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Thread: Civil Servant Guide to Good Local Governance: How to choose local governing method rightly in Extended Cultures V

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    Default Civil Servant Guide to Good Local Governance: How to choose local governing method rightly in Extended Cultures V

    Civil Servant Guide to Good Local Governance: How to choose local governing method rightly in Extended Cultures V

    ***This guide is for Extended Cultures V version 1.1.1 onward, some of this detail may not correct in older version***

    Local Government is function of administration as buildings in Extended Cultures, their role represent type of control your faction put on the region, each type of control has different advantages and penalties as well as limitation of some build choice.

    There are 9 local government types in XC5 which

    - "State of Nature": This is what happened when your region does not have any government type building in the region. Although you could not have bonus below 0, but world of XC make sure that you would not get any of it due to government here is during shut down.
    Additional Bonus/Penalty:
    -50% Bonus to public order due to Happinesss
    -100% Bonus to public order due to Law
    -100% Trade income (not below base trade income)
    -10 land trade volume
    -2000 tax base
    -1000 mining units
    -3 road level
    -2% population growth
    -5 farming level
    Building allowed:
    Military Occupation. (start your governance here)
    Elephant Grazing Grounds/Elephant Training Center (requires Reservation)
    Grain Export (all, requires Granary)


    - Military Occupation: This is the starting process of control your newly conquered region. It give highest public order bonus but give limit construction option and also given highest economic penalty (as it give economic penalty factionwide). So you would not want to let's your region stay on this level for too long
    Additional Bonus/Penalty:
    +50% Bonus to public order due to Happinesss
    -50% Trade income (not below base trade income)
    -5 land trade volume
    -1000 tax base
    -20 mining units
    -2 road level
    -1% population growth
    -3 farming level
    -1 to -6 tax base in every regions in your empire (up to region's geography)
    -1 farming level in every regions in your empire if this region is barren
    +8% factionwide inflation
    Building allowed:
    Governer's building (to level 1)
    Wall (to level 1)
    Auxiliary Barracks (to level 1)
    Factional Barracks (to level 1)
    Roads (to level 1)
    Colony (all)
    Elephant Grazing Grounds/Elephant Training Center (requires Reservation)
    Grain Export (all, requires Granary)

    From this level, branch split into 2 type,
    --> direct ruled type (Regional Pacificiation)
    --> self-ruled type (Allied Tributary)

    - Regional Pacification: First step toward direct rule, although have less public order bonus but economic penalty is much more bearable and also give more building option.
    Additional Bonus/Penalty:
    +25% Bonus to public order due to Happinesss
    -30% Trade income (not below base trade income)
    -3 land trade volume
    -500 tax base
    -10 mining units
    -1 road level
    -1% population growth
    -1 farming level
    +5% faction culture
    -1 to -4 tax base in every regions in your empire (up to region's geography)
    +2% factionwide inflation
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (to level 1)
    factional Barracks (to level 2)
    Roads (to level 1)
    Colony (all)
    Elephant Grazing Grounds/Elephant Training Center (requires Reservation)
    Grain Export (all, requires Granary)
    Senitation & Urban Water Supply (to level 3)
    Medical (to level 1)
    Public Recreation Game (to level 2)
    Public Entertainment (to level 2)
    Land Clearance/Pasture and Grazeland
    Mines (to level 2)
    Rural Hydraulic Management (to level 3, requires Hinterland Regional Development)
    Temple (all)


    From this level, branch split into 2 type,
    --> direct ruled type (Stationary Garrison -> Factional Government)
    --> compromise rule type (Supervised Native Administration) for Macedon, Seleucid, Ptolemaic, Eastern, Orinetal, and Roman

    - Stationary Garrison: Second step toward direct rule, have even less public order bonus and requires barracks to give public order but economic penalty become more trivial and also give more building option.
    Additional Bonus/Penalty:
    +5% faction culture
    *some additional bonus from buildings could activated under Stationary Garrison
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (to level 2)
    factional Barracks (to level 3)
    Roads (all)
    Colony (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (to level 3)
    Medical (to level 3)
    Public Recreation Game (all)
    Public Entertainment (all)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all except Mint and Treasury)
    Rural Hydraulic Management (to level 3)
    Temple (all)
    Port (all except port of Carthage)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists
    Farming Allocation
    Academies (all)
    Public Communal Meal (all)
    Political Platform (all except Ecclesia/People Assembly/Thing/Circle of Elder/Prytaneion)
    Market (all)
    Hinterland Regional Development (to level 2)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)

    From this level, it could upgrade to "Factional Government"

    - Local Factional Government: Final Step of direct rule, you nolonger get any public order bonus anymore, but you also nolonger have economic penalty too. All income are your income now, no deduct, and you could build any building option you could access here.
    Additional Bonus/Penalty:
    +5% faction culture
    *all additional bonus from buildings would activated to full potential under Local Factional Government
    Building allowed:
    Governer's building (all)
    Wall (all)
    factional Barracks (all)
    Roads (all)
    Colony (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (all)
    Medical (all)
    Public Recreation Game (all)
    Public Entertainment (all)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all)
    Rural Hydraulic Management (All)
    Temple (all)
    Port (all)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists/Integration of local Levies
    Farming Allocation/Land Distribution
    Academies (all)
    Public Communal Meal (all)
    Political Platform (all)
    Market (all)
    Hinterland Regional Development (all)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)
    Paradise

