Economic Systems

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    • Economic Systems

      This is a carry over from a different thread, that deserves its own.
      I propose economic systems, chosen within the first two days (or you are assigned "none").


      Capitalism Resource production bonus.
      Does not get the morale bonus, or unit production bonus - and now it makes more sense to go economic over mil.

      Socialism - Morale production bonus from capitol, if capitol remains original.
      Does not get resource production bonus, or unit production - and now they have to defend their capitol more.

      Communism - Unit production bonus (specific circumstances - read below).
      Does not get morale bonus, or resource production bonus - and they get a "chain" bonus...that resets.

      Details on Communism: Unit production speed bonus works this way: Unit A, lvl. 1 if I chain production - then I get a slight production speed bonus with Unit A, Lvl. 1 (increases with time). However, when I break the chain or move Unit. A, to lvl. 2 I lost the bonus.


      I propose that none of these are drastic, for instance a 1-5% increase at most.

      As anyone can see, they are balanced in two ways - one, each is a trade-off and loses the other bonuses. And, two, each has an Achilles heel.

      For those who will say "Capitalism" won't by rights encourage econ. over mil...yes it will, because 1% on a growing number becomes larger too. And we all know what the Capitalist countries will be focused on early game.

      For those who will say "Socialism" is unfair with the moral bonus...yes, and so now where do you think target #1 especially is? The person's capitol. If you don't think it will lead to increased garrison and improvement expenses (read fortifications) then you're wrong.

      For those who will say "Communism" is unfair...the stipulations, if you read them, encourage slow tech. improvements for the production speed bonus.