Realpolitiks are political simulations, basically, you elect the government, and they run the nation for their term. Political parties are formed, and they fall. Political bluders are made. The goal: have fun!
Here are the rules of the game:
- We are playing the Terran Alliance
on Twilight of the Arnor.
- I as host reserve the right to veto any action any player wishes to
undertake. To consolidate the stability of the AAR,
to stop interference with the normal functioning of the thread or simply
because I feel like it. Don't mess with The Man.
- Rule #1 of Realpolitik: Democracy is absolute. Even when the Nazis or
communists are elected into office, they will still have to answer to the
opposition and face elections every thirty turns.
- Any member is free to establish or join a political party of his choice. A
member can only be member of one party at a time, although he is free to switch
allegiance whenever he sees fit.
- I am going to ask everyone to use their own nicknames at all times when
playing or in story updates they write. This is to avoid confusion. I
reserve the right to call myself Tambien.
- Every thirty in-game turns an election shall be held, the first election will
be in about one week. During the week, I'll grant the right to all parties to
organize, unite and campaign to get as many people as they can to vote. Note
that everyone registered on the GalCiv2 forums is eligible to vote and note
that, until summer, most updates will be on the weekend(EST time).
- Parties are allowed to form coalitions. At the end of an election, all votes
are tallied and the party or coalition with the largest amount of votes wins
the election.
- The parties that did not win will be sent to opposition, where they can
comment on the policy of the leading faction. I will monitor opposition
closely, and the leading players have to understand that failing to appease the
public will lead to us penalizing our nation in-game (improvement deletion,
terrorist attacks on starbases, etc). It is therefore very important to listen
to the public. Please note that there can be more than one opposition. If you
feel shortchanged by the current Opposition you can start your own. But be
careful, the more splitting up happens the weaker the opposition gets.
- If the opposition feels it is strong enough, they can call for a General
Strike, a Vote of No Confidence, an Assassination, or if things get REALLY
ugly, an Armed Revolution.
-Please note that Assassinations are not limited to the
opposition, anyone can order them.
- The winning party or coalition will come into office the in-game update after
the elections. They must put together, before elections close, a complete
cabinet encompassing 5 positions: President, Vice President, Foreign Minister,
Colonization Minister, and the Grand Admiral of the Navy. One person may hold
more then one position, but you must have at least three people. Neither the
President nor the Vice President may be the foreign minister, who may not be
any of the four military ministers. Beyond that you may mix and match as you
will. The President and the Vice President cannot be the same person.
Roles:
This list is arranged in the order of succession - if the President is
assassinated, move to the VP, if he is then the Foreign, etc. etc. Any new
position the president creates will be added in another list.
President: Creates the basic plan and manages the constructors and
miners. Sets priorities for Governors and for field commanders(in wartime). He
can negotiate with foreigners, but if he does he risks assassination. He can
also create new positions or take any away(except for the core ones).
Vice-President: Primarily serves as the Governor of the capital planet.
However, he takes office at the midterms, meaning for the first turnset you
still have to put up with the previous VP. He can negotiate with foreigners,
but if he does he risks assassination. He can become the Acting President if
the President does not respond for 7 days. If he becomes the Acting President
he has all the responsibilities and powers of the President and Vice President.
The same applies if the President goes on an announced hiatus, but without the
3 day waiting period. Foreign Minister: Negotiates with foreign leaders. They also
control all trade vessels. If the Vice President does not respond for 7 days he
can become the Acting VP. If he becomes the Acting VP he gets all the
responsibilities and powers of both the
Foreign Minister and the VP, including the power to become Acting President for
the same reasons as the VP. Same for if the VP goes on announced hiatus.
Colonization Minister: The CM is in charge of all colony ships. The CM
is in charge of directing colonization efforts and the movement of population
around the nation. If the FM does not respond for 7 days, well you get the
idea. Grand Admiral of the Navy: The GAOTN is in charge of ships besides
Colony Ships. The same for the hiatus thing.
Governors: Governors are in charge of a quadrant. They decide specific
builds for the planets in their quadrant, from planetary improvements to ships.
