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Primeval Game profile

Game Moderator
Mod Boss
3121

Feb 7th 2018, 20:26:21

What kind of changes would you like to see to governments in Express? What might be too strong? What might need a boost?

For the sake of simplicity, try to think of the governments as standalone for this discussion rather than strategy-based. IE: Communism vs commie indy, or tyranny vs tyr techer, etc.




Gov Revision 3 for reference:

Monarchy None

Fascism
+15% Food Production
+50% Oil Production
-10% Maximum Per Capita Income
-15% Population

Tyranny
+20% Attack Gains
-10% Military Upkeep Costs
Only 1 Turn Required Per Attack
-25% Maximum Per Capita Income

Dictatorship
+25% Military Strength
+30% Spy Effectiveness
-30% Construction Speed
+33% Ghost Acres

Communism
+20% Technology Effectiveness
+35% Industrial Production
+35% Market Sale Size Cap
10% Market Commissions

Theocracy
-20% Private Market Military Costs
+40% Construction Speed
-35% Maximum Technology
+50% Maximum Population
Double GDI Expenses

Republic
+20% Land Exploration
+20% Maximum Per Capita Income
-10% Military Strength

Democracy
0% Market Commissions
3 Turns Required Per Attack
+10% Maximum Technology

Serpentor Game profile

Member
2800

Feb 7th 2018, 21:04:57

Communism
+50% Technology Effectiveness
+85% Industrial Production
+55% Market Sale Size Cap
0% Market Commissions
+45% Military Strength
+25% Attack Gains
+40% Construction Speed
1 Turn Required Per Attack
The EEVIL Empire

beerdrinker75 Game profile

Member
EE Patron
2314

Feb 7th 2018, 21:07:40

I think that might make it slightly overpowered but i would like to see that too.
Just shut up and have another beer

drkprinc Game profile

Member
5114

Feb 8th 2018, 0:47:34

Rep pci booms +50% effect
Fasc oil booms +50% effect
Tyr food booms +50% effect
Commie indy boom +50% effect
Theo expense bonus +100% effect
Dictator build cost +100% effect
Mono luck bonus +150% effect
(<(<>(<>.(<>..<>).<>)<>)>)

zz.ghqnet.com - 0.o
http://LaF.center - LaF
imp.ghqnet.com - IMP

Suicidal Game profile

Member
2413

Feb 9th 2018, 3:48:27

Bring back public hangings :P

Serpentor Game profile

Member
2800

Feb 9th 2018, 4:57:09

And conditioning tech!!!
The EEVIL Empire

Relax lah Game profile

Member
EE Patron
1003

Feb 9th 2018, 6:10:17

wow I almost forgot there was conditioning tech lol

Relax lah Game profile

Member
EE Patron
1003

Feb 9th 2018, 6:13:41

Dictatorship
+50% Military Strength
+50% Technology Effectiveness
+30% Maximum Per Capita Income
+30% Spy Effectiveness
+30% Construction Speed
+100% Ghost Acres
1 turn per attack
-15% luck

Dictators should get whatever they want :D

cyref Game profile

Member
EE Patron
852

Feb 9th 2018, 6:43:42

Bring back the Fame attribute !
👽

drkprinc Game profile

Member
5114

Feb 9th 2018, 7:46:48

you guys are ruining what could actually be a change to the game its needed in a long time.
(<(<>(<>.(<>..<>).<>)<>)>)

zz.ghqnet.com - 0.o
http://LaF.center - LaF
imp.ghqnet.com - IMP

Jayr Game profile

Member
EE Patron
3609

Feb 9th 2018, 8:52:58


Edited By: Jayr on Oct 30th 2020, 23:48:02
wasn't me...

Primeval Game profile

Game Moderator
Mod Boss
3121

Feb 11th 2018, 17:46:03

Does anyone have more serious suggestions for government changes to this server?

Marshal Game profile

Member
32,589

Feb 11th 2018, 20:08:39

lower dicts bpt penalty.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Serpentor Game profile

Member
2800

Feb 12th 2018, 1:49:40

Theo 10% tpt bonus.

Would help the lowly techers compete for a change.
The EEVIL Empire

drkprinc Game profile

Member
5114

Feb 12th 2018, 3:06:56

Originally posted by drkprinc:
Rep pci booms +50% effect
Fasc oil booms +50% effect
Tyr food booms +50% effect
Commie indy boom +50% effect
Theo expense bonus +100% effect
Dictator build cost +100% effect
Mono luck bonus +150% effect
(<(<>(<>.(<>..<>).<>)<>)>)

zz.ghqnet.com - 0.o
http://LaF.center - LaF
imp.ghqnet.com - IMP

Relax lah Game profile

Member
EE Patron
1003

Feb 13th 2018, 14:54:56

Increase the minimum auto sell floor tech prices

Communism
+10% Technology Effectiveness
+35% Industrial Production
+35% Market Sale Size Cap
12% Market Commissions

Theocracy
-30% Private Market Military Costs
+40% Construction Speed
-25% Maximum Technology
+50% Maximum Population
Double GDI Expenses

ironxxx Game profile

Member
EE Patron
1108

Feb 13th 2018, 15:47:06

how probable are changes?

