Rebuild: Gangs of Deadsville Wiki
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==General Policies==
Coming soon - policies are not yet in Rebuild:Gangs of Deadsville alpha.
 
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Policies can be altered anytime in the info menu once they appeared.
   
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*Assigning Equipment
Policies are a type of event that let you determine how things will work in the fort from now on, for example how much food, water, electricity and ammunition is used, how minor crimes are dealt with, whether to ban drugs or cults, etc. Policies may be changed later via the [[info menu]].
 
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**Manually equip items - Equipment will not be automatically equipped
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**Equip skilled survivors first - New equipment is optimally distributed, causes unhappiness (The optimal here is far from perfect though.)
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**Equip people at random - New equipment is randomly assigned to anyone who doesn't have one
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*Children
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** Let kids be kids - (Increased happiness)
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** Kids help their guardians at work (both positive and dangerous events)
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** Kids should go to school - Kids goof off less (effect?)
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*Rations
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**Regular rations - Survivors each eat 1 food per day
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**Decreased Rations - Survivors eat 25% less food per day; happiness decreases
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**Increased Rations - Survivors eat 25% more food per day; happiness increases
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*Shower Rationing
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**Let People Shower as Much as they Want - Receives positive feedback from the Pharmacists, increased happiness. Mission to repair the water purification station happens occasionally (Until the mission is completed, the happiness bonus is negated)
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**Limit Showers to Once a Week - Minor happiness loss on a regular basis. Mission to repair the water purification station happens every so often
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**Limit water use to bare necessities - Bigger Happiness loss on a regular basis
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*Ammo Use
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**Balanced Ammo Use - Keeps ammo use and gun power the same
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**Spray and Pray - Increases usage of ammo, +1 defense bonus from guns
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**Conserve ammo as much as possible - halved ammo use rate, -1 Defense from Guns
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*Foreign Policy
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**with Open Arms - increases faction relations and chances of recruitment success, -Fortwide Defense
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**with Caution - maintains balance of relations and defense
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**with Hostility - increases fortwide defense, decreases recruitment success chance and faction relations
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*Churches vs Bars
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**Churches - Churches become more effective than Bars happiness-wise
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**Bars - Bars become more effective than Churches happiness-wise
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**Evenly on Churches and Bars
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*Mandatory Guard Duty
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**No, volunteer Guards are enough - Positive feedback from The Pharmacists, only those who are on Guard Duty contribute to fort defense
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**Yes, all people go on guard duty - -happiness for non-soldiers, everyone contributes to Fort defense and gains Defense skill with attacks
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*Democracy
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**Leader choose policies - allows you to choose the decisions on policies
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**Leader and senate pick policies
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**Yes, the people should vote - +happiness. Creates a new option, "Let the People Vote" and disables all other options for policies.
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*Generators
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**Never run the generators - no change in happiness
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**Run them in the morning & evening - (probably nothing, not tested)
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**Run generators all the time - Increased happiness at cost of 2 fuel/week
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==Faction-based Policies==
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*Cannibalism
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**Decide during situations
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**Reject Cannibalism and those who do it - decreases relations with Pig Farmers
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**Eat all dead bodies - increases relations with Pig Farmers, Increases food count everytime someone dies
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*Bath Salts
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**Allow them - People consume Bath Salts automatically.
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**Ban them - People doesn't consume Bath Salts. You can still buy and sell them.
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*Gender Roles
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**People can do what they want - increased relations with Dahlias and The Pharmacists
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**Everyone does chores and guard duty - Increased relations with Dahlias, decreased relations with The Pharmacists
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**Women should stay safe at home - Decreased relations with Dahlias. Increased with Last Judgement Gang.
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==Governance Policies==
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In story mode, these policies become available as soon as you build a Town Hall.
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*Crime and Punishment - What should be our most severe punishment for murderers and treasoners?
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**Take away their luxuries - No time off, low order: Crimes are more likely to happen
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**Put criminals in jail - Criminals jailed, normal order: Crimes occasionally happens, but when it does, that survivor can't do anything for a few days
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**Kick them out of the fort - Criminals exiled, high order: Crimes rarely happens, but when it does, you'll lose a survivor
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**Capital cannibal punishment - Criminals eaten, high order: Crimes rarely happens, and when it does, you'll gain some food. but happiness may decrease, and you'll lose a survivor
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*Nationalism - What is our attitude towards outsiders?
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**Take care of our own: increased defense
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**Help our allies: Friendly factions will like us more
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**Help anyone who needs it: More survivors will come to us
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  +
*Our Highest Priority - What do we value most?
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**Repopulating the world - More new recruits
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**Keeping people safe - Increased defense
  +
**Providing a religious moral center - Churches are more effective, more devouts?
  +
**Trading and prospering - Better trade deals
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  +
*Private Property - Should people own their own things?
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**People share all resources - Produce more resources, lower happiness
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**Some shared, some private - Normal resources and happiness
  +
**People keep their own stuff - Fewer resources, increased happiness
  +
  +
*Rock the Vote - How do we structure our government?
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**Leader chooses policies - regular policy system
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**Leader and senate choose policies - Occasional government conflicts; happiness increases
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**All survivors vote - Random policies will be chosen; happiness increases
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*Wealth Distribution - Who gets the best stuff?
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**Randomly assign luxuries - Normal happiness
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**Favor skilled workers - Happier high level survivors
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**Favor the hardest workers - Increased happiness but fewer skilled recruits
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**Favor Soldiers - Happier soldiers and more soldier recruits
   
 
[[Category:Rebuild: Gangs of Deadsville]][[Category:Placeholder]]
 
[[Category:Rebuild: Gangs of Deadsville]][[Category:Placeholder]]

Revision as of 13:57, 31 October 2020

General Policies

Policies can be altered anytime in the info menu once they appeared.

