Lighthearter
President of the United States
Hello again boys! It's me
This is the RP2 beta test! In the real thread, something dramatic and exciting would go up here, but as it is I'm just going to outline a few things:
1) - I have invited 11 of RP1's players to participate. However many of them join are our politicians. I may open things up to new participants, but that will depend on how many regulars I get. Non-players may still comment and discuss with them, just cannot be elected to office.
Players who have confirmed they are playing:
- Arya126
- Aysee
- Nukeknockout
- Celticfury
- Ilduce349
- Sonereal
- Slowpoke(extra)
- Omega124(extra)
- Dem Taqat
- Sparthage(extra)
Awaiting responses from:
- Ravus_Sol
- MathNerd
Negatives:
- Whosit
- Captain Fargle
2) - There are a bunch of new rules and rule changes in this listing. New rules will be in bold. Changed rules will be italicized. Further new rules(added/changed after the beta started) will be in bolded blue.
Theme Music.
Realpolitik chatroom: http://realpolitik.chatango.com/
We are playing Russia on a True Start Location Earthmap.
Here are the rules:
- 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.
- 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 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. They must put together, before elections close, a complete cabinet encompassing 8 positions: President, Vice President, Foreign Minister, Domestic Minister, Chief of Staff, and the Chiefs of the Army, Navy*, and Air Force*. 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.
* - Once we have the appropriate technology.
- 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.
President: Creates the basic plan and manages the workers and improvements. Sets priorities for Governors and for field commanders(in wartime). He can negotiate with foreigners, but if he does he risks assassination.
Vice-President: Primarily serves as the Governor of the capital Region. 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.
Foreign Minister: Negotiates with foreign leaders. Same as above, but much, much less so.
Chief of Staff: Negotiates between the various military branch heads to set up a coherent military proposed quota/budget for the term/turnset.
Domestic Minister: Serves in a mainly advisory role on policies, improvements, and what buildings to build in cities. Has no power unless he is also a Governor.
Military Branch Heads(Army>Navy>Air Force): They take a look at all our cities and selfishly focus their proposed budgets on enhancing their own branches at the exclusion of all others. They then grudgingly negotiate with the Chief of Staff to put a full military unit quota together.
Governors: They decide specific builds for their cities. They can also be issued Tactical Command of all forces fighting near them if the military ministers would rather not micro everything.
- The President may only issue general orders. I.E. "Moscow build Culturally, but no wonders." The military ministers may give specific orders for existing military forces upgrading and redeploying and such. The Domestic Minister advises the President and the Governors on buildings and wonders to build and policies to choose and improvements to prioritize. The Foreign Minister exists to meet with and negotiate with foreign leaders and NPC figures. The President MAY negotiate with them, but to leave the Capital is to risk assassination.
- After the first turnset of a President's reign comes 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 one race. NPCs will vote only in their own Region. NPCs may run for Governorships. Governors rule geographical regions in the Empire and can decide on specific build orders for their Regions. The Vice President is automatically the governor of the Capital Region, 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 Region 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 Districts of each Region. Each District is worth at least a single vote in either midterm or presidential elections. Districts do not vote until the final day of the elections, though projections will be brought up to demonstrate likelihoods beforehand. Each region has issues and the party that pledges to fulfill their wishes will receive their votes. On election day, based on the strength of your get-out-the-vote campaign Districts might produce more votes.
- If your coalition carries the majority of Districts in a Region, then you receive an extra vote per District you carried.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining the makeup of the voting population in Regions.
- NPC organizations may form, and these organizations will put forward candidates for governor of various regions. 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.
- Colonial Territories and Occupied cities(including puppets) will also have Governors appointed by the President. That failing, NPC groups may take over, and their intentions may not be to build a city loyal to the Realpolitik Republic . . . .
- An independent(non-party) 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 may vote for you going into a specific position rather then vote for a President.
- Elections can be ended early if one side concedes defeat, but their starting 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.
- By voting, joining a party or performing any other form of interaction with this AAR, you declare that you have read and understood these rules to the letter. I don't want to be a jerk guys, so keep it clean!
- 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.
