covenant
Warlord
- Joined
- Jun 8, 2004
- Messages
- 162
This is long but that is because I have really thought this out... so the idea is refined and focused... So please bare with it cause there are some great ideas in here even if you dont agree over all.
1. League of Nations/United Nations-- The Great Wonder League of Nations is formed at the tech of Nationalism near the beginning of the industrial era (not totally realistic but in game mechanics/play it fits.)
1. League of Nations/United Nations-- The Great Wonder League of Nations is formed at the tech of Nationalism near the beginning of the industrial era (not totally realistic but in game mechanics/play it fits.)
- A. Upon founding, all other civs are asked if they would like to join. The decision is solely for each civ but will have real advantages and disadvantages.
- 1. If the civ declines, at each meeting of the LoN/UN he will be able to petition to join. (see D.2 below)
- 1. The Founder has the swing vote or tie breaker.
- 1. LoN meets every 20 turns and costs 1 gold per turn per civ
2. UN meets every 10 turns and costs 3 gold per turn per civ
- 1.Upon receiving the agenda you will be able to look at a page with each civ and his feelings about a vote. Heavily against, against, no preference/unknown/abstain, support, heavily support. This will help you gage where the table is at and who is open to negotiation. Only civs that you have an embassy in will be listed. Your ability to negotiate deals successfully will have to do with your past actions, government type, the level of the civs desire for a law etc.
2. Non-member civs may petition to join the LoN/UN. Two turns before the vote all non-member civs will be asked if they would like join. They will need a ½ majority vote to enter and do not have a vote. Diplomatic standing, breaking of treaties, atrocities performed, etc will influence each countries vote. Though they will be able to negotiate under the table to try to bribe there way in.
3. Member civs will have the opportunity to present international laws to the body. When a new tech is discovered that has a law associated with it, that civ will have to right in the next round of meetings, to present that law to the body. Laws will need ½ or a 2/3 majority to pass. If that civ does not present it, the next civ to discover the corresponding tech then has the right to call for a vote. Each law only effects member nations, so joining or not joining is a serious decision.- a. Anti-Slavery- Outlaws people rushing
b. Geneva Convention- Outlaws Assassination (see section on spies second post in thread) and outlaws torture of spies (to gain the identity of the spies civ.)
c. Anti-Nuclear Proliferation- Limits the number of nukes one country can have.
d. ICBM Ban- No Nukes
e. Kyoto Protocol- Limits factory output to curtail Green House effect. Computer calculates amount of pollution world wide and then resets factory output to balance effect. Normally factories are at 50%. After passing could reset factories to 40%. This only affects member nations. This will seriously push members to use eco-friendly improvements
f. NAFTA- increased trade between member nations increasing commerce and easier to trade resources.
g. Other possibilities are no chemical weapons, no bio-engineering, etc. Will depend on techs.
5. Other advanatages include easier negotiations for resources, easy ROP and treaties, etc. amoung member nations - a. Anti-Slavery- Outlaws people rushing
- 1. Minor- Warning
2. Mild- Pay a serious fine
3. Severe- Banned from voting from next tree meetings
4. Malicious- A vote is held to remove you. Needs 2/3 majority. Violating civ can not vote (but can bribe) Past actions in totality is looked at
- 1. Any nation attacked can ask at the next meeting for the body as a whole to declare war on the attacking nation.
2. Or ask for sanctions against that nation, full blockade of all trade etc.
3. Any nation can refuse to help but will be looked on unfavorably-(see F)