + money-gap 40% => Communism
- money-gap 60% => Capitalism
- power 33% + revolt 51% => Kraterocracy
- revolt 51% => Democratic Socialism
- 25% max power increase
- 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
- revolt 51% + money-gap 40% => Communism
- revolt 51% + power 33% => Kraterocracy
- revolt 75% => Libertarian Socialism
- 15% max power increase
- 10% cooldown reduction for factories, mines, and quarries
- Owners can override region ownership, set taxes, or withdraw from the bank
- money-gap 66% => Oligarchy
- revolt 66% + power 40% => Kraterocracy
- revolt 75% => Libertarian
- inactive 3 weeks => Anarchy
- power 20% => Tribalism
- 10% daily power increase
- 15% cooldown reduction for utilities, defenses, and inns
- Owners can override region ownership, set taxes, or withdraw from the bank
- Only town owners can build regions
- money-gap 66% => Oligarchy
- revolt 66% + power 30% => Kraterocracy
- revolt 75% => Libertarian
- inactive 3 weeks => Anarchy
- power 20% => Tribalism
- 10% daily power increase
- 20% cost reduction for housing, utilities, mines, quarries, and factories
- If a member kills an owner, then they swap ranks.
- Owners can override region ownership, set taxes, or withdraw from the bank
- inactive 2 weeks => Anarchy
- 10% max power increase
- 25% daily power increase
- 20% cooldown reduction for utilities, defenses, and inns
- No Town Owners
- No Taxes, No Bank
- Any town member can invite other players to join the town
- money-gap 70% => Oligarchy
- power 30% + revolt 51% => Anarchy
- revolt 51% + money-gap 60% => Capitalism
- revolt 51% + money-gap 30% => Democracy
- revolt 51% => Meritocracy
- 15% payout increase for housing
- 25% cost reduction for housing
- 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
- 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
- 10% cooldown reduction for all factories, mines, and quarries
- 10% payout increase for housing
- 10% cost reduction for all housing
- 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
- inactive 4 weeks => Anarchy
- money-gap 70% => Oligarchy
- revolt 51% + money-gap 40% => Communism
- revolt 51% => Kraterocracy
- power 20% => Tribalism
- 15% max power increase
- 5% daily power increase
- 15% cooldown reduction on farms, mines, quarries, factories, utilities, defenses, and inns
- 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
- revolt 66% + power 30% => Kraterocracy
- revolt 75% => Communism
- inactive 4 weeks => Anarchy
- power 20% => Tribalism
- 25% payout increase for shops and housing
- 15% daily power increase
- Owners can override region ownership, set taxes, or withdraw from the bank
- All farms, mines, factories, and quarries are public
- 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
- 10% max power increase
- 30% cooldown reduction on factories, farms, mines, and quarries
- Can't invite players who are members of non-allied towns
- Owners can override region ownership, set taxes, or withdraw from the bank
- money-gap 66% => Oligarchy
- revolt 66% + power 30% => Kraterocracy
- revolt 75% => Libertarian
- inactive 3 weeks => Anarchy
- 10% max power increase
- 10% daily power increase
- 10% cooldown reduction for all utilities, defenses, and inns
- 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
- revolt 51% + power 30% => Kraterocracy
- revolt 51% => Libertarian
- 25% cost reduction for all housing, utilities, mines, quarries, factories, and farms
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