Administrations:
- Lighthearter Administration
- Nukeknockout Administration
President: Nukeknockout
Vice President: Sonereal
Foreign Minister: Dem Taqat
Domestic Minister: Slowpoke
Chief of Staff: Arya126
Chief of Army: Sparthage
Chief of Navy: Arya126
Governor of Moscow: Sonereal
Governor of Novgorod: Arya126
Opposition Strength Gauge: N/A
Chatroom: http://rpoppostion.chatango.com/
- 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 cities will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of cities depends on opposition strength.
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 Immortal, 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 province improvement. To perform, ANY player must PM me with the target city and improvement(or leave it up to me) and I will flip a coin for odds of success. Whether it it fails or succeeds, I flip a coin again to decide if the President discovers evidence leading back to the instigator of the action.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units 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 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.
- Name of ship (if a naval unit, otherwise, unit will be called ______'s Company. Ships for the Government will be given the prefix HMS and rebel ships will be RNV(Revolutionary Naval Vessel)).
The leaders (President and Opposition Leader) will be represented by a regiment with a Great General attached.
Then I will use worldbuilder 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.
If you launch a Revolution that fails, you may order a Civil War - causing Governors to choose sides. Some cities may secede and form a new AI nation. The Government may do the same thing if a Revolution is successful. Unless explicitly stated otherwise in the thread, the Government and the new Rebel nation are assumed to be at war.
Armed Revolution Concepts:
The Foreign Legions:
The Legions will provide extra strength to the Government or the Rebels in a Revolution if nearby nations are sympathetic to the cause of either side. Foreign Ministers for both factions in a Revolution may negotiate actively with foreign leaders for more troops - though this may backfire or prove ineffectual.
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 . . . .
Jail - The administration may place another player in jail at any time . . . but this will raise the OSR and could produce disastrous consequences of not handled correctly.
Party Limit: 5/5.
Party Listing:
Neo-Bolshevik Party
We are the Party fighting for the proletarian and his rights. We strongly believe that it is the duty of the government to take a highly active role in the life of the common man. We loathe the Commerce, Liberty, and Freedom branches and strongly believe that the future of Russia and soon, Eurasia, is to devote ourselves to the ideas of Autocracy and Order.
Founder: Sonereal
Members: Slowpoke
Foundation Party
We believe in technological advancement and economic dominance. We desire strong research and a strong, trade backed economy. Violence is the last refuge of the incompetant, and thus we try to avoid armed conflict. However, we are not absolute pacifists and will simply try other forms of domination (We are not above Threat of force!) We are also not above manipulating conflicts to suit our interest!
Founder: Aysee
Members: Ilduce349, Celticfury & Magnive
Lunar Shadow Party
we focus on making Russia more powerful, and...proactively dealing with Russia's enemies(including incompetent politicians). Our stated goal is to reach the stars, for that is the way to ensure Russia's eternal power and glory. We favor Rationalism, Order, Commerce, and Honor to accomplish this mighty task for the glory of Russia.
Founder: Nukeknockout
Members: Dem Taqat
Defense Party
The opinion of the Defense Party is that all warmongerers are evil. When any civilization declares war, we demand an immediate declaration of war upon that civilization. When nuclear weapons are obtained, they must be used only for the defense of other civilizations or for our own defense (if we are attacking a city, we may not use nukes on it to soften it up. However, we are not lovers of freedom. Early on, the Honor branch must be our first priority and later, the autocracy and order branches.
Founder: Sparthage
Members: Arya126
Vodka Law Party
We believe in communism, libertarian aggression and most of all VODKA!
We believe that we should invest in the order, liberty and freedom branches and that we should avoid the commerce and autocracy trees at all costs.
We believe that we should use war to liberate foreign citizens from corrupt dictatorships, but we shouldn't abuse our power.
And most of all, we believe that vodka distribution (happiness) should become before everything else.
Power for the people!
Order for the people!
VODKA for the people!]
