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.
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
I dont understand? <- HelpThis system introduces structured governance for towns (T) and nations (N). Power, economy, and loyalty evolve based on leadership choices and community participation.
If turnout in a democratic vote is below 25%, all democratic bonuses are halved until the next valid election.
Both Autocracy and Democracy apply to towns and nations.
| L0 | 0-4 pts - no voting/candidacy |
|---|---|
| L1 | 5-11 pts - vote power 5 |
| L2 | 12-23 pts - vote power 7; eligible mayor (T) |
| L3 | 24+ pts - vote power 10; eligible nation leader (N) |
min(levelPower, ceil(0.40 x totalBallots))| Loyalty Levels | L0 <5 | L1 =5 | L2 =12 | L3 =24 |
|---|---|
| Vote Weight | min(levelPower, ceil(0.40 × totalBallots)) |
| Civic Bonus | min(eligibleVoters × 0.25, 8% T / 12% N) |
| Population Upkeep | 0.1% × (eligibleVoters - 20) if >20 |
| Upkeep Multiplier | Autocracy ×1.10 | Democracy ×0.95 (+population adj.) | Liberty Guard ×1.10 |
| Output (Autocracy) | Base × 0.95 |
| Siege Loyalty | Plus2 if player stays =3 minutes in contested area |