Constitution/Government Structure

Here is my ideal government:

King of Fanatica
Elected once every three terms
Acts as Team Captain
Enforcer of the Constitution
Has power to call for constitutional case if there is a question to legality
Helps keep order in the team
Ex Offico ambassador to all teams
Can play turn if PM is missing
Makes deciding vote in tie elections and polls
Keeps records of all laws
Un rep
Head of State

The King is just like a judge of the other demo games and team captain. He makes sure no problems occur and that the government runs smoothly. This separation of turn player and head of state allows for the PM to focus on domestic matters of where workers go what tiles to work etc.

Prime Minister of Fanatica
Main turn player
Does all domestic matters (food, science, culture, religion)
Can delegate his powers to his governors that he appoints
As game goes on, and one man is not enough for the entire nation, he appoints governors to help with his duties or to rule certain cities.
Controls Workers
Wonders, city improvements, etc
Most domestic matters will not need a vote, but wonders do
Head of Goverment

The PM plays the turn and runs the nation internally. He needs to know a lot about tile improvement and such, but doesn’t need to be both that AND super ambassador.

Foreign Minister of Fanatica
Set Foreign policy with consent of people
Appoints ambassadors after time has been given for citizens to apply.
---Ambassadors cannot hold another office, but are appointed right after elections
---Ambassadors do not make their own policy, but can help set it with FM
Should be easy to get a hold of
Decides policy on chats, if citizens can speak or if it s too risky

Self explanatory. Foreign policy is consulted with citizen at all times though, no secrets.

Field Marshal of Fanatica
Commander of all military units.
Works with PM to decide what units to build
Does not decide who to attack, as that is FM’s job, but once war starts he decides the logistics and day to day running of a war. Polls are not needed to decide what cities to attack etc, unless it goes outside of units and involves other nations, then requires a poll


Polls are needed for:
Declarations of War and Peace
Removal of any government official (needs 2/3)
Can be informational but all binding ones need to be clearly stated.
Wonders need votes

All polls are simple majority except recall, which needs 2/3. If successful, the king appoints a citizen from nominations taken during recall. The same thing happens if a leader resigns, but ample time is still needed for nominations (48 hours-ish)

In am emergency the FM or King can declare war or peace, but a poll is started immediately afterwards to decide if is was indeed necessary without notification of the people. If it is deemed not, he is removed from office, but the declaration is still binding.

All citizens have the right to see logs of chats.

Terms of office: 25 turns, any higher and people might to MIA

Nominations start turn 18, elections start turn 21, end once turn 24 is sent.
 
lurker's comment: I foresee (and predict) trouble. ISDG laws always outweigh team-constitutional laws. Being forced to keep polls open for a certain amount of time that is longer than the 24 hours a team MAX has to play a turn is just downright silly.

Just be active and discuss before things happen. The focus should not be on "XXX is defense minister and without his approval I can't move this archer" but on "team CFC wants to win this game". To win you have to place "inter-site" over "Democracy" - Play as good Civ as possible and consider the Democracy element as non-important roleplay to fill the time between turns.
 
I don't like the idea of a judiciary. It serves no purpose in an Intersite Demogame.

Rik speaks the truth. However, I would keep very important polls, such as war declarations, alliance ratifications, and elections open for more than 24 hours.

The way I see it, the president opens a turn thread and the other ministers post what they'd like to see happen. They get that information from discussion among teammates, whether from different threads or the turn thread. If they don't post anything, then the president can move according to what is said by everyone.
 
I like the orginal proposal without a judiciary. Let our officials lead based on discussion from non-officials.
 
Rik Meleet said:
lurker's comment: I foresee (and predict) trouble. ISDG laws always outweigh team-constitutional laws. Being forced to keep polls open for a certain amount of time that is longer than the 24 hours a team MAX has to play a turn is just downright silly.

Just be active and discuss before things happen. The focus should not be on "XXX is defense minister and without his approval I can't move this archer" but on "team CFC wants to win this game". To win you have to place "inter-site" over "Democracy" - Play as good Civ as possible and consider the Democracy element as non-important roleplay to fill the time between turns.

Wise words indeed.