Founder: Ninjacow64
Members: Ravus_Sol & berni19
Independents:
- Mechaerik
Coalitions:
ProgTech Coalition(FDP/LSP/NBP/VLP)
Order Coalition(Defense)
NPC Organizations:
- Tsarist Party
- Federalist Party
-L

1) - I have invited 11 of RP1's players to participate. However many of them join are our politicians. I may open things up to new participants, but that will depend on how many regulars I get. Non-players may still comment and discuss with them, just cannot be elected to office.
Players who have confirmed they are playing:
- Arya126
- Aysee
- Nukeknockout
- Celticfury
- Ilduce349
- Sonereal
- Slowpoke(extra)
- Omega124(extra)
- Dem Taqat
- Sparthage(extra)
Awaiting responses from:
- Ravus_Sol
- MathNerd
Negatives:
- Whosit
- Captain Fargle
2) - There are a bunch of new rules and rule changes in this listing. New rules will be in bold. Changed rules will be italicized. Further new rules(added/changed after the beta started) will be in bolded blue.
Theme Music.
Realpolitik chatroom: http://realpolitik.chatango.com/
We are playing Russia on a True Start Location Earthmap.
Here are the rules:
- 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.
- 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 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. They must put together, before elections close, a complete cabinet encompassing 8 positions: President, Vice President, Foreign Minister, Domestic Minister, Chief of Staff, and the Chiefs of the Army, Navy*, and Air Force*. 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.
* - Once we have the appropriate technology.
- 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.
President: Creates the basic plan and manages the workers and improvements. Sets priorities for Governors and for field commanders(in wartime). He can negotiate with foreigners, but if he does he risks assassination.
Vice-President: Primarily serves as the Governor of the capital Region. 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.
Foreign Minister: Negotiates with foreign leaders. Same as above, but much, much less so.
Chief of Staff: Negotiates between the various military branch heads to set up a coherent military proposed quota/budget for the term/turnset.
Domestic Minister: Serves in a mainly advisory role on policies, improvements, and what buildings to build in cities. Has no power unless he is also a Governor.
Military Branch Heads(Army>Navy>Air Force): They take a look at all our cities and selfishly focus their proposed budgets on enhancing their own branches at the exclusion of all others. They then grudgingly negotiate with the Chief of Staff to put a full military unit quota together.
Governors: They decide specific builds for their cities. They can also be issued Tactical Command of all forces fighting near them if the military ministers would rather not micro everything.
- The President may only issue general orders. I.E. "Moscow build Culturally, but no wonders." The military ministers may give specific orders for existing military forces upgrading and redeploying and such. The Domestic Minister advises the President and the Governors on buildings and wonders to build and policies to choose and improvements to prioritize. The Foreign Minister exists to meet with and negotiate with foreign leaders and NPC figures. The President MAY negotiate with them, but to leave the Capital is to risk assassination.
- After the first turnset of a President's reign comes 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 one race. NPCs will vote only in their own Region. NPCs may run for Governorships. Governors rule geographical regions in the Empire and can decide on specific build orders for their Regions. The Vice President is automatically the governor of the Capital Region, 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 Region 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 Districts of each Region. Each District is worth at least a single vote in either midterm or presidential elections. Districts do not vote until the final day of the elections, though projections will be brought up to demonstrate likelihoods beforehand. Each region has issues and the party that pledges to fulfill their wishes will receive their votes. On election day, based on the strength of your get-out-the-vote campaign Districts might produce more votes.
- If your coalition carries the majority of Districts in a Region, then you receive an extra vote per District you carried.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining the makeup of the voting population in Regions.
- NPC organizations may form, and these organizations will put forward candidates for governor of various regions. 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.
- Colonial Territories and Occupied cities(including puppets) will also have Governors appointed by the President. That failing, NPC groups may take over, and their intentions may not be to build a city loyal to the Realpolitik Republic . . . .
- An independent(non-party) 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 may vote for you going into a specific position rather then vote for a President.
- Elections can be ended early if one side concedes defeat, but their starting 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.
- By voting, joining a party or performing any other form of interaction with this AAR, you declare that you have read and understood these rules to the letter. I don't want to be a jerk guys, so keep it clean!
- 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.
