Hello, all. With the announcement of the G&K expansion pack, Ive decided to put another S&T project of mine on hold (so that it may be even better ), in favor of doing an IAAR.
In this game, we will be playing as the Incans, will be playing on Emperor difficulty, on Marathon speed, with Complete Kills on. Other settings are not disclosed
The game will use a set of mods, most notably:
More Units (Allows anything to be produced at Standard rates, despite being at Marathon settings)
Spatzs Age of Acension (with base mods) (Extended future eras, based upon SMAC)
Palace Additions and Building Upgrades
Super Cities (extends the maximum borders of a city)
So. Onto rules and mechanics.
Social Policies (except those from the Patronage or Piety branches) and character actions determine government structure, as well as government abilities and powers.
The Despot
The first character of the first player to join becomes the Despot, who is effectively unlimited in his (or her) power. All reasonable actions within the game are theirs to take as they please. Upon that characters death, the power is then up for grabs by any and all players who want it.
Tradition Branch
Aristocracy
If Aristocracy is adopted, those characters who are Delegates and their families become Nobles. Nobles control the government as they see fit, and, in the event that the government peacefully switches to a monarchy, the monarch must come from one of the Nobles. The method for selecting the Head of State is up to the Nobles.
Oligarchy
Similar to Aristocracy, but all players may compete for a position amongst the Elite. The method for selecting the Head of State is up to the Elite.
Monarchy
Under this system, a class of Nobles will be created from competing players (if not already in existence), and, from amongst the Nobles, all may lay claim to the throne. The Monarch controls all facets of government as he or she sees fit, and their successor will be their eldest and closest surviving kin.
Legalism
Creates a Judicial branch of government, as the Head of State sees fit.
Landed Elite
All Elite/Nobility will receive +2 food per turn.
Liberty Branch
Collective Rule
In systems with a form of Nobility or Elite, this creates a Tiers Étage, which can be called upon to vote by the Head of State. Contains all citizens, if system exists, or the entire population, if it does not.
Citizenship
At the Head of States method of choice, players become Citizens.
Republic
The government type changes to a Republic, or, if the previous system was a Monarchy, a Parliament is established.
Under a Republic, all citizens establish their government, its rules, and its functions, by an initial majority vote, then run it by that system.
In a Parliamentary system, the Monarch must establish a Parliament, who shares an equal vote with the Monarch in all matters.
Representation
The each city will have a Governor, method of selection determined by the Head of State as he/she sees fit, who can control their specific city with unlimited authority (unless overruled by the national government). If citizens exist, selected from this pool.
Meritocracy
NPC characters will favor actions over words, when decisions must be made.
Honor Branch
Warrior Code
Allows characters to join as soldiers, instead of population, or to switch into the army.
Discipline
Allows characters to command units.
Military Tradition
Military personnel may retire to an advisory position (1 per Citadel, most senior retiring member favored).
Military Caste
Allows characters to be promoted and control more military units, at government discretion.
Professional Army
Military characters will receive money, as per government decisions.
Commerce Branch
Naval Tradition
Creates positions for Admirals, who can command multiple fleets
Trade Unions
All positions now carry tenure
Merchant Navy
Naval characters receive higher pay
Mercantilism
The entire navy is placed under the Head of States discretion
Protectionism
Allows for an Ambassador position, which handles and advises foreign relations in the capital of their given nation.
Freedom Branch
Constitution
All government officers participate in the drafting of a constitution, which does whatever they deem necessary. New constitutions are adopted after changes in government type, or after Civil Wars.
Universal Suffrage
All citizens may vote in any matter which allows voting.
Civil Society
Any Nobles/Elites/Royals are stripped of their titles, and the classes are disbanded
Free Speech
Requires the establishment of a list of rights from the government.
Democracy
Government changes to a system in which all people hold a direct vote on all matters.
Autocracy Branch
Militarism
All citizens are required to join the military at government discretion
Populism
NPCs are more likely to join various movements and NGOs
Police State
All rights are stripped from the people
Fascism
Creates a dictatorship, in which whoever claims control holds absolute power
Total War
All mechanics of the nation are turned over to the government, and all rights are revoked
Order Branch
United Front
NPCs are more likely to support current government officials and policies
Nationalism
Reduces odds of a Civil War
Planned Economy
The government is given power over the capitols worked tiles/specialists
Socialism
Local governments are given power over local worked tiles/specialists
Communism
National government receives total control over worked tiles/specialists for the nation
Any government or policy taken before may be retaken in a player action.
Player Actions:
Actually, almost anything you can think of. Three factors come into play for PCs.
Gold How much money your characters have at their disposal. This is determined via government decisions on how you may earn money.
Influence ¬ The general power of your character. This is expanded via actions, and over time (Each turn, you receive an amount equivalent to how many turns your character has been alive).
When taking any political actions, the above two are what are considered. The amount of each your action will cost shall be determined at GM discretion, on a case by case basis. What actions are available depend upon your creativity and the characters in power. Note that actions deemed illegal may be taken, and repercussions will come from other PCs, not the GM.
Food This determines how large you can grow your family. 1 food is required per turn to support each character. Families may intermingle, though may not start off combined. Food consumed to grow your family is equivalent to the number of extant members of your family.
Joining:
Is simple. To join, create your initial character, and choose a tile (preferably with food) for him or her to reside upon. The Head of State shall reside in the national capitals tile.
Trolling, inactivity, and/or anything that violates CFC rules, will result in ejection from the game.
