Mayors:
---Inefficient Mayors---
-Anything this type of mayor decides to build has to have a 10% shield penalty (representing his just starting to administer).
-If the city is smaller than 12 population, an inefficient mayor's salary costs 1% of your net (after costs) income for the whole country. If it is larger than 12, it costs 2%.
-A mayor's efficiency depends on what he builds. An inefficient mayor can only build as many defensive units as he likes. No offensive units are allowed, otherwise the town dislikes him (see general rules). Afterwards, to get on the good side of the people, he must build city improvements/worker (the guy that makes improvements to the countryside). He can only build one worker and 1 settler during his term. Otherwise, he can either be disliked (see general rules) by the people or fired (see the notes at the end).
---Efficient Mayors---
Once a mayor becomes efficient, he builds everything at no penalty, but receives no bonuses either.
- Efficient mayors cost 2% of your net (after costs) country income in below size 12 cities and 3% in above size 12 cities.
-He can build as many units as he likes, but they must be spaced out between improvements (ie. archer, phalanx, legion, temple, then another three and an improvement). EXCEPTION:SETTLERS/WORKERS
- After 20-30 turns of being an efficient mayor, he becomes proficient.
---Proficient Mayors---
A proficient mayor is loved by his people and is a good administrator.
- A -10% corruption bonus is given when a proficient mayor governs the city. Also, an extra happy citizen is created (this citizen cannot be 'swallowed' by units being outside a city unhappiness).
- He can build as many units as he likes
- This mayor cost 3% of your net national income and this cost remains the same whether it is a large or small city.
General Rules
- When a mayor is disliked, his city acts like it has an inefficient mayor for 10 turns. After that, it resets.
- Proficient mayors revolting become minor civ's.
- Inefficient mayors automatically protest when they are ordered to build an offence unit.
- Inefficient and efficient mayors are prone to scandal. This increases corruption by 10% for the next ten turns. In's have a one in 20 chance of scandal while eff's have a one in 40.
- Your capital and the first five cities you build (if one's destroyed this benefit goes to the next one. Cities already having prof. Mayors count.) have proficient governors first off and run no salary costs.
NOTE: THE PLAYER STILL PICKS THE BUILDINGS.
NOTE: THIS SHOULD BE ABLE TO CHANGE WITH GOVERNMENTS
This would be good against ICS-ing
There, finished.
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[This message has been edited by Zeevico (edited May 09, 2001).]
---Inefficient Mayors---
-Anything this type of mayor decides to build has to have a 10% shield penalty (representing his just starting to administer).
-If the city is smaller than 12 population, an inefficient mayor's salary costs 1% of your net (after costs) income for the whole country. If it is larger than 12, it costs 2%.
-A mayor's efficiency depends on what he builds. An inefficient mayor can only build as many defensive units as he likes. No offensive units are allowed, otherwise the town dislikes him (see general rules). Afterwards, to get on the good side of the people, he must build city improvements/worker (the guy that makes improvements to the countryside). He can only build one worker and 1 settler during his term. Otherwise, he can either be disliked (see general rules) by the people or fired (see the notes at the end).
---Efficient Mayors---
Once a mayor becomes efficient, he builds everything at no penalty, but receives no bonuses either.
- Efficient mayors cost 2% of your net (after costs) country income in below size 12 cities and 3% in above size 12 cities.
-He can build as many units as he likes, but they must be spaced out between improvements (ie. archer, phalanx, legion, temple, then another three and an improvement). EXCEPTION:SETTLERS/WORKERS
- After 20-30 turns of being an efficient mayor, he becomes proficient.
---Proficient Mayors---
A proficient mayor is loved by his people and is a good administrator.
- A -10% corruption bonus is given when a proficient mayor governs the city. Also, an extra happy citizen is created (this citizen cannot be 'swallowed' by units being outside a city unhappiness).
- He can build as many units as he likes
- This mayor cost 3% of your net national income and this cost remains the same whether it is a large or small city.
General Rules
- When a mayor is disliked, his city acts like it has an inefficient mayor for 10 turns. After that, it resets.
- Proficient mayors revolting become minor civ's.
- Inefficient mayors automatically protest when they are ordered to build an offence unit.
- Inefficient and efficient mayors are prone to scandal. This increases corruption by 10% for the next ten turns. In's have a one in 20 chance of scandal while eff's have a one in 40.
- Your capital and the first five cities you build (if one's destroyed this benefit goes to the next one. Cities already having prof. Mayors count.) have proficient governors first off and run no salary costs.
NOTE: THE PLAYER STILL PICKS THE BUILDINGS.
NOTE: THIS SHOULD BE ABLE TO CHANGE WITH GOVERNMENTS
This would be good against ICS-ing
There, finished.
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[This message has been edited by Zeevico (edited May 09, 2001).]