They can also be issued Tactical Command of all forces fighting near them if
the Grand Admiral would rather not micro-manage everything. If the unannounced
hiatus crisis gets as far as here the governors, starting with the largest
population quadrant and going down to the smallest, shall ascend and fill the
positions of President and VP ONLY. If a governor does not respond for 7 days
the President may appoint an Acting Governor.
Presidentially Created Positions:
None Yet
- The President may only issue general orders. I.E. "New Moscow build military
vessels, but no large ships." The Grand Admiral may give specific orders
for existing military forces upgrading and redeploying and such. The Foreign Minister
exists to meet with and negotiate with foreign leaders and NPC figures. They
also control all trade vessels. The President MAY negotiate with them, but to
leave the Capital Planet is to risk assassination.
-The Colonization Minister chooses a Quadrant Capital. The Quadrant
Capital is mostly for role-playing purposes.
-The Grand Admiral of the Navy is in charge of naming ships that I
don’t feel like naming.
-Governors govern quadrants or interstellar provinces. The Vice
President governs the Capital Planet, which is separate from the quadrant it is
in. Governors get to name ships, excluding constructors and colony ships, that
get built in their quadrant.
-Presidential Elections take place every 30 turns; they are where
everyone except the governors is elected. The Vice President doesn’t take
office until the Midterms, however. Everyone has two votes in the
Presidentials.
- After the first turnset (15 turns) of a President's reign come the midterm
elections for governors. The elections work similarly to the Presidential
elections, save that every player only has one vote and may only contribute to the
elections in one sector. NPCs will vote only in their own quadrant. NPCs may
run for Governorships. Governors rule quadrants in the Nation and can decide on
specific build orders for their Planets. The Vice President is automatically
the governor of the Capital Planet, however, he serves the same term length and
requirements as a normal Governor, meaning he will not take office until after
the first turnset and will remain in office through the first turnset of the
next administration. You may be a Minister and a Governor(Exception: The
President), but you may not be Governor of more then one Quadrant or Interstellar Province at a time. Governor terms last
30 turns, meaning you'll have to put up with the previous group of governors
for a while, at least . . . .
- NPC voters are divided into the Planets of each Quadrant. Each Planet is
worth at least a single vote in either midterm or presidential elections. The
number of zeros in a planet’s population is the amount of votes it will have.
Planets do not vote until the final day of the elections, though projections
will be brought up to demonstrate likelihoods beforehand. Each Planet/Sector/Quadrant
has issues and the party that pledges to fulfill their wishes will receive
their votes. On Election Day, based on the strength of your rhetoric and what
you promised to do, Planets will decide who to vote for.
- If your coalition carries the majority of Planets in a Quadrant, then you
receive an extra vote per Sector you carried.
- The improvements built on planets, other nations near them, the history of
each planet, the current happiness of the population, and the star bases/mines
around them will play a major role in determining the makeup of the voting
population in Quadrants.
- NPC organizations may form, and these organizations will put forward
candidates for governor of various sectors. These governors will have their own
traits, so the Politicians might want to watch the various races closely and
contribute to slide favorable candidates into office. Of course, NPCs might
sometimes run for elections as well.
-If the President wants to he can order that two or more quadrants
be combined into an Interstellar Province, however, there must be at least two sectors
in the IP at all times. The President gets to name the IP. An IP has only one
governor. He is elected the same way normal governors and has the same powers
as a normal governor. IPs can be disbanded by the President as well.
-The people of two or more quadrants may petition the government
to create an interstellar province. The same as above applies to this. If the
government refuses the petition it will create unhappiness in the quadrants
that petition, but the severity of the unhappiness will be determined randomly.
- An independent (non-party) candidate can run for any position save that of
the President or Vice President of the Republic. To run for office, simply
state as much in the thread. NPCs (non-player-characters) may vote for you
going into a specific position rather then vote for a President. Note that a
vote for an Independent still counts as one of your votes.
- Elections can be ended early if one side concedes defeat, but their starting
opposition strength will be lowered and they will gain it much slower.
- Every reader has two votes in the presidential elections. Putting in two
votes for a single party is not allowed. However, if parties want to play it
smart they'll seek coalition with a like-minded party so players can put two
votes into their front.
- The host retains full rights to ban any party that has violated these rules.
Spamming parties, parties using a complaint generator, parties inciting hate,
parties that are found obtrusive for the normal functioning of this thread or
parties that plain tick him off will be banned from the elections indefinitely.