  • Assigning Equipment
    • Manually equip items - Equipment will not be automatically equipped
    • Equip skilled survivors first - New equipment is optimally distributed, causes unhappiness (The optimal here is far from perfect though.)
    • Equip people at random - New equipment is randomly assigned to anyone who doesn't have one
  • Children
    • Let kids be kids - (Increased happiness)
    • Kids help their guardians at work (both positive and dangerous events)
    • Kids should go to school - Kids goof off less (effect?)
  • Rations
    • Regular rations - Survivors each eat 1 food per day
    • Decreased Rations - Survivors eat 25% less food per day; happiness decreases
    • Increased Rations - Survivors eat 25% more food per day; happiness increases
  • Shower Rationing
    • Let People Shower as Much as they Want - Receives positive feedback from the Pharmacists, increased happiness. Mission to repair the water purification station happens occasionally (Until the mission is completed, the happiness bonus is negated)
    • Limit Showers to Once a Week - Minor happiness loss on a regular basis. Mission to repair the water purification station happens every so often
    • Limit water use to bare necessities - Bigger Happiness loss on a regular basis
  • Ammo Use
    • Balanced Ammo Use - Keeps ammo use and gun power the same
    • Spray and Pray - Increases usage of ammo, +1 defense bonus from guns
    • Conserve ammo as much as possible - halved ammo use rate, -1 Defense from Guns
  • Foreign Policy
    • with Open Arms - increases faction relations and chances of recruitment success, -Fortwide Defense
    • with Caution - maintains balance of relations and defense
    • with Hostility - increases fortwide defense, decreases recruitment success chance and faction relations
  • Churches vs Bars
    • Churches - Churches become more effective than Bars happiness-wise
    • Bars - Bars become more effective than Churches happiness-wise
    • Evenly on Churches and Bars
  • Mandatory Guard Duty
    • No, volunteer Guards are enough - Positive feedback from The Pharmacists, only those who are on Guard Duty contribute to fort defense
    • Yes, all people go on guard duty - -happiness for non-soldiers, everyone contributes to Fort defense and gains Defense skill with attacks
  • Democracy
    • Leader choose policies - allows you to choose the decisions on policies
    • Leader and senate pick policies
    • Yes, the people should vote - +happiness. Creates a new option, "Let the People Vote" and disables all other options for policies.
  • Generators
    • Never run the generators - no change in happiness
    • Run them in the morning & evening - (probably nothing, not tested)
    • Run generators all the time - Increased happiness at cost of 2 fuel/week

Faction-based Policies

  • Cannibalism
    • Decide during situations
    • Reject Cannibalism and those who do it - decreases relations with Pig Farmers
    • Eat all dead bodies - increases relations with Pig Farmers, Increases food count everytime someone dies
  • Bath Salts
    • Allow them - People consume Bath Salts automatically.
    • Ban them - People doesn't consume Bath Salts. You can still buy and sell them.
  • Gender Roles
    • People can do what they want - increased relations with Dahlias and The Pharmacists
    • Everyone does chores and guard duty - Increased relations with Dahlias, decreased relations with The Pharmacists
    • Women should stay safe at home - Decreased relations with Dahlias. Increased with Last Judgement Gang.

Governance Policies

In story mode, these policies become available as soon as you build a Town Hall.

  • Crime and Punishment - What should be our most severe punishment for murderers and treasoners?
    • Take away their luxuries - No time off, low order: Crimes are more likely to happen
    • Put criminals in jail - Criminals jailed, normal order: Crimes occasionally happens, but when it does, that survivor can't do anything for a few days
    • Kick them out of the fort - Criminals exiled, high order: Crimes rarely happens, but when it does, you'll lose a survivor
    • Capital cannibal punishment - Criminals eaten, high order: Crimes rarely happens, and when it does, you'll gain some food. but happiness may decrease, and you'll lose a survivor
  • Nationalism - What is our attitude towards outsiders?
    • Take care of our own: increased defense
    • Help our allies: Friendly factions will like us more
    • Help anyone who needs it: More survivors will come to us
  • Our Highest Priority - What do we value most?
    • Repopulating the world - More new recruits
    • Keeping people safe - Increased defense
    • Providing a religious moral center - Churches are more effective, more devouts?
    • Trading and prospering - Better trade deals
  • Private Property - Should people own their own things?
    • People share all resources - Produce more resources, lower happiness
    • Some shared, some private - Normal resources and happiness
    • People keep their own stuff - Fewer resources, increased happiness
  • Rock the Vote - How do we structure our government?
    • Leader chooses policies - regular policy system
    • Leader and senate choose policies - Occasional government conflicts; happiness increases
    • All survivors vote - Random policies will be chosen; happiness increases
  • Wealth Distribution - Who gets the best stuff?
    • Randomly assign luxuries - Normal happiness
    • Favor skilled workers - Happier high level survivors
    • Favor the hardest workers - Increased happiness but fewer skilled recruits
    • Favor Soldiers - Happier soldiers and more soldier recruits