In this game, we will be playing as the Incans, will be playing on Emperor difficulty, on Marathon speed, with Complete Kills on. Other settings are not disclosed
The game will use a set of mods, most notably:
More Units (Allows anything to be produced at Standard rates, despite being at Marathon settings)
Spatzs Age of Acension (with base mods) (Extended future eras, based upon SMAC)
Palace Additions and Building Upgrades
Super Cities (extends the maximum borders of a city)
So. Onto rules and mechanics.
Social Policies (except those from the Patronage or Piety branches) and character actions determine government structure, as well as government abilities and powers.
The Despot
Spoiler :
The first character of the first player to join becomes the Despot, who is effectively unlimited in his (or her) power. All reasonable actions within the game are theirs to take as they please. Upon that characters death, the power is then up for grabs by any and all players who want it.
Tradition Branch
Spoiler :
Aristocracy
If Aristocracy is adopted, those characters who are Delegates and their families become Nobles. Nobles control the government as they see fit, and, in the event that the government peacefully switches to a monarchy, the monarch must come from one of the Nobles. The method for selecting the Head of State is up to the Nobles.
Oligarchy
Similar to Aristocracy, but all players may compete for a position amongst the Elite. The method for selecting the Head of State is up to the Elite.
Monarchy
Under this system, a class of Nobles will be created from competing players (if not already in existence), and, from amongst the Nobles, all may lay claim to the throne. The Monarch controls all facets of government as he or she sees fit, and their successor will be their eldest and closest surviving kin.
Legalism
Creates a Judicial branch of government, as the Head of State sees fit.
Landed Elite
All Elite/Nobility will receive +2 food per turn.
Spoiler :
Collective Rule
In systems with a form of Nobility or Elite, this creates a Tiers Étage, which can be called upon to vote by the Head of State. Contains all citizens, if system exists, or the entire population, if it does not.
Citizenship
At the Head of States method of choice, players become Citizens.
Republic
The government type changes to a Republic, or, if the previous system was a Monarchy, a Parliament is established.
Under a Republic, all citizens establish their government, its rules, and its functions, by an initial majority vote, then run it by that system.
In a Parliamentary system, the Monarch must establish a Parliament, who shares an equal vote with the Monarch in all matters.
Representation
The each city will have a Governor, method of selection determined by the Head of State as he/she sees fit, who can control their specific city with unlimited authority (unless overruled by the national government). If citizens exist, selected from this pool.
Meritocracy
NPC characters will favor actions over words, when decisions must be made.
Honor Branch
Spoiler :
Warrior Code
Allows characters to join as soldiers, instead of population, or to switch into the army.
Discipline
Allows characters to command units.
Military Tradition
Military personnel may retire to an advisory position (1 per Citadel, most senior retiring member favored).
Military Caste
Allows characters to be promoted and control more military units, at government discretion.
Professional Army
Military characters will receive money, as per government decisions.
Commerce Branch
Spoiler :
Naval Tradition
Creates positions for Admirals, who can command multiple fleets
Trade Unions
All positions now carry tenure
Merchant Navy
Naval characters receive higher pay
Mercantilism
The entire navy is placed under the Head of States discretion
Protectionism
Allows for an Ambassador position, which handles and advises foreign relations in the capital of their given nation.
Spoiler :
Constitution
All government officers participate in the drafting of a constitution, which does whatever they deem necessary. New constitutions are adopted after changes in government type, or after Civil Wars.
Universal Suffrage
All citizens may vote in any matter which allows voting.
Civil Society
Any Nobles/Elites/Royals are stripped of their titles, and the classes are disbanded
Free Speech
Requires the establishment of a list of rights from the government.
Democracy
Government changes to a system in which all people hold a direct vote on all matters.
Autocracy Branch
Spoiler :
Militarism
All citizens are required to join the military at government discretion
Populism
NPCs are more likely to join various movements and NGOs
Police State
All rights are stripped from the people
Fascism
Creates a dictatorship, in which whoever claims control holds absolute power
Total War
All mechanics of the nation are turned over to the government, and all rights are revoked
Order Branch
Spoiler :
United Front
NPCs are more likely to support current government officials and policies
Nationalism
Reduces odds of a Civil War
Planned Economy
The government is given power over the capitols worked tiles/specialists
Socialism
Local governments are given power over local worked tiles/specialists
Communism
National government receives total control over worked tiles/specialists for the nation
Any government or policy taken before may be retaken in a player action.
Player Actions:
Spoiler :
Actually, almost anything you can think of. Three factors come into play for PCs.
Gold How much money your characters have at their disposal. This is determined via government decisions on how you may earn money.
Influence ¬ The general power of your character. This is expanded via actions, and over time (Each turn, you receive an amount equivalent to how many turns your character has been alive).
When taking any political actions, the above two are what are considered. The amount of each your action will cost shall be determined at GM discretion, on a case by case basis. What actions are available depend upon your creativity and the characters in power. Note that actions deemed illegal may be taken, and repercussions will come from other PCs, not the GM.
Food This determines how large you can grow your family. 1 food is required per turn to support each character. Families may intermingle, though may not start off combined. Food consumed to grow your family is equivalent to the number of extant members of your family.
Joining:
Is simple. To join, create your initial character, and choose a tile (preferably with food) for him or her to reside upon. The Head of State shall reside in the national capitals tile.
Trolling, inactivity, and/or anything that violates CFC rules, will result in ejection from the game.