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All territories start with their universities producing 100% politicians, this can be changed by going to university settings and changing the percentages, also remember you must have built a university for it to produce any politicians. These politicians are then used in conjunction with government centers to pass the bills and laws that will help your territory grow and be a force to reckon with. Each government center can hold 1500 politicians, and you'll need around 250,000 to 300,000 on average to complete the bills and laws you need in a fair amount of time. With 300,000 employed politicians, laws take between 8 and 12 turns to complete generally. All laws are cumulative with other bonuses. Morale bonuses are directly added to your morale, all other bonuses are factored in and multiplied with all other bonuses. For example, a player with a 10% income bonus from Free Trade who is playing as Italy with their 20% country bonus to income will have a net bonus of 32%(1.10 X 1.20) not 30%, when compared to any other country with no laws passed.

Morale Laws
Free Speech (22,000)
Free speech will give your territory a slight boost of 5% to your morale, but it will give you a penalty of 7% to intel defense. Lets face it, if your people can speak freely, they can ruin your plans, but they'll be happy with you while doing it.

Labor Unions (25,000)
Labor Unions have an 8% increase in morale but at the same time they lower your production by 4% and your income by 2%.


Platoon Laws (Only One May Be Passed)
Recruitment Drive (22,000)
Increases your platoon recruitment per boot camp by 25%.

Draft (22,000)
Draft will increase your bootcamp training by 50% and add 25% to the maximum number of platoons you may have. The negative side of this law is that draft will reduce morale by 5%.

Conscription (22,000)
Conscription has more to than that of draft by allowing for increased bootcamp training of 75% and giving you an additional 50% to the max platoons. But it too doubles the morale penalty to 10%


Income Laws
Free Trade
(31,500)
Gives a 10% increase to your income.

Minimum Wage (25,000)
Minimum wage will give you a bonus to your income by 5%, and at the same time you're going to get a 5% morale bonus as well.

Women's Rights (23,000)
Increases the number of people that can work in your territory, taking it from 60% to 100%. Also gives a 15% increase to max platoons.


Intelligence Laws
CI Fund (28,000)

There is a 10% penalty to income with this law, but you gain a bonus of 15% intel offense and defense.

Censorship (22,000)

While free speech could hamper your intel defense, censorship can help it by adding a 7% increase to your intel defense, but you will get a morale penalty of 5%. Exactly the opposite of free speech.


Population Laws

Zoning Permits (35,000)
Zoning permits allow for increased housing by 10%, this allows your territory to be able to produce up to 300km of land a turn, up from the up to 200km you get without it. You are still required to have enough uneducated civilians and cash available to build up to 300km.

Education Bill (30,000)
Education Bill will help your territory to grow faster by allowing for an extra 50% increase in university graduates. But it isn't without it's negative affects, it's going to cost you a 2% income penalty as well as a 2% increase in upkeep on your territory.


Other
Nuclear Pact (44,000)
Increases production from factories by 15% as well as giving an increase in morale by 10% and a 10% increase of income. It will also increase your maximum number of platoons relative to uneducated population by 25%. The downfall to this law is you can never build a nuclear bomb.

Assembly Lines (31,500)
Gives a production bonus to your factories of 10%.





Not all laws need be passed, each style of play determines the bills and laws you should pass, ask around to determine the best combination for how you are currently playing.


HatredTLC
HatredTLC
Latest page update: made by HatredTLC , Jul 25 2009, 2:19 PM EDT (about this update About This Update HatredTLC Edited by HatredTLC

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