Political Ideologies: Difference between revisions
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Your party’s influence in Congress determines how much of your ideology’s bonus is applied. For example: if Party X selects Communism and holds 50% of Congress, then 50% of the Communist bonuses will be active for your country. | Your party’s influence in Congress determines how much of your ideology’s bonus is applied. For example: if Party X selects Communism and holds 50% of Congress, then 50% of the Communist bonuses will be active for your country. | ||
==Party Ideologies== | |||
'''Capitalism''' - An open-market philosophy that values production over public taxes. | |||
* +0.25% NPC production | |||
* +0.1% WAM Production | |||
* -0.1% Printing CC law proposal cost | |||
* -1% Import Tax | |||
* -0.75% VAT & Work Tax | |||
* +0.15% building max progression | |||
* +0.25% on contract fees | |||
'''Nationalism''' - Politics focused on their own land and people, providing bonuses within their core regions. | |||
* +0.1% Defending core regions | |||
* +0.1% Damage in revolutions on core regions | |||
* +0.1% Defense on lvl 1 and 2 Military base on core regions | |||
* -0.1% Damage when shooting outside the country | |||
* +0.25% Alliance proposal law cost | |||
* +0.5% Cost of DoW | |||
* -0.1% Defense on lvl 1 and 2 Military base outside core regions | |||
'''Centralism''' - Devotion to building progress and nuclear weapons as a symbol of the future. | |||
* +1% progress on Building Energy donation | |||
* Nuke hits one additional target when Centralism has >50% congress share | |||
* -0.25% launching time to nuclear weapons | |||
* +0.5% time to create nuclear weapons | |||
* 0.25% cost of nuclear weapons creation | |||
* +0.25% points needed to upgrade Military Base (all levels) | |||
* +1.5% Cost to create/upgrade buildings | |||
'''Socialism''' - Preachers of a close community, where the State has full control. | |||
* -1% contract fees | |||
* +0.25% work production while working to state company | |||
* -0.25% citizenship costs | |||
* +1% Printing CC law proposal cost | |||
* -0.75% NPC Production | |||
'''Imperialism''' - Aimed for war expansion outside their turf, even if it means to concede their own. | |||
* +0.1% Damage when shooting outside the country | |||
* -0.1% Cost of DoW law proposal | |||
* -0.25% Alliance proposal law cost | |||
* +0.1% Damage in revolutions defending their country | |||
* -0.1% Damage defending core regions | |||
* -0.1% Damage in revolutions on core regions (attacking side) | |||
* +0.2% Cost of embargo law proposal | |||
'''Communism''' - A close-market ideal with the power to expel undesired entities from their lands. | |||
* Extradition law (requires 50% congress share) | |||
* +0.5% Import Tax | |||
* +0.5% VAT & Work Tax | |||
* +0.25% Embargo Duration | |||
* -0.15% Cost of embargo law proposal | |||
* -0.75% NPC Production | |||
* -0.5% player production from outside the country | |||
Note: All buffs and debuffs are calculated per 1% of congress share | |||
__NOTOC__ | |||
Revision as of 20:56, 30 September 2025
Every political party can select a unique ideology — a guiding vision for your country’s economy and direction.
- 6 ideologies are available, each with its own unique bonuses and trade-offs.
- You’re free to pick the one that best supports your community’s playstyle and strategy.
- Once you pick a path for your Party, you can't change it.
How does it work?
Your party’s influence in Congress determines how much of your ideology’s bonus is applied. For example: if Party X selects Communism and holds 50% of Congress, then 50% of the Communist bonuses will be active for your country.
Party Ideologies
Capitalism - An open-market philosophy that values production over public taxes.
- +0.25% NPC production
- +0.1% WAM Production
- -0.1% Printing CC law proposal cost
- -1% Import Tax
- -0.75% VAT & Work Tax
- +0.15% building max progression
- +0.25% on contract fees
Nationalism - Politics focused on their own land and people, providing bonuses within their core regions.
- +0.1% Defending core regions
- +0.1% Damage in revolutions on core regions
- +0.1% Defense on lvl 1 and 2 Military base on core regions
- -0.1% Damage when shooting outside the country
- +0.25% Alliance proposal law cost
- +0.5% Cost of DoW
- -0.1% Defense on lvl 1 and 2 Military base outside core regions
Centralism - Devotion to building progress and nuclear weapons as a symbol of the future.
- +1% progress on Building Energy donation
- Nuke hits one additional target when Centralism has >50% congress share
- -0.25% launching time to nuclear weapons
- +0.5% time to create nuclear weapons
- 0.25% cost of nuclear weapons creation
- +0.25% points needed to upgrade Military Base (all levels)
- +1.5% Cost to create/upgrade buildings
Socialism - Preachers of a close community, where the State has full control.
- -1% contract fees
- +0.25% work production while working to state company
- -0.25% citizenship costs
- +1% Printing CC law proposal cost
- -0.75% NPC Production
Imperialism - Aimed for war expansion outside their turf, even if it means to concede their own.
- +0.1% Damage when shooting outside the country
- -0.1% Cost of DoW law proposal
- -0.25% Alliance proposal law cost
- +0.1% Damage in revolutions defending their country
- -0.1% Damage defending core regions
- -0.1% Damage in revolutions on core regions (attacking side)
- +0.2% Cost of embargo law proposal
Communism - A close-market ideal with the power to expel undesired entities from their lands.
- Extradition law (requires 50% congress share)
- +0.5% Import Tax
- +0.5% VAT & Work Tax
- +0.25% Embargo Duration
- -0.15% Cost of embargo law proposal
- -0.75% NPC Production
- -0.5% player production from outside the country
Note: All buffs and debuffs are calculated per 1% of congress share