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Thread: Suggestion: Government System

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  1. #1
    EBII Mod Leader Member Foot's Avatar
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    Default Re: Suggestion: Government System

    If the multiple upgrades isn't possible then perhaps a completely progressive government system would work. Again in diagram form:

    COMPLETELY PROGRESSIVE GOVERNMENT SYSTEM:
    Type 4 => Type 3 => Type 2 => Type 1.

    (Type 4 upgrades to type 3, which upgrades to type 2, which upgrades to type 1 - n.b. adjust the time to build and cost to build accordingly so that both build time and cost to get to Type 1, Type 2 or Type 3 is still the same as in the current system)

    Foot
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  2. #2
    Member Member Iskandr's Avatar
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    Default Re: Suggestion: Government System

    While this might work in some areas, I can think of several areas where the local warlords/nobles/tyrants were skipped entirely, and the area incorporated directly into the kingdom/empire. Look at Carthage- the Romans sure didn't put any locals in charge of anything, just went straight to conquered territory under a Proconsul. I guess you could argue that between the 2nd and 3rd Punic wars Carthage was a "client kingdom" or some such, and maybe in game terms it makes sense to do so, but they sure as heck put up a fight before accepting Type 2 government (or whatever, still haven't played as Rome). And look what happened in Judea when they replaced a puppet king with direct rule- looks alot like they didn't have the ability to recruit there for a while, to say the least. I'm not that familiar with how other factions historically handled conquered territory during this timeframe, but it seems from what I do know that the status of territory once conquered stayed pretty much the same until a major revolt or political shift caused a sizeable reorganization. Frankly, I think destroying a government building (once it's built by your faction) should cause, at the least, an immediate revolt- but I dunno how to script such an event.



    Iskandr

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