- You cannot change your vote once it is cast, but you can withdraw your party
from a coalition and join another one at any time.
- True Player Measure - If you only arrive to vote in elections, and
come and vote every election but never post in between, then you are going to
have your votes taken away because you obviously don't have a stake in the
game. In order to get them back, you need to be an active player - even if not
the most active - and remain active up to and through an election where you
have no voting rights. That's right. You have to prove that you're here to
play, not just to vote for a friend. I will be paying strict attention to all
lurker voters in the future and adding their names to this list as they
qualify.
- Major Party Rule - A leader (or member) of a Party cannot put himself
forward for the position of President unless he has another member (not counting
himself) within his own party. He can, however, run for any lower position if
he so wishes.
- Please do not feel afraid to bring issues to my attention. If you can talk to
me but choose not to for whatever reason and instead “take an issue into your
own hands” I can guarantee that you’ll get nowhere with me.
- By voting, joining a party or performing any other form of interaction with
this AAR, you declare that you have read and
understood all these rules to the letter. I don't want to be a jerk, guys,
so keep it clean!
Administrations:
Tambien Administration
Opposition Leader(OPLDR):
Opposition Strength Rating(OSR):
-Insignificant
-Weak
-Minor
-Moderate
-Noticeable
-Fairly Strong
-Strong
-Dangerous
-Murderous
Opposition Actions:
General Strike - Basic action. Must be declared in thread by opposition
leader. Based on the strength of the opposition, a certain number of planets
will be selected for coin flips. Heads=get off for free. Tails=all production
shut down.
Assassination - Any player may order an assassination of another
politician or of an NPC, but if the assassin is successful then evidence always
surfaces that reveals who ordered the action. Tread lightly. These
assassinations, if successful, will remove the target from play for one turnset
if a PC or opposing PC, permanently if a true NPC. If a minister is
Assassinated, he is removed from office for the duration of his injuries.
Vote of No Confidence - Action that the Opposition Leader can take.
Calls on the President to hold a reelection. I may step in depending on the
circumstances, however, for one side or the other.
Sabotage - Basic action. May destroy a random planetary improvement. To
perform, ANY player must PM me with the target planet and improvement(or leave
it up to me) and I will flip a coin for odds of success. Whether it fails or
succeeds, I flip a coin again to decide if the President discovers evidence
leading back to the instigator of the action.
Kidnap - Functions as Jail, save can be performed by any player.
Higher odds of success if you are targeting an NPC. Odds increase further if
there are multiple people participating.
Call for Desertion - Advanced action. Opposition leader must announce
the call in the thread. Some ships may or may not be abandoned. Number of ships
depends on opposition strength.
Armed Revolution - VERY advanced action. Must be declared in thread by
opposition leader. Every player who wishes to participate for either side tells
me this information:
- Allegiance (Government or Rebels)
- A planet they would like to control. BE AWARE that sometimes populations may
refuse to help you, it would be wise to choose a planet with low approval
rating.
-The builds for that planet
-The Capital Planet and its sector are NOT able to be taken
-Any ships in orbit of the planets taken become the property of
the Rebellion.
The OPLDR is in charge of the Rebellion Navy. The Government and
the Rebels can have battles, whose outcomes will be determined by RNG, with the
loosing ship being deleted.
Revolutions can be devastating, think carefully before you start
one.
Government Actions:
Martial Law - Advanced action. All opposition actions except Armed
Revolution and Sabotage are made impossible, and the latter is highly unlikely
to succeed. Elections are not suspended, however. Is in effect until repealed,
even if the President who ordered it is not the one who repeals it. That's
right - it transcends elections. However, there are penalties for this action.
They include unhappiness and civilian uprisings. . . .
Jail - The administration may place another player in jail at any time .
. . but this will raise the OSR and could produce disastrous consequences if
not handled correctly.
The storyline behind the game will be revealed within the next few days. You
have one week to organize your parties before I begin the first administration
starting right . . . NOW!
LET THE GAMES BEGIN!
Temporary Change(s) to Rules:
NOTE: They will be in effect until they are repealed by me.
-A coalition, even one where neither party has 2 members, can put forward both
President and VP canidates.