(suggestion)Governments

i have an idea about adding governments to FE that are more simple than civ4 civics but more complex than in gal civ2.three types of governments for the 3 research paths.the government types consist of:

a magical one that can increase mana income,increase research and increase magic effectiveness(in magic tree)

one that can decrease unrest,increase tax income,increase construction speed(in civilization tree)

a government for warmongers that can decrease time for training units,increase their accuracy,add basic armor to militia etc(in military tree)

all 3 categories have 6 governments(2 for early,2 for mid and 2 for late game in one type).

so that means in civilization tech tree you can research 3 governments that have the effects of decreasing unrest and increase gildar(in trading techs) and you can research 3  governments with the effects of decreasing unrest and increase construction speed(in the tree that gives +production per material stuff)

in the warfare there could be 3 gov for offensive and 3 gov for defensive.the offensive ones gives +attack and +accuracy for units(including militia)  and increase their training speed.the defensive ones gives +defense and +dodge(including militia)  and increase their training speed.

in magic tree there could be 3 gov that boost research and magic effectiveness and 3 gov that increase mana income and decrease spell cost.

switching to one gov results in anarchy(+50 unrest) for 1-2 seasons.it is possible to use all 3 types of government at the same time from magic,civ,warfare but using two from the same are not possible.

example:using offensive warfare and defensive warfare at the same time is are not possible but using offensive warfare+civilization that increase construction speed+magic that boost mana income and decrease spell cost are possible.what do you think?

 

 

 

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