Government: Difference between revisions

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In Eco world, players can group together to create the leadership of the world they are on. Governments can range from extremely overbearing and intrusive to very minimalist based on how the players would like their government to act. Each [[world]] can only have one "World Leader", but the world can be divided up into districts which can have differing levels of tax, voting rights, or property rights.
In Eco world, players can group together to create the leadership of the world they are on. Governments can range from extremely overbearing and intrusive to very minimalist based on how the players would like their government to act. As of right now (version 9.2) the government is responsible for the whole planet. Only one government can be active (which one is determined by house volume and tier of the room around the [[constitution table]]).


A governments main methods of interacting with the world is through [[Laws]] which can be set and altered by players who are permitted by the law to do so, and Taxes which can encourage or discourage certain actions based on what the government wants.
A governments main methods of interacting with the world is through [[Laws]] which can be set and altered by players who are permitted by the law to do so, and Taxes which can encourage or discourage certain actions based on what the government wants.


While it is possible to make a vast array of different types of governments, you have to convince the other players to agree to change Laws to create the system you would like to see. For example if you would like to create a democracy, you need to convince everyone who can currently vote (which may just be the World Leader) to agree to a new law allowing everyone (or a select group of players) the right to vote.
In theory you can create any type of government (democracy, dictatorship(->autocracy) , oligarchy, monarchy, technocracy).
But since Eco starts as a very basic democracy (everyone can vote), democracy is very likely to sustain, some other forms of government might happen, some are very unlikely to happen.
 
Government and politics in Eco is similar to the real world. BUT:
* players in Eco have a real life
* players in Eco can always decide to leave the server and play on a different one
* societies in Eco are quite small in general. Social effects will probably differ from real world (bigger impact, more dynamic)
 
Keep those three facts in mind when trying to apply real world theories (same is valid for economical topics).
 
A major concern for many governments is how to distribute the currency they have collected as taxes.
Hoarding has either no effect (for player credit) or slows down and finally stops the economy (government minted global currency).
One way to distribute money can be buy offering public contracts (e.g. for building roads or public buildings).
Sometimes, government sets up laws that pay people money for placing roads in certain areas of the map.


A major concern for many governments is how to distribute the currency they have collected as taxes. Some governments may want to hoard the wealth they acquire, while other may freely create [[Contracts]] that redistribute the wealth back to the players if they complete specific tasks (such as creating roads, or providing food to a central fund).
== Elections ==
== Elections ==
Players can call an election and nominate themselves for world leader at any time through the [[Laws]] menu. Players can write a short "speech" to go along with their candidacy that will be broadcast to all server players.
The currently active constitution defines how elections work. If there is no constitution, a vote for a new constitution works as follows:
Every player has 24h to vote "Yes" or "No". If 24h are over, or more then 50% of the players voted yes, the constitution will be accepted.
 
Elections can be started at a [[ballot box]]. They are also used for title elections (e.g. president).
 
The voting itself is done in the [[Web Interface]]. This place can also be used to discuss about the election. If it is a title election, a preferential voting system is being used. Players may rank their candidates by order of preference.


Once an election is called, players on the server have 24 hours to vote for the candidates or add themselves as nominees.
== Constitution ==
The constitution defines the system of a government. It defines titles (e.g. president, secretary), the elections for laws and titles and permissions for different titles.
Laws are not directly impacted by the constitution. But the constitution changes how laws are being made and changed.


Voting is done in the [[Web Interface]] using a preferential voting system. Players may rank their candidates by order of preference.
'''Missing information:''' are laws independent from a constitution? Will they kept active if a new constitution is in place?
== World Leader ==
After 24 hours, a player is elected leader based on the voting results.