IMO, the positions we need are:

- a turn player. Will play a set number of turns (perhaps 10 or 20). Preferably someone with sufficient understanding of the game to make all turn-to-turn decisions without guidance.

- one or more ambassadors, for communicating with other teams, keeping track of all our treaty obligations (and their timeframe), and generally maintaining consistent diplomacy.

These positions are necessary for smooth and speedy gameplay, and for swift and effective diplomacy. We as citizens should provide the officials with guidelines on what we want them to accomplish, through discussion and polling. (Polling is pointless for turn-to-turn decisions, but can be effective for larger, more strategic issues.)
Although we could have various ministries to guide such strategic discussions, it is, as Rik said, probably more efficient, effective and lively to do it ourselves.

EDIT: I don't see the point of a judiciary either.
 
President
*Plays the save.
*In charge of all units who have no :strength: value (workers, missionaries, etc.).
*In charge of :science: and :culture: rates.
*In charge of religion and civics.

Commander of the Armed Forces
*In charge of all units who have a :strength: value.
*In charge of exploration.
*First back-up turn player.

Foreign Minister
*In charge of foreign affairs (trade, diplomacy, etc.).
*May appoint ambassadors to foreign civilizations.
*Second back-up turn player.

UN Representative
*Keeps the team updated on UN happenings.
*Votes in official UN polls based on the team's opinion.


Elections
*Terms last for 28 turns.
*Nominations begin on the 22nd turn of the term, elections on the 25th, with the new leaders entering office for the 29th turn.
*Election polls must be private and posted neutrally.

Polling Standards
*All non-election polls will be public.
*Must be open for a minimum of 72 hours.
*Polls defining CFC game play will be put in effect with a simple majority.
*All polls must contain an "Abstain" option.




This is where we last left this issue. Now it's time to finalize it. Let's quickly wrap up/finish anything we need to. Remember, we can spend more detailed time while the game is still going on. We need a turnplayer right now.

After some thinking, I have been wondering whether or not we need a commander of the armed forces. Perhaps the president/turnplayer can make suggestions on where to move the warrior or whether to cottage or irrigate the tile, and people just comment in the thread.
 
why 28 turns? why not just make it a round 30 :)

also dont think we really need an armed forces guy, let the prez do it/delegate the job.
 
I like having 4 officials so if you drop the armed forces commander add in a domestic guy. Let the presdient be in charge of the armed forces and scouting since he will be playing the save. The domestic minister can be in charge of worker actions and which tiles to work.

I agree make it an even number like 30 just back every thing up 1 turn.

None of my comments are deal breakers its fine and will work like it is.
 
I very much like robboo suggestion actually. The turn player will be most aware of the unites, and the domestic officer would be able to develop domestic affairs and cities. As we grow it may become needed t establish offices as well. mind you we dont have the numbers of the sp demo game, but if we have 10 cities two people can be in charge of 5 each and answer to the person in charge of that area -- etc.

What we have planned now also works too, just throwing ideas.
 
I picked 28 turns because everyone does 25 or 30. Just an attempt to be unique. We can change it to 30 if you'd like.

I also like robboo's domestic version.
 
I agree with robboo's sugestion, since the president will be the one playing the saves they will be the one in the best position to deal with the military
 
President
*Plays the save.
*In charge of all units, except for workers.
*In charge of exploration.
*In charge of religion and civics.

Domestic Minister
*In charge of all workers.
*Assigns citizens to tiles.
*In charge of :science: and :culture: rates.
*First back-up turn player.

Foreign Minister
*In charge of foreign affairs (trade, diplomacy, etc.).
*May appoint ambassadors to foreign civilizations.
*Second back-up turn player.

UN Representative
*Keeps the team updated on UN happenings.
*Votes in official UN polls based on the team's opinion.


Elections
*Terms last for 30 turns.
*Nominations begin on the 23rd turn of the term, elections on the 26th, with the new leaders entering office for the 31st turn.
*Election polls must be private and posted neutrally.

Polling Standards
*All non-election polls will be public.
*Must be open for a minimum of 72 hours.
*Polls defining CFC game play will be put in effect with a simple majority.
*All polls must contain an "Abstain" option.




Oui? Non?
 
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