BATTLE MINES



Governments

Choice of government can well be considered one of the most important policy choices, as each government provides unique strengths and weaknesses. There are eight standard government types: Anarchy, Bureaucracy, Capitalism, Communism, Fascism, Monarchy, Technocracy and Theocracy. There are an additional two government types that require special circumstances in order to be achieved: Democracy, and Syndicalism.

In general, Battle Mines with the same government type cannot attack one another, with exceptions noted below, and again in general, governments 'hate' one or more other governments. The governmental hate factor has several impacts on gameplay: It costs 2 food instead of the usual 1 to switch to a hated government; if there is governmental hatred between a master and a vassal, the vassal is tithed one additional object during production; and it costs 2 glass instead of the usual 1 to establish an outpost with a hated government.

Work in Progress

Anarchy

Anarchy is the “baseline” government of Battle Mines. New players start with this government, and the entire world is thrown into Anarchy following the detonation of a Doomsday Device. In addition, when a player has sufficiently few buildings during production, that player is reverted to Anarchy. Anarchists hate Fascists, and are hated by Syndicalists, but otherwise have no standard animosities.

Anarchy does provide some benefits, including double scrap, reduced tithing, and immunity to tech stealing, but for most players these are outweighed by doubled corruption, reduced trade, and, crucially, the inability to make use of an Academy.

The anarchist Seat of Power is the Downtown.

In brief:

  • Anarchists pay one less tithe object than usual.
  • Anarchists receive double scrap.
  • Anarchists can attack other anarchists.
  • Anarchists cannot steal Tech Levels, or have Tech Levels stolen.
  • Anarchists can make one less trade than usual.
  • Corruption is doubled for Anarchists.
  • Anarchists gain none of the usual abilities that come of having an Academy (no advanced buildings, no enriched uranium in combat, no terraforming or research), but advanced buildings that already exist may be used as normal.
  • With a Church, Anarchist Informants gain the ability to suicide bomb.

Bureaucracy

Bureaucracy is often the choice of government for generally peaceful players who have access to many contacts, either through being surrounded by other players, or through being a global leader. The main selling point of Bureaucracy is its trade advantage - a Bureaucrat receives double the number of trades he or she would otherwise have, but at a cost - a -10% accuracy penalty in local warfare.

Bureaucrats capitalising on this trading advantage by building a Customs House and/or a Office Tower receive a production modifier boost for each. Add the Bureaucrat's Seat of Power, the World Trade Center, into the mix and a Bureaucrat can offer up to 10 trades. Bureaucrats hate Monarchists and Fascists, and are hated by Syndicalists.

In brief:

  • Bureaucrats can make twice the number of trades they would otherwise be able to, after other bonuses.
  • Bureaucrats receive a -10% accuracy modifier in local warfare.

Capitalism

Capitalism is at once a highly productive, but predictably quite greedy and inefficient form of government. Crucially, they are able to refine an additional object over other governments, although it is costly at 3 power to do so, and requires a Factory. However, spies hosted by a Capitalist are able to embezzle significantly more than they would otherwise be able to.

Other traits of a Capitalist are increased bounty rewards and a production modifer penalty unless they have an Office Tower. The Capitalist Seat of Power is the Bank, they hate Communism and Fascism, and are hated by Syndicalists.

In brief:

  • Capitalists can use their Factory as an extra Refinery.
  • Capitalists receive a -2 Production Modifier unless they have an Office Tower.
  • When Capitalists collect a bounty, they receive a prize one level higher than normal.
  • All Spies, including Diplomats hosted by a Capitalist, cause corruption +10% of the time.

Communism

Communism is an evergreen form of government that demonstrates well the power of information. Indeed, not only are communist spies particularly good at what they do, they are also particularly tenacious. Battle Mines with diplomats all over the world commonly operate under Communism, for Communist Diplomats can cause corruption along with their fellow Informants and Agents, albeit at a reduced rate of 10%.

The Communist Seat of Power is the Reinforced Bunker, they hate Capitalism and Fascism, and are hated by Syndicalists.

In brief:

  • Communist Informants and Agents get an extra 50% chance of survival whenever they would otherwise be slain, on top of other bonuses. (Spy deaths include: Hiding place destruction, sabotage, inciting revolt, Omniscience.) For Agents, this additional 50% chance of survival is not added to the existing 50% chance of survival, but rather is a failsafe roll in the event the first roll fails. In practice, this means Communist Agents have a 75% chance of survival.
  • Communist Spies report not only all buildings, but the complete inventory of their target.
  • All Communist Spies including Diplomats can cause corruption, but with -10% frequency. (They are trained for survival, not embezzlement.)
  • When a bounty is collected on a Communist state, the prize will be one level lower than normal. For example, instead of 2 Aid, their new master would get 1 ICBM.
  • Communist Spies can be demoted and removed free of charge.
  • Communist Diplomats will not be excuted on the outbreak of war, instead escaping to become Informants.
governments.txt · Last modified: 2007/11/08 15:23 (external edit)




BATTLE MINES
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