So for this suggestion, I will be making this into 2 parts to make it easier to comprehend, here’s what I got for Part I.
Every nation would have something called “Political Power” This “Political Power” would be determined by a number, this Number would naturally go up every towny day, nations could loose political power if Towns leave the nation, but could also gain political power if a town joins the nation.
This can also apply to Wars, Capturing Regions, and towns gaining or loosing members.
. Nations would use this “Political Power” for; Changing Ideology, Adding or Removing Policies, and Declaring War.
{Ideology’s}
There would be 7 different types of Ideologies, Nations would start with a “Neutral” Ideology, from here they would stay neutral or choose from the following;
1. Capitalism
2. Libertarian
1. Facism
2. Nationalism
1. Communism
2. Socialism
The numbers next to the ideology’s show you the progression you have to take to get there, you will spend “Political power” on this. This makes it so no one can just go directly into “Communism” and reap the benefits, for example. If you want to become Capitalist, you first have to spend “Political Power” on becoming Libertarian, from there you’d have to wait until your political power went up to become “Capitalist” this allows towns who might not agree with their nations ideology, leave their nation before it’s too late.
Some ideology’s such as Facism will either lock towns into their nation, with the only way out being a Coup or a Revolt.
Ideologies chosen by the nation would give the nation a perks and deficiencies in certain areas for example.
{Communism ups and downs}
If you were to become a communist nation, you would be able to extract 2x the Resources from your towns by doing the /townyresources Nation Collect, command! Towns would NOT, be able to leave your nation! The coup timer would be 2x longer, and towns under your occupation and in your own nation can be Supressed, the town your suppressing however must have had their mayor attempt a coup before hand though.
However towns within the nation would not be able to collect any towny resources, because the Nation owns the means of production! Towns would be able to revolt 1.5x Faster because this would also be the only way out of the nation.
{Socialism Ups and Downs}
If you were to become a Socialist Nation you would be able to extract 1.5x the resources from your Towns using the /TownyResources Nationcollect, command. The coup timer would be 1.5x Longer.
{Facism Ups and Downs}
If you were to become a Facist Nation you would Gain political power 2x As fast, allowing you to declare war faster! Towns in your nation would NOT be able to leave, and you would gain 1.5x more resources from your towns using the /townyresources Nationcollect, command. You would also be able to suppress occupied towns 2x Faster.
However Coups would be able to happen 1.5x as fast, and if your Capital gets occupied so does your entire Nation.
{Nationalism Ups and Downs}
If you were a Nationalist nation you would gain Political power 1.5x Faster, allowing you to declare war a bit faster. You would also be able to suppress occupied towns 1.5x faster.
{Capitalism Ups and Downs}
If you were a Capitalist nation towns in your nation would gain 2x more resources.
You would gain political power -1.5x slower, you would be able to declare war -1.5x slower, and you would be able to suppress siege occupied towns 2x slower.
{Libertarian Ups and Downs}
If you were a Libertarian Nation towns in your nation would gain 1.5x their towny resources.
You would be able to suppress siege towns 1.5x slower.
{{{THIS ARE THE BUFFS AND DEBUFFS}}}
#IM WRITING THE NEXT PORTION LATER