Political Ideologies: Difference between revisions

From Eclesiar
Jump to navigation Jump to search
No edit summary
No edit summary
Line 8: Line 8:


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