Marshal Game profile

Member
32,589

Feb 13th 2018, 16:20:15

as probable as qz and pang have time.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Suicidal Game profile

Member
2413

Feb 14th 2018, 0:16:52

get rid of the bottom feeder option posed by GDI......(hit and jump)

Primeval Game profile

Game Moderator
Mod Boss
3121

Feb 14th 2018, 3:06:36

Originally posted by ironxxx:
how probable are changes?


If we have good input and decide changes are even necessary, there's a good chance they'll be implemented

Gerdler Game profile

Forum Moderator
5113

Feb 14th 2018, 13:48:46

Originally posted by Serpentor:
Theo 10% tpt bonus.

Would help the lowly techers compete for a change.


I like your thinking except I would go the other way and drop the tpt back to the old one which gave like 20-25% lower tpt. that would raise tech prices and thus nerf all the other strats, and make having a strong economy harder as a casher for instance.

Right now the game can't handle 2 big techers stocking as they would together supply the market with well over 2/3 of the demand.

so in this case if i was limited to make govt changes I would add "Research labs -25% efficiency" to all govts.

I think you are right about theo being exceptionally bad for primary techers tho, because the SDI is too low to double tap and single-tapping wont allow theo to gain as many total acres as a tyranny with the +20%, so theo could get "Research labs -20% efficiency" instead. A bigger advantage would likely only lead to tyr techer to theo techer being the most efficient way to go.
Could also tweak the tech effectiveness to -30% without making theo casher too good.

Relax's changes risk making theo casher really overpowered. At -25% tech max you got theos making ~97% as much as a rep per acre with high tech, and ~22% more per acre at low tech levels (after food expenses otherwise 25% more). add to that the brutally cheap private market that allows a lot of very good reselling at the end and a very cheap jump.

Vic Game profile

Member
6543

Feb 14th 2018, 20:41:54

moderator changes and i'll play on the server

Marshal Game profile

Member
32,589

Feb 14th 2018, 20:49:58

red x or primmy?
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Serpentor Game profile

Member
2800

Feb 15th 2018, 0:41:25

I spoke about improving a teacher option without putting any real thought into it. I see what your saying about the volume in the small market. That’s a good point. Would nerfing production really raise prices enough to be beneficial overall? I can’t decide if that would be effective or not. It ‘could’ raise prices, then you’d get more techers trying to take advantage of high price tech. Then you could just have more crappy techers with worse production. Hrmmm?? Small market is a tough thing to overcome either way.

Originally posted by Gerdler:
Originally posted by Serpentor:
Theo 10% tpt bonus.

Would help the lowly techers compete for a change.


I like your thinking except I would go the other way and drop the tpt back to the old one which gave like 20-25% lower tpt. that would raise tech prices and thus nerf all the other strats, and make having a strong economy harder as a casher for instance.

Right now the game can't handle 2 big techers stocking as they would together supply the market with well over 2/3 of the demand.

so in this case if i was limited to make govt changes I would add "Research labs -25% efficiency" to all govts.

I think you are right about theo being exceptionally bad for primary techers tho, because the SDI is too low to double tap and single-tapping wont allow theo to gain as many total acres as a tyranny with the +20%, so theo could get "Research labs -20% efficiency" instead. A bigger advantage would likely only lead to tyr techer to theo techer being the most efficient way to go.
Could also tweak the tech effectiveness to -30% without making theo casher too good.

Relax's changes risk making theo casher really overpowered. At -25% tech max you got theos making ~97% as much as a rep per acre with high tech, and ~22% more per acre at low tech levels (after food expenses otherwise 25% more). add to that the brutally cheap private market that allows a lot of very good reselling at the end and a very cheap jump.
The EEVIL Empire

Uncle James Game profile

Member
909

Feb 26th 2018, 19:51:16

I think we need one THERMAL NUCLEAR WEAPON per country when they build 5000 tech labs.
And when you drop it on someone it cuts the entire country in half> everything they have divided by two>

THAT WOULD BE REAL NICE>

Jayr Game profile

Member
EE Patron
3609

Feb 26th 2018, 19:53:19


Edited By: Jayr on Jul 2nd 2019, 14:18:46
wasn't me...

Serpentor Game profile

Member
2800

Feb 27th 2018, 4:44:08

Lol
The EEVIL Empire

TidyTerry Game profile

Member
327

Feb 27th 2018, 20:36:13

Originally posted by drkprinc:
Rep pci booms +50% effect
Fasc oil booms +50% effect
Tyr food booms +50% effect
Commie indy boom +50% effect
Theo expense bonus +100% effect
Dictator build cost +100% effect
Mono luck bonus +150% effect


I like that idea.