The world leader has the power to set the [[World Objective]] and to set tax rates at the [[Treasury]].
== Treasury & Taxes ==
== Treasury & Taxes ==
There are currently 4 types of taxes, all of which are deposited directly into the Treasury bank account:
There are currently 4 types of taxes, all of which are deposited directly into the Treasury bank account:
* Sales Tax
* Sales Tax (customer pays tax for everything he sells, store owner pays tax for everything a customer sells, reducing total transaction outcome by equalizing selling and buying will not reduce tax)
* Crafting Fee Tax
* Crafting Fee Tax (when using a crafting table of someone else and the owner requires you to pay a fee, then he has to pay tax for that)
* Contract Tax
* Contract Tax (when finishing a contract, the participants getting payed will be taxed)
* Direct Transfer Tax
* Direct Transfer Tax (from bank account to bank account). People might transfer directly to each other in order to prevent being taxed. But if you tax this too much, using multiple bank accounts for the same player will be useless. Normally, the tax evasion risk is not big, so you better keep this tax low or even zero.
== Other Types of Government ==
By altering [[Laws]], a variety of forms of government can be formed. This is done by altering or restricting which selected demographic can vote on laws. For example if you remove the rights of citizens to vote and only allow a newly created [[demographic]] to be able to vote you have effectively created an [https://en.wikipedia.org/wiki/Oligarchy Oligarchy]. Or if you only allow yourself to vote, you have effectively changed the type of government to an [https://en.wikipedia.org/wiki/Autocracy Autocracy].  
[[Category: Game concepts]]
[[Category: Game concepts]]
[[de:Regierung]]
[[de:Regierung]]

Revision as of 14:25, 16 February 2021

In Eco world, players can group together to create the leadership of the world they are on. Governments can range from extremely overbearing and intrusive to very minimalist based on how the players would like their government to act. As of right now (version 9.2) the government is responsible for the whole planet. Only one government can be active (which one is determined by house volume and tier of the room around the constitution table).

A governments main methods of interacting with the world is through Laws which can be set and altered by players who are permitted by the law to do so, and Taxes which can encourage or discourage certain actions based on what the government wants.

In theory you can create any type of government (democracy, dictatorship(->autocracy) , oligarchy, monarchy, technocracy). But since Eco starts as a very basic democracy (everyone can vote), democracy is very likely to sustain, some other forms of government might happen, some are very unlikely to happen.

Government and politics in Eco is similar to the real world. BUT:

  • players in Eco have a real life
  • players in Eco can always decide to leave the server and play on a different one
  • societies in Eco are quite small in general. Social effects will probably differ from real world (bigger impact, more dynamic)

Keep those three facts in mind when trying to apply real world theories (same is valid for economical topics).

A major concern for many governments is how to distribute the currency they have collected as taxes. Hoarding has either no effect (for player credit) or slows down and finally stops the economy (government minted global currency). One way to distribute money can be buy offering public contracts (e.g. for building roads or public buildings). Sometimes, government sets up laws that pay people money for placing roads in certain areas of the map.

Elections

The currently active constitution defines how elections work. If there is no constitution, a vote for a new constitution works as follows: Every player has 24h to vote "Yes" or "No". If 24h are over, or more then 50% of the players voted yes, the constitution will be accepted.

Elections can be started at a ballot box. They are also used for title elections (e.g. president).

The voting itself is done in the Web Interface. This place can also be used to discuss about the election. If it is a title election, a preferential voting system is being used. Players may rank their candidates by order of preference.

Constitution

The constitution defines the system of a government. It defines titles (e.g. president, secretary), the elections for laws and titles and permissions for different titles. Laws are not directly impacted by the constitution. But the constitution changes how laws are being made and changed.

Missing information: are laws independent from a constitution? Will they kept active if a new constitution is in place?

Treasury & Taxes

There are currently 4 types of taxes, all of which are deposited directly into the Treasury bank account:

  • Sales Tax (customer pays tax for everything he sells, store owner pays tax for everything a customer sells, reducing total transaction outcome by equalizing selling and buying will not reduce tax)
  • Crafting Fee Tax (when using a crafting table of someone else and the owner requires you to pay a fee, then he has to pay tax for that)
  • Contract Tax (when finishing a contract, the participants getting payed will be taxed)
  • Direct Transfer Tax (from bank account to bank account). People might transfer directly to each other in order to prevent being taxed. But if you tax this too much, using multiple bank accounts for the same player will be useless. Normally, the tax evasion risk is not big, so you better keep this tax low or even zero.