Update - ConquerEarthMC

The Government Update

A structured government & roleplay overhaul that lets towns and nations choose autocracy or democracy, run loyalty-based elections and referendums, earn civic bonuses, trigger early elections when needed, and ties player participation to power, economy,

Published: November 3, 2025 | Author: ConquerEarthMC Team

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1) Purpose

This system introduces structured governance for towns (T) and nations (N). Power, economy, and loyalty evolve based on leadership choices and community participation.

Participation Rule

If turnout in a democratic vote is below 25%, all democratic bonuses are halved until the next valid election.

2) Government Types

Both Autocracy and Democracy apply to towns and nations.

Autocracy (T/N)

  • Instant rank assignments/demotions
  • Minus5% total resource output, Plus10% upkeep
  • Citizens have no voting rights; ineligible for Liberty Guard

Democracy (T/N)

  • Elections: T: 30d - N: 45d - Registration: 7d - Vote: 48h (T) / 72h (N) - Runoff if no 50%+
  • Candidacy: L2+ (T) - L3+ & mayor (N)
  • Forced Early Election: If no eligible candidates, leader remains; civic bonuses paused 14 days until special election
  • Referendums: Expulsions, allies/enemies, co-leaders. Pass with >50% YES & =20% turnout (60% for expulsions)
  • Bonuses: Plus0.25% output per eligible voter (cap 8% T / 12% N), Minus5% upkeep; Council of Mayors (top 3 L3 mayors) may initiate referendums

Loyalty Levels

L00-4 pts - no voting/candidacy
L15-11 pts - vote power 5
L212-23 pts - vote power 7; eligible mayor (T)
L324+ pts - vote power 10; eligible nation leader (N)

Rules & Vote Weight

  • Plus1 loyalty per 60min active play (max Plus1/day); after L2: Plus0.5/day (max)
  • Plus2 loyalty for siege participation (=3min in contested area)
  • Minus1 loyalty every 7 days inactive; leaving T/N resets to L0
  • New L1: 7-day decay immunity; accounts must be =14 days old
  • Vote weight: min(levelPower, ceil(0.40 x totalBallots))

Liberty Guard (N)

  • Eligibility: =30 days democracy, consistent quorums, no sanctions
  • Buff: Minus20% siege initiation costs vs non-democracies
  • Penalty: Plus10% upkeep - Duration: 21 days or until replaced
  • Conquest: Captured town ? Transitional Democracy (T) 14 days, then first election

Stability

  • Loyalty requires genuine activity; AFK/macros give no gains
  • Accounts must be =14 days old
  • Towns with <5 eligible voters for 14 days ? Dormant (no bonuses; leader remains)
  • Election ties keep incumbent; revote after 14 days
  • Cooldowns: 7d between expulsions - 14d before repeating same referendum

Economic - Autocracy

  • Output: Minus5%
  • Upkeep: Plus10%
  • Cost (wars): Plus5%
  • Liberty Guard: ineligible

Economic - Democracy

  • Output: Plus0.25% per eligible voter (cap 8% T / 12% N)
  • Upkeep: Minus5% base + 0.1% per voter above 20
  • Liberty Guard: Minus20% siege costs vs autocracies (Plus10% upkeep penalty)

Election Flow (T/N)

  • Registration: 7 days
  • Voting: 48h (T) / 72h (N)
  • Runoff: Top 2 for 24h if required
  • Results: Winner assumes office; bonuses recalculated
  • Low Turnout: <25% halves bonuses until next election
  • Forced Early: no candidates ? 14-day delay; bonuses paused

Core Systems

  • Government Manager (type, modifiers, transitions)
  • Loyalty Tracker (activity, sieges, decay)
  • Election/Referendum Engine (registration, voting, runoffs, quorum)
  • Buff System (output, upkeep, influence)
  • Liberty Guard Manager (rotation & effects)
  • Stability Checker (dormancy & caretaker protocols)
Key Formulas
Loyalty LevelsL0 <5 | L1 =5 | L2 =12 | L3 =24
Vote Weightmin(levelPower, ceil(0.40 × totalBallots))
Civic Bonusmin(eligibleVoters × 0.25, 8% T / 12% N)
Population Upkeep0.1% × (eligibleVoters - 20) if >20
Upkeep MultiplierAutocracy ×1.10 | Democracy ×0.95 (+population adj.) | Liberty Guard ×1.10
Output (Autocracy)Base × 0.95
Siege LoyaltyPlus2 if player stays =3 minutes in contested area

10) Autocracy vs. Democracy

Autocracy

  • Leader: single ruler; immediate decisions
  • Player influence: none
  • Election cycle: none - Candidacy: appointed
  • Bonuses: Plus10% treasury, Plus5% influence
  • Penalties: Minus5% output, Plus10% upkeep
  • Liberty Guard: ineligible

Democracy

  • Leader: elected; decisions via votes/referendums
  • Player influence: scales with loyalty level
  • Cycle: 30d (T) / 45d (N) - Candidacy: L2+ / L3+
  • No candidates: 14-day delay; bonuses paused
  • Bonuses: Plus0.25% output per voter; Minus5% upkeep
  • Penalty: Plus0.1% upkeep per voter above 20
  • Liberty Guard: eligible (N only)