These are the government types for World RP IV, they have been shared so that I can receive some feedback about how to port them to CCRPIV. Mainly for @Fictia, though any CCRP and World RP members are welcome to share ideas! ;) Basic World RP Rules: ----------------------------------------------------------------- - There are four stages of the game (the length will be determined once it starts, but each stage will probably be about 9 weeks) - Citadels and outposts are the same as Iteration 2 - Population is the same as I detailed it in the Iteration 2 rules - New war rules, but they won't be released yet - To win the game you must have all five ascension relics within your empire (you get them by defeating a country that has them) - Relics may be gifted, but not during war - Relics can only be gifted to people on your borders - Relics start out with the five ancient empires, all of which have 5 lvl.10 cities and a lvl.10 citadel Lore (credit to @Pixelation-Creations): ----------------------------------------------------------------- - The Ancients, after thousand-year slumbers, have awoken. - They had split the ascension relic - key to the world and all its life - between them, to prevent being destroyed by young, new nations and war. - Shlacozica, Lord of the North, has the Relic of Power. - The Æ, the elusive King of the Far Isles has the relic of Lore. - Itadkerith, the everwarring Master of the Hunt has the relic of Diplomacy. - Valkyria, the King of Strife, has the relic of War. - Rubrum, Lord of the People, has the relic of Population. - Once all five are together for 5 days in a row in your country, you will control the world. It will be hard to gather these relics, but I think that you're up to the task. - Join World RP 4!
Total Democracy: - You can’t be rebelled against - You always receive a traveler during events (doesn’t reduce the overall amount) Absolute Monarchy: - You can aid defense / attacks with your full military instead of just your capitol province Subservient Theocracy: - If you have bordered an ancient nation for a full stage of the game, you gain their entire province and their ascension relic - if there are multiple theocracies bordering one ancient, then the reward goes to whomever survives the longest Colonialist: - Every stage of the game all countries of this type will receive a specific perk related to colonialism - The reason for the gap is because the perks can be very overpowered early game Economic Socialist: - You cannot build outposts or citadels - You can build trade hubs costing 1 pop (trade hubs give you an extra pop whenever a traveler event selects you) - Trade hubs also act as scaled down outposts, as they give you a 1.5x modifier, and only for defense Military Dictatorship: - You have double power in an offensive war, but you cannot have allies Inwards Perfectionist: - Cities cost 2 pops to start, but you citadels can go to lvl.10 without the use of ascension relics Rebellion: - Only available after the 2nd stage of the game - Exists so that new players don’t just get farmed by existing countries (you can guess what this does)