The Ministers and the Contingencies


The Government Page

The Screenshot above shows the Government page. Here, you can see 5 Ministers(some of which look quite swag, I must say). There are 5 ministers - The Minister of Agriculture, The Minister of Culture, The Minister of Education, The Minister of Corruption and The Minister of Crime. 

Though Maximillian understood that, if everyone lives in abundance, they will not wish to do anything immoral, ensuring just this would not be enough. After all, if Humanity was well fed, they would still need to be well-educated. And if they were to be well-educated, they would need to appreciate the art and entertainment developed by their fellow humans. And, of course, what if low-level subgovernments commit nefarious corruption without the Central government knowing? What about Crime? Hence, Maximillian established the 5 Ministers. 

Each Minister provides a bonus to the per-turn gain of their associated quantity(you can see in more detail if you hover over them with your cursor in the game).  Each Minister also provides a 0.1% bonus to Government Competence. Below each Minister you can see a number which is currently 0.00. This is their "Influence". A Minister gains 1 x Government Competence% influence each turn. So, at 100% Government Competence, each minister would gain 1 Influence. 

A minister can only have 100 Influence stored up(except for a certain circumstance).

The little "Plus" buttons represent an "Assist Minister" action, which will allow the Player to spend 5 Power(if they have it) to give a Minister 25 Influence, in return for 15 connections. 

So what is a Minister's Influence used for? Well, if the quantity associated with the minister somehow goes out of control, the Minister will spend 25 Influence to create a temporary modifier to combat it. Here is what Ministers will do should something in their line of work go out of hand:

1. If the Population Growth goes below 0%, the Minister of Agriculture will enact Food Stamps for 5 turns, which will give a whopping 5% bonus to population growth(that's some Procreation rate)

2. If Happiness goes below 75%, the Minister of Culture will develop New Forms of Entertainment. This will give 10% happiness up front, and increase happiness by 4% each turn for 10 turns after that.

3. If Literacy goes below 75%, the Minister of Education will Increase School Funding. This will give +5% literacy up front, and also increase literacy by 0.5% each turn for 10 turns.

4. If Corruption grows above 5, the Minister of Corruption will Root out Corruption. This will decrease corruption by 5, and give a -0.25 per-turn corruption bonus for 15 turns.

5. If Crime is more than 5, the Minister of Crime will Crack Down on Crime, which will decrease Crime by 5 and give a -0.25 per-turn crime bonus for 15 turns. 

Obviously, Ministers may not have enough Influence to commit an action. This, naturally, will discredit the Government. As a result, if a Minister fails to act, the government will lose 0.1% Government Competence. 

While Maximillian the Great did not expect anyone to try and break the world's Utopia completely, he knew there would be some villain who would try. Therefore, he implemented the Contingencies, a set of highly-powerful modifiers executed under certain extreme conditions.  The Contingencies can be seen by clicking the Downward-pointing arrow on the Government Page.

While they are powerful, each Contingency does have a drawback.  Here are all the Contingencies:

1. Contingency Alpha - Executed when Population Growth goes below -3%. It will give a permanent +3% population growth bonus, but also a permanent -0.1% happiness modifier. Why? Because tons of people are now being sent off to work in the Hydroponics Farms without their consent, which, given the rather unpleasant conditions in the Hydroponics Farms, isn't exactly going to make everyone ecstatic.

2. Contingency Beta - Executed when Happiness is below 50%. It will give a permanent +0.5% per-turn happiness bonus, but also a permanent +0.05 per-turn Crime bonus. After all, administering happiness drugs to the whole population, causing addiction, and then expecting them not to do something immoral because of their addiction is a bit too optimistic.

3. Contingency Gamma - Executed when Corruption is over 50. It will change corruption by -10, and give a permanent -0.5 corruption bonus per turn. This comes at the cost of all Ministers losing their Influence, and their Maximum Influence going down to 50. I don't know about you, but if there was a brutal crackdown on Corruption, I'd probably have my hands tied if I were a Minister.

4. Contingency Delta - Executed when Literacy is below 50%. It will change Literacy  by +10% and add a permanent +0.5% bonus to per-turn literacy. This comes at the cost of a -0.1% bonus to Quality of Life. Why? Well, if you were forced to go into a lower-quality education system and cruelly bombarded with tons of work, you wouldn't exactly be living a good life.

5. Contingency Epsilon - Executed when Quality of Life is below 50%. When enacted, it will give a permanent +0.5% bonus to Quality of Life per turn, at the cost of -1% population growth. Why? Well, if the Central Government begins abandoning whole Regions in favour of protecting others, there would be a little death involved, no?

6. Contingency Zeta - Executed when Crime is above 50. When enacted, it will decrease Crime by 10 and give a permanent -0.5 change to Crime per turn. This, however, comes at the cost of a -0.25% bonus to literacy per turn. After all, if you're pulling young adults out of education to suddenly be made into Policemen, you can't expect them to magically become educated after.

7. Contingency Eta - Executed when Government Competence is Below 50%. When enacted, it will give a permanent +1% bonus to Government Competence, at the cost of 0.1 corruption per turn, because the Central Government is now more focussed on maintaining itself rather than guiding the subgovernments.

8. The Final Act - It gets executed when every other Contingency has been executed, and there is still no improvement. It will give the following modifiers:

   1. -0.5 corruption per turn

   2. +0.5% government competence per turn

   3. +0.2% literacy per turn

   4. -1 crime per turn

   5. -0.2% happiness per turn

   6. -0.2% Quality of Life per turn.

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