Politician Archive
Thread: An Idea for Politician gameplay
Ok, we all know the Politician class is pretty bad, but it's still embryonic, and here is the next step:
Planetary Government.
The position of Chancellor, or Vice-Diktat, or Governor can be opened (see me devs fora primer on what planet should have which position) [hereafter referred as "Governor"] to an election of all the registered citizens of cities on each planet. The candidates are the mayors of the cities on that planet.
This elected representative would have a list of policies s/he may open for a vote.
The position of planetary Representative can be opened. Each city may send any one citizen with Novice Politician to serve in this capacity. Thus each city has one vote, and the city which has the Governor position could have two.
These Representatives would have the ability to vote on the policies recommended by the Governor. A passing vote would implement the policy.
Further, the Representatives could vote to rescind active policies previously enacted. They do not need the Governor's permission for this.
The Governor receives 3000 experience for each week he or she holds this position. The Representatives receive 1000 experience for each week they hold the position. An alternative is to grant this experience only for the act of voting, so deadbeats grinding for experience would be deterred.
The policies that can be enacted include such items as:
Political:
Embrace Empire's rule. +5% to FP gain for Imperials. 5% maintenance increase for Rebel faction structures. Cost: 2 million credits spread over every city by population.
Declare support for the Alliance. +5% to FP gain for Rebels. 5% maintenance increase for Imperial faction structures. Cost: 2 million credits spread over every city by population.
Enact policy of neutrality. -5% FP gain for both factions. -5% maintenance cost for all structures on planet. Clone costs increase 50% for all factioned players. Cost: 1 million credits spread over every city by population.
Smuggler Crackdown: Chance of Smuggler players being fined whenever they use a Smuggler skill. Mission payouts increased 15%. Cost: 1 million credits spread over every city by population.
Welcome Smugglers!: Smugglers gain 10% skill bonus. Merchants have experience gain reduced 10%. Cost: 1 million credits spread over every city by population.
Economic:
Growth Subsidies: All cities receive 2% of collected taxes matched by planetary government (money created from outside). Cost: 1 million credits spread over every city by populaton.
Trade Subsidies: Residents of planet selected receive a 50% discount to services such as shuttles, cloning, training, insurance. Cost: 3 million credits spread over every city by population.
Relaxed Environmental Laws: Harvester maintenance decreased by 10%. House maintenance increased by 5%. Decrease in spawns on planet. Cost: 1 million credits spread over every city by population.
Environmental Guarantees: Scout and Rangers gain a 10% skillmod. Harvester Maint. increased 5%. Increased spawns on planet. Cost: 1 million credits spread over every city by population.
Planetary Industrialization: Bonus, as per Industrial Society mod for cities. Cost:3 million credits spread over every city by population.
Planetary Spy Network: Bonus to usage of SpyNet for Bounty Hunters. Cost: 1 million credits spread over every city by population.
Planetary Agricultural Revolution, Planetary Artistic Revival, Planetary Political Center, Planetary Medical Research Labs
Military:
Fund/Decrease Funding for Planetary Defense Force: Increase/Decrease Spawns and Rank types of planetary defense spawns.
Fund/Decrease Funding for Planetary Militia: Allows players with high CorSec, etc. faction, to gain a combat bonus in cities.
Social:
Creative Artisan Environment: Unlocks some "extra" schemata for use only when this is enacted. Plants, artwork, clothing, armor, etc.
War Creates Survival Instinct: Increase in survival based experience gain
Tourism Capitol
Planetary Art Subsidies
The key here is minor, yet significant, increases or decreases to numerical figures and skill abilities at the cost of credits. The Governor can only propose one a week, to limit the amount of changes to each server.
Further, any number of resolutions could be proposed that simply provide roleplay/flavor to the planet's history. Resolutions of support for various NPC characters on the planet, Resolutions to open and close trade, etc. All provide flavor and allow creativity and a unique planetary feel, and more importantly give politicians more to do, and to support more politicians on each server.
These are bare bones ideas, which is why I didn't flesh out all of them. I just wanted to present the basic mechanics of this, and see where it takes us.
RbT
I like *some* of these (the Artisan perks) but the Factional "plusses/minusses" would be the deathblow to Neutral or Mixed "Tolerance" cities... Why would anyone want to set up housekeeping in a city that will nuke any of their perks?
I'd think this should be better thought out to encompass the majority - some people stay neutral for a reason.
Sullust is a rebel planet around this time.
Mantooine is a rebel planet around this time.
Chandrila is all but rebel around this time.
Mon Calamari is a rebel planet around this time.
There were rebel planets during this time period. I agree that the ones we have should NEVER be Rebel, but we have such limited resources to work with.
The idea is to allow an "over-government" to help select even greater bonuses for a server's strengths. You will note that none of these bonuses or penalties are in the "grief" category, just an annoyance or a nice bonus. The goal is to give politicians something to argue over, to negotiate, to work with.
RbT
Holy carp (misspelling intentional), dude! Even to a non-politician this is an awesome idea! It may end up being very complex and hard to implement, but if it was, it would add a whole new layer to the game. This is probably the best andmost comprehensive idea I've seen one person put out by themselves!
Good on ya and good luck getting it implemented!
There needs to be some form of conflict and resolution in the class. There needs to be some form of competition and cooperation in this class.
I design games, some of which are quite popular with the target audiences I designed them for in my geographic area, and I have to say that almost all of my games involve two things:
1) Cooperation to succeed.
2) Competition within cooperation.
The idea is an inherent cooperative need (we get a bonus if we vote together), and an inherent conflict (our desire to enact measures that benefit us more than others).
I strongly feel that the Politician profession will always feel lacking without a need to gather with other Politicians to make real agreements tht affect the cities. I also strongly feel that these agreements must involve risk to the cities, and/or a win some/lose some arrangement.
If we are all winning, why have a politician at all?
RbT
Last bump, I promise.
I feel that given the ideas people have for increasing gameplay, we need to look broader. The devs say broader gameplay is the next step for Politician (they explicitly mention the Senate).
If this is not a solution, I have several others, but I don't see anything else out there other than a diplomat idea.
RbT