Towns and Countries

The world of Modern Conquest has been created in the image the real, modern world of today.
Countries, towns, economies and the population are originating from real facts and figures which have been adapted to this game.
In Modern Conquest you have to distinguish between countries and their towns.
Every country has one town as a capital, but it can also have several towns in addition to that.
You can find out which town is the capital by checking out detailed information on the country screen.
All towns represent a district or state, which are not being mentioned further in the game.
A town can be taken over by stationing units in it and issuing the capture order on the town screen.
If the battle turns out to be successful, the attacker will be made the new mayor and will receive taxes in a steady interval as long as the following conditions are matched:
  1. Every town needs a certain amount of military presence, which consists of the amount of military infantry units.
    Mechanical and airborne units do not contribute to the military presence.
    You can find the amount of required military presence for a town on the town screen.
    If there are fewer units in the town than required, the mayor will receive no income, if the amount of units is in between the minimum and maximum required presence, the mayor will receive an equally high portion of the income, and if the actual military presence is above the maximum requirement, the mayor will receive the full income.

  2. After taking over a town the first payment interval has to be reached until a mayor receives the full amount of taxes.
    The first income a mayor receives, only contains taxes gathered during his actual the term of office. The more time passes within one payment interval, the fewer the amount of paid taxes will be.

  3. The political fame of the mayor must not fall beneath -3 points.
    If the political image is too low, there will be an uprising and the mayor will be displaced from office.

Just like towns, countries can also be conquered, but you will require military units in its capital.
You can take over a country the same way you take over towns, by issuing the takeover on the country screen.
If a player takes over a country, he will be announced the new president.
If a player takes over a town while its home country is not in his domain, it will result in a revolt.
Presidents do not receive their own income, they share half of the town taxes with the local mayor, except when the town is in disorder.
If there is no mayor in a town, the president will be considered mayor by default.
However, this is not the case if the town is in disorder. If there is a disorder, the president won't have any authority in that town.
Every president can explicitly appoint himself the mayor of a town, but it is only useful and required if a player wants to retire as president and remain mayor.

A president can pacify a town in disorder by taking it over.
If there is another mayor in a revolting town, the president can send him a peace offer. By accepting it, the order in the town will be restored and the mayor will remain in charge.
This also works the other way around: A mayor can approach the president and suggest restoring the order in his town.
Both proposals have to be sent using the town screen and can be found in the message box, where they have to be accepted or denied.

If a player takes over a town or a country that has a neutral government in place, meaning that no other player is in charge, the takeover will be successful.
If a player engages another one in a battle for leadership, the winner of this battle will become the new leader as long as no treaty exists that would prohibit the battle.
When a country is conquered, every town currently not under control of the new president will revolt.
Presidents and mayors can retire at any time, putting a neutral government in place.
Whenever a change occurs with the authorities in charge, all currently issued takeover orders in a country or town will be withdrawn.

Both presidents and mayors will in time receive political fame, which is based on the public opinion.
For the greater part, political fame will spread within a country, but it also has international influence.
The political reputation of mayors and presidents benefits from towns which are not in disorder.
A mayor, who is in charge of a town in disorder, or a president who doesn't bother about it, will decrease in popularity.
Mayors with a political image beneath -3 points will be overthrown and the town will revolt.
Criminal activities can also have a bad influence on the political image.
In order to fight criminal activities, the president can introduce ordinances, which can be found on the country screen.
With every criminal activity interrupted, the political fame of presidents and mayors will receive a positive boost.
However, ordinances are only active in towns without disorder.
Having a bad political image makes it easy for other players to arrange rebellions and holy wars. Once successful, they can cause towns to revolt and expel the military forces of the president or local mayor out of the city, even cause them to desert and switch sides.

The income of a town will also benefit from active trading in a country, as long as it is not is disorder.
If there is no trade taking place, the trade bonus to income will slowly vanish.
Treaties offer an easy way to either avoid or assist in conflicts with other players.