Countries - Factions
COUNTRIES - Massive Craft Factions Add-on
Note:
NO ECONOMY FEATURES have been implemented yet.
CAPITALS have not been implemented yet.
They will be implemented in the near future.
Remember this is an ALPHA version. It is not complete, and may be prone to bugs.
BASICS
Countries is an add-on to Massive Craft factions.
It gives players the ability to create a 'country', which models countries in real life (ex: Canada, United States, Mexico).
Functionally, they group factions together with additional functionalities.
Only factions can join or create countries.
Players that join a faction automatically join the country it belongs to, if any.
Factions that join a country must break relations with all of their current allies and enemies, and adopt the relations of the country they want to join (which is done automatically).
Remember: Economy features and capitals have NOT yet been implemented.
To create a country, players must pay a fee (described in the configuration file) and designate a claimed piece of land (by any member faction) as the capital.
As long as the capital stands, the country stands. Once the capital is gone, the country is disbanded.
In the case that the capital is overclaimed, it is disbanded and the claimer reaps all benefits from the claimed country (money, etc).
If a faction that doesn't belong to a country overclaims the capital, the leader of that faction becomes the country's leader, and it turns into an Autocracy.
Factions can switch between and leave countries at will.
GOVERNMENTS
Governments change the structure of a country. Each type comes with its pros and cons.
The country leader can change the governmental type by invoking their current powers.
Any government besides an Autocracy needs to vote in order to change the government.
Here's what governments can do:
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They can impose tariffs on other countries.
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They can trade with other countries - importing and exporting goods.
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They can make set relations with other countries (ally/enemy/neutral).
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They can levy taxes on factions AND individual players (sales tax, income tax, kill tax, etc).
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P.S. This would be the equivalent of a federal tax in the real world. The equivalent of a state tax would be this add-on: https://www.massivecraft.com/factionstax
Here are the types of available governments:
AUTOCRACY (DEFAULT)
Once a country becomes an Autocracy, the people surrender all power to the government.
There is no election cycle in this form of government.
There is no voting system in this form of government.
Government completely controls all business.
Takes very little time to make decisions.
REPUBLIC
Once a country becomes a Republic, the people and the government share power (Federalism).
Every individual votes for a representative within their faction every 7 days.
Representatives can propose an action, and it is then voted on by the rest of the representatives (1 minute period).
Representatives vote to regulate business.
Takes a moderate amount of time to make decisions.
DEMOCRACY
Once a country becomes a Democracy, the government surrenders all power to the people.
Every individual of the country votes for a leader every 7 days.
Individuals vote on every action the government makes (5 minute period).
Individuals vote to regulate business.
Takes a long time to make decisions.
Future Features (to be implemented)
ECONOMY
Governments and individuals can take certain economic measures.
INDIVIDUALS
Individuals can create businesses. To create a business, players must pay a fee (described in the configuration file).
They can sell their labor/land/resources in the resource market.
They can also buy goods in the product market.
BUSINESSES
A business decides to make a certain type of good. It can make a variety of goods - food, armor/weapons, blocks, etc.
In order to make the goods, a business needs workers in order to produce them - for food, workers must farm. For armor and weapons, workers must mine ores, etc.
The productivity of workers, naturally, decides how much product is produced. For every block mined, a certain amount of product is produced.
Workers are also payed wages for their work. Some workers are so inefficient, that it actually costs money to keep them - in which case they should be fired.
The government can determine whether you can own a business, whether they want to seize your business, and what taxes to impose on it.
GOVERNMENTS
Governments can approve the creations of businesses, can seize businesses (production), can mandate citizens to buy items, and tax businesses (domestic and foreign) and individuals.
FINAL SUGGESTIONS TO SERVER OWNERS
As an owner/moderator, there are certain measures you can take to modify gameplay.
For example, you can restrict players permission to /country leave in order to try and keep factions in a certain country.
You can also set requirements in the configuration file to modify gameplay.
Have fun!
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Posted Dec 28, 2020first