    - Allied Tributary: First of your possible comprimise option, you could build almost everything with it and 40% bonus in public order in exchange for some tax penalty and could nolonger able to upgrade your factional barracks and colony here until this government type abolish.
    Additional Bonus/Penalty:
    +35% Public Order due to Happiness
    +5% Public Order due to Law
    -200 tax base
    *some additional bonus from buildings could activated under Allied Tributary
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (to level 4)
    Factional Barracks (to level 1)
    Roads (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (all)
    Medical (all)
    Public Recreation Game (all)
    Public Entertainment (all except Odeon/Theatre/Bardic Circle/College of Bards/Park)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all)
    Rural Hydraulic Management (all)
    Temple (all)
    Port (all)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists/Integration of local Levies (could be built but not offer any benefit)
    Academies (all)
    Public Communal Meal (to level 1)
    Political Platform (all except Magistrate's Office/Magistrate's Court)
    Market (all)
    Hinterland Regional Development (all)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)
    Paradise

    From this level, branch split into 2 type,
    --> "Roman Foedus" if you are roman
    --> "Hellenized Satrapy" if you are Macedon, Seleucid, Ptolemaic

    - Roman Foedus: Special self-ruled government type for Roman culture which would get after reform. Different from normal Allied Tributary, it allow special Foederati Barracks and access to Imperial style auxiliary units from the barracks and nolonger have economic penalty but it nolonger give any public order bonus for region anymore.
    Additional Bonus/Penalty:
    +5% faction culture
    *some additional bonus from buildings could activated under Roman Foedus
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (to level 4+Foedus Barracks)
    Factional Barracks (to level 1)
    Roads (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (all)
    Medical (all)
    Public Recreation Game (all)
    Public Entertainment (all except Odeon/Theatre/Bardic Circle/College of Bards/Park)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all)
    Rural Hydraulic Management (all)
    Temple (all)
    Port (all)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists/Integration of local Levies (could be built but not offer any benefit)
    Academies (all)
    Public Communal Meal (to level 1)
    Political Platform (all except Magistrate's Office/Magistrate's Court)
    Market (all)
    Hinterland Regional Development (all)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)
    Paradise


    - Hellenized Satrapy: Special self-ruled government type for Macedon, Seleucid, Ptolemaic. This government type nolonger give public order bonus or give income penalty but it offer option for these 3 factions to able to upgrade to last level of auxiliary barracks which allow some factional units instead.
    Additional Bonus/Penalty:
    *some additional bonus from buildings could activated under Hellenized Satrapy
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (all)
    Factional Barracks (to level 1)
    Roads (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (all)
    Medical (all)
    Public Recreation Game (all)
    Public Entertainment (all except Odeon/Theatre/Bardic Circle/College of Bards/Park)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all)
    Rural Hydraulic Management (all)
    Temple (all)
    Port (all)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists/Integration of local Levies (could be built but not offer any benefit)
    Academies (all)
    Public Communal Meal (to level 1)
    Political Platform (all except Magistrate's Office/Magistrate's Court)
    Market (all)
    Hinterland Regional Development (all)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)
    Paradise

    - Supervised Native Administration: This is compromised option between Allied tributary and Factional Government for Macedon, Seleucid, Ptolemaic, Roman, Carthage, Eastern, and Oriental factions. It give +5% public order and +5% cultural conversion as well as able to upgrade auxiliary barracks to level 3 (which you would gain most of units you could from auxiliary barracks already) but you could not upgrade factional barracks beyond level 2. Downside of this compromise is you would have additional corruption to deal with.
    Additional Bonus/Penalty:
    +10% Public Order due to Happiness
    -5% Public Order due to Law
    +5% faction culture
    *some additional bonus from buildings could activated under Supervised Native Administration
    Building allowed:
    Governer's building (all)
    Wall (all)
    Auxiliary Barracks (to level 3)
    Factional Barracks (to level 2)
    Roads (all)
    Elephant Grazing Grounds/Elephant Training Center
    Grain Export (all)
    Senitation & Urban Water Supply (all)
    Medical (all)
    Public Recreation Game (all)
    Public Entertainment (all except Odeon/Theatre/Bardic Circle/College of Bards/Park)
    Land Clearance/Pasture and Grazeland/Farms (all)
    Mines (all)
    Rural Hydraulic Management (all)
    Temple (all)
    Port (all)
    Garrisons (all)
    Reservation
    Naval Base
    Recruitment of Local Colonists/Integration of local Levies (could be built but not offer any benefit)
    Academies (all)
    Public Communal Meal (to level 1)
    Political Platform (all except Magistrate's Office/Magistrate's Court)
    Market (all)
    Hinterland Regional Development (all)
    River port (all)
    Smith (all)
    Craftmen (all)
    Resource Exploitation (all)
    Caravans/Trade Route/Sea Route (all)
    Granary&GrainTrade (all)
    Paradise
    Last edited by Suppanut; February 25, 2021 at 07:26 AM.
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