Lighthearter
President of the United States
Legend has it that eons ago, a star fell to earth. A small group of freezing people gathered around this star, seeking any warmth they might find. They slept there, arguing occasionally about their beliefs and opinions. They remained there through the mighty blizzard - three days and nights, never feeling the chill of the snow for the heat of the star.
But when they rejoined their tribe, they realized something. The star had given these men a gift - an extraordinary one. As time passed and their elders, then juniors, died - they did not.
These men were gifted by the Star - Immortals. It is up to them to take the fledgling tribe they call their own and lead it to greatness across these many thousands of years ahead.
But are there other tribes? Other Immortals? Time will tell.
__
Greetings! Lighthearter has returned to Realpolitik! I assume you read the blurb above, so on with the rest of the rules:
- We are playing Japan on a Continents Map
- 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.
- 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 CivFanatics forums is eligible to vote.
- Political Capital is a number associated with your political persona. How much Political Capital you have determines what actions you can take as president or a lower politician. PC is awarded every turnset.
- The President has, at his command, the Shogun's Swords. This is an elite commando unit that will follow his instructions to the letter on any operations he wants carried out. They cannot be bribed.
- Private Military Companies are groups of warriors and assassins who lurk in the background, willing to operate for any bidder - at the right price, that is. Purchase their services with Political Capital. Or, you know, buy them away from people who have already bought their services. Have fun!
- 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 me penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition 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.
- The winning party or coalition will come into office the in-game update after the elections. The President has full control of the nation, but he/she CAN delegate to others if he/she wants. Or assume authoritarian power for yourself!
- NPC voters are divided into cities. Each population in a city is worth one vote. You will get more votes from your City of Residence, or from the strength of your get-out-the-vote campaign.
- If your party/coalition carries a majority of a citys voters, then you gain an extra vote for that city.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining how the city in questions people vote.
- NPC organizations may form, and these organizations will have their own demands and issues. Be careful of alienating NPC organizations, as they might command more votes than you think.
- 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 (including players) 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 (Lighthearter) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate or parties that are found obtrusive for the normal functioning of this thread will be banned from the elections indefinitely.
- Please refrain from PMing me for every Realpolitik-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
- 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.
- If you have an issue about my GMing, contact me through PMs. 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 youll 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!
Opposition Actions:
Come up with missions - just PM me to check costs. Impeach a president! Call for desertion! Call for a strike! Instigate a riot! Use your imagination!
- PMC Missions:
The heavier-handed sort of missions will require you to have purchased a PMC's services - note that some PMCs are better at some missions than other PMCs. You cannot accompany a PMC on its mission. You may keep a PMC "on retainer" indefinitely if you repurchase it every turn.
Armed Revolution:
Must be supported by 3 players who between have hired at least one PMC to serve as the core force. Every player who wishes to participate for either side PMs me with this information:
- Allegiance (Government or Rebels)
- A unit type they wish to raise (Era applicable, please)
- Four promotions (in order of priority) for their unit to receive.
Units will be named after their commander unless otherwise requested(within reason as defined by me).
The leaders (President and Opposition Leader) will be represented by a Great General.
Then I will use IGE to create a small, flat-world map where the fighting will take place and add in the two armies. Me and my brother(Nukeknockout) shall then duke it out over LAN, and you will be provided with every turn updates on the fight.
Extra Forces:
In an armed revolution, either side can negotiate with foreign powers for aid. PMCs can be hired to provide units - details will be given in the event of an Armed Revolution being launched.
Government Actions:
Functionally, the president has unlimited power(including the ability to postpone or eliminate elections) - the only limit is what the players and people will put up with.
But when they rejoined their tribe, they realized something. The star had given these men a gift - an extraordinary one. As time passed and their elders, then juniors, died - they did not.
These men were gifted by the Star - Immortals. It is up to them to take the fledgling tribe they call their own and lead it to greatness across these many thousands of years ahead.
But are there other tribes? Other Immortals? Time will tell.
__
Greetings! Lighthearter has returned to Realpolitik! I assume you read the blurb above, so on with the rest of the rules:
- We are playing Japan on a Continents Map
- 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.
Spoiler :
Unless elections are terminated
- 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.
- 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 CivFanatics forums is eligible to vote.
- Political Capital is a number associated with your political persona. How much Political Capital you have determines what actions you can take as president or a lower politician. PC is awarded every turnset.
- The President has, at his command, the Shogun's Swords. This is an elite commando unit that will follow his instructions to the letter on any operations he wants carried out. They cannot be bribed.
- Private Military Companies are groups of warriors and assassins who lurk in the background, willing to operate for any bidder - at the right price, that is. Purchase their services with Political Capital. Or, you know, buy them away from people who have already bought their services. Have fun!
- 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 me penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition 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.
- The winning party or coalition will come into office the in-game update after the elections. The President has full control of the nation, but he/she CAN delegate to others if he/she wants. Or assume authoritarian power for yourself!
- NPC voters are divided into cities. Each population in a city is worth one vote. You will get more votes from your City of Residence, or from the strength of your get-out-the-vote campaign.
- If your party/coalition carries a majority of a citys voters, then you gain an extra vote for that city.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining how the city in questions people vote.
- NPC organizations may form, and these organizations will have their own demands and issues. Be careful of alienating NPC organizations, as they might command more votes than you think.
- 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 (including players) 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 (Lighthearter) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate or parties that are found obtrusive for the normal functioning of this thread will be banned from the elections indefinitely.
- Please refrain from PMing me for every Realpolitik-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
- 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.
- If you have an issue about my GMing, contact me through PMs. 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 youll 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!
Opposition Actions:
Come up with missions - just PM me to check costs. Impeach a president! Call for desertion! Call for a strike! Instigate a riot! Use your imagination!
- PMC Missions:
The heavier-handed sort of missions will require you to have purchased a PMC's services - note that some PMCs are better at some missions than other PMCs. You cannot accompany a PMC on its mission. You may keep a PMC "on retainer" indefinitely if you repurchase it every turn.
Armed Revolution:
Must be supported by 3 players who between have hired at least one PMC to serve as the core force. Every player who wishes to participate for either side PMs me with this information:
- Allegiance (Government or Rebels)
- A unit type they wish to raise (Era applicable, please)
- Four promotions (in order of priority) for their unit to receive.
Units will be named after their commander unless otherwise requested(within reason as defined by me).
The leaders (President and Opposition Leader) will be represented by a Great General.
Then I will use IGE to create a small, flat-world map where the fighting will take place and add in the two armies. Me and my brother(Nukeknockout) shall then duke it out over LAN, and you will be provided with every turn updates on the fight.
Extra Forces:
In an armed revolution, either side can negotiate with foreign powers for aid. PMCs can be hired to provide units - details will be given in the event of an Armed Revolution being launched.
Government Actions:
Functionally, the president has unlimited power(including the ability to postpone or eliminate elections) - the only limit is what the players and people will put up with.