In this next game I’d like to cut out most of that bureaucracy, some people like it but it sounds really tedious to me. On the other hand a few test games have revealed that my original idea leaves the soldiers in power for most of the game.
So instead how about 4 political parties: a party each for conquest, diplomatic, cultural, space race victories. Each player chooses one.
To begin power is in the hands of the party with largest membership. The political parties decide for themselves how to play the game when they are in power, whether it is a single turn player, ministers running polls or chat. Out of power parties can plan, scheme and complain loudly. (Just kidding, but remember this is supposed to be a role playing game.)
Whenever a new technology is discovered it is assumed that society has changed and the ruling class has failed to keep up, they are now out of power, but get to choose which party replaces them. Once the new party is in power all players have an opportunity to change party affiliation and the game resumes.
This setting provides ample inspiration for role play but if you don’t care for that aspect you can just join the ruling party each turn and forget about it. If you love political intrigue you can make secret deals by promising to carry out certain actions for the ousted party if they grant you power in the next term. Or you can be a purist and nurture your lost cause political party spending the entire game refining a constitution just incase you get into power.