Administrations:
- Lighthearter Administration
- Nukeknockout Administration
President: Nukeknockout
Vice President: Sonereal
Foreign Minister: Dem Taqat
Domestic Minister: Slowpoke
Chief of Staff: Arya126
Chief of Army: Sparthage
Chief of Navy: Arya126
Governor of Moscow: Sonereal
Governor of Novgorod: Arya126
Opposition Strength Gauge: N/A
Chatroom: http://rpoppostion.chatango.com/
- 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 cities will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of cities depends on opposition strength.
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 Immortal, 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 province improvement. To perform, ANY player must PM me with the target city and improvement(or leave it up to me) and I will flip a coin for odds of success. Whether it it fails or succeeds, I flip a coin again to decide if the President discovers evidence leading back to the instigator of the action.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units 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 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.
- Name of ship (if a naval unit, otherwise, unit will be called ______'s Company. Ships for the Government will be given the prefix HMS and rebel ships will be RNV(Revolutionary Naval Vessel)).
The leaders (President and Opposition Leader) will be represented by a regiment with a Great General attached.
Then I will use worldbuilder 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.
If you launch a Revolution that fails, you may order a Civil War - causing Governors to choose sides. Some cities may secede and form a new AI nation. The Government may do the same thing if a Revolution is successful. Unless explicitly stated otherwise in the thread, the Government and the new Rebel nation are assumed to be at war.
Armed Revolution Concepts:
The Foreign Legions:
The Legions will provide extra strength to the Government or the Rebels in a Revolution if nearby nations are sympathetic to the cause of either side. Foreign Ministers for both factions in a Revolution may negotiate actively with foreign leaders for more troops - though this may backfire or prove ineffectual.
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 . . . .
Jail - The administration may place another player in jail at any time . . . but this will raise the OSR and could produce disastrous consequences of not handled correctly.
Party Limit: 5/5.
Party Listing:
Neo-Bolshevik Party
We are the Party fighting for the proletarian and his rights. We strongly believe that it is the duty of the government to take a highly active role in the life of the common man. We loathe the Commerce, Liberty, and Freedom branches and strongly believe that the future of Russia and soon, Eurasia, is to devote ourselves to the ideas of Autocracy and Order.
Founder: Sonereal
Members: Slowpoke
Foundation Party
We believe in technological advancement and economic dominance. We desire strong research and a strong, trade backed economy. Violence is the last refuge of the incompetant, and thus we try to avoid armed conflict. However, we are not absolute pacifists and will simply try other forms of domination (We are not above Threat of force!) We are also not above manipulating conflicts to suit our interest!
Founder: Aysee
Members: Ilduce349, Celticfury & Magnive
Lunar Shadow Party
we focus on making Russia more powerful, and...proactively dealing with Russia's enemies(including incompetent politicians). Our stated goal is to reach the stars, for that is the way to ensure Russia's eternal power and glory. We favor Rationalism, Order, Commerce, and Honor to accomplish this mighty task for the glory of Russia.
Founder: Nukeknockout
Members: Dem Taqat
Defense Party
The opinion of the Defense Party is that all warmongerers are evil. When any civilization declares war, we demand an immediate declaration of war upon that civilization. When nuclear weapons are obtained, they must be used only for the defense of other civilizations or for our own defense (if we are attacking a city, we may not use nukes on it to soften it up. However, we are not lovers of freedom. Early on, the Honor branch must be our first priority and later, the autocracy and order branches.
Founder: Sparthage
Members: Arya126
Vodka Law Party
We believe in communism, libertarian aggression and most of all VODKA!
We believe that we should invest in the order, liberty and freedom branches and that we should avoid the commerce and autocracy trees at all costs.
We believe that we should use war to liberate foreign citizens from corrupt dictatorships, but we shouldn't abuse our power.
And most of all, we believe that vodka distribution (happiness) should become before everything else.
Power for the people!
Order for the people!
VODKA for the people!]
Founder: Ninjacow64
Members: Ravus_Sol & berni19
Independents:
- Mechaerik
Coalitions:
ProgTech Coalition(FDP/LSP/NBP/VLP)
Order Coalition(Defense)
NPC Organizations:
- Tsarist Party
- Federalist Party
-L