A Persian Realpolitik

Sonereal

♫We got the guillotine♫
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Mar 31, 2008
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We have a chat!

I swear on a stack of...books that this will last at least ten turns. ;)

-New players can join anytime. It is recommended that, when you join later in the game, you read the previous ten pages. If you have any non-mechanic questions (such as history and stuff), come to the chat or PM/VM a veteran player.

- 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.

-Rule #1 of RP is that democracy is absolute. Not so much the case here.

-Any player is allowed to form/join a political party/organization/noble family/etc they choose.

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 fifteen game turns is a turnset.

- Each turnset, each posted player has a level of Political Capital. Political Capital resets between turns and represents what you can spend on doing actions that turn. For instance, say you have 50 PC. You can spend that 50 PC doing...stuff. PM me the idea and I'll work out the cost and the chance of success. Say you spend 50 that turn, the next turn that 50 is restored plus or minus any political damage you suffered or political gains.

Political parties ALSO have their own Political Capital that they generate. The party heads can spend that as they wish.

Unspent PC goes to "defense"

- NPC voters are divided into cities. Each population in a city is worth one vote. You will get more votes from your City of Residence, or from the strength of your get-out-the-vote campaign.

- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining how the city in question’s people vote.

- NPC organizations may form, and these organizations will have their own demands and issues. Be careful of alienating NPC organizations, as they might command more votes than you think.

- Elections can be ended early if one side concedes defeat, but their starting opposition strength will be lowered and they will gain it much slower.

- Every reader (including players) has two votes in the presidential elections but this actually doesn't matter since there are thousands of NPC votes up for grabs. :)

- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.

- 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.

- Anyone can run for President.

Actions

Have an idea on what you want to spend political capital on? PM me and I'll give the costs. Do anything from hire bodyguards to order an assassination to more.

Governments

The Government Civics affects a lot of things the ruler can do and how elections work.

Despotism: Ruler is in charge as long as his or her backers and his or herself are capable of holding. On the flip side, Political Capital growth of organizations is slowed.

Monarchy: Like Despotism but instead of reign being an individual-versus-individual affair, it is a party/dynasty versus party/dynasty affair. Every two turnsets, someone in the king or queen's political party takes over. If there is nobody, then there is a problem.

Representation: Democracy as we know it! However, the country also elects NPC representatives to a congress based on the notability and influence of the political parties around the country. The Congress has the power to veto plans sent by the President and may also post their own plans (through political leaders with influence) that the President could veto (and the Congress could counterveto). Winner takes all in city elections.

Universal Suffrage/Parliament: Like Representation but it is no longer winner takes all meaning elections are more proportional. Coalitions can be formed and these Coalitions put a Prime Minister in charge.

Police State: Only one party is in charge. Elections are held but people can only vote for party members.
 
Administration

Players and Organization Stats

[TABLE="head"]Player|Political Capital|Organization
Lighthearter| 7| Persian Imperial Party
Gruekiller| 15| Conservative Monarchist Party
METY| 8| Leader Worship Party
RedSpy| 10| House of the Red Star
Arya| 11| Persian Imperial Party
West India man| 14| Leader Worship Party
Spaceman| 19| Fisherman's Alliance
Christos| X| X
Dumanios| 11| Persian Imperial Party
Daedwartin| 7| Persian Imperial Party
Tycho| 11| Persian Imperial Party
Landlubber| 10| Persian Imperial Party
[/TABLE]

115

[TABLE="head"]Organization|Political Capital|Organization Head
Persian Imperial Party| 31| Lighthearter
Conservative Monarchist Party| 10| Gruekiller
Leader Worship Party| 9| METY
House of the Red Star| 5| RedSpy
Fisherman's Alliance| 13| Spaceman
[/TABLE]

63
178

[TABLE="head"]NPC Organization|Political Capital
Democratic Party of Persia| 8
[/TABLE]

Past Administrations

Sonereal the Despot (House Targaryen, Turns 1-30)
 
Whichever players has the most political backing by Saturday becomes the first Despot. All players start with 10 PC.

Spoiler :
biGSl.jpg


For the purpose of stability, the first Despot will rule for at least two turnsets.

This is just the beginning screenshot. I'll play two turnsets in.
 
In, and founding the:

Persian Imperial Party

TheImperialPartyImage.jpg

Our goal is to defend Persia's interests by means of the sword. Because a strong military needs a strong economy, we advocate developing commerce and industry. While we prefer military solutions to Persia's problems, we are willing to pursue alternatives.

-L
 
In, and founding:

The Conservative Monarchist Party

DodgerBlue_flag_waving.svg

We hope to implement a monarchist system of government in Persia. We most highly value a strong national defense, spiritualism, and other traditional values of our land.
 
In. I found the..

Worship the Leader Party

The Epic Party is dedicated to our Supreme Leader, chosen by the God of Epicness Himself! We hate all those who do not support His Leaderness, and are willing to Crusade against those who do not believe the the Supreme Leader!

Yes, we are going as the "religious fanatics" party. :p
 
In.

House of the Red Star

The House of the Red Star is an old and prestigious family that has it's origins all the way back into the founding of Persepolis. They tend to not comment much on politics, and are known to be fairly conservative. They support the adoption of a king, and a state church, as long as they aren't the leaders of either.
 
Joining the Imperial Party
 
In.

House of the Red Star

The House of the Red Star is an old and prestigious family that has it's origins all the way back into the founding of Persepolis. They tend to not comment much on politics, and are known to be fairly conservative. They support the adoption of a king, and a state church, as long as they aren't the leaders of either.

We'll be the best of friends, you and I.
 
NPC Organizations

NPC Organizations are groups that players can try to curry favor with in order to gain their support, and PC, for things. NPC Organizations come and go based on techs, units, buildings, resources, culture, history, and more.

Currently, the only organizations are "Warriors", "Scouts", and "Builders". At updates, organizations will put up requests/demands.
 
Yes.... Time to try something new.
Joining as the Fisherman's Alliance:
Persia is a nation by the sea. The sea surrounds us and feeds us. The sea creates us. We should embrace the sea and use to its full potential. Oh, and we are also fish merchants, so this will make us rich!

We support a strong navy, costal expansion and fishing. We are willing to use the military to preserve power on the high seas however normally prefer diplomatic methods such as espionage, privateering and bribery to achive our aims.
 
I join the House of the Red Star.
 
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