Yes, but you consistently misspelled it as "Decreet", so I was confused. 

DaveShack said:Also it looked like you were going to post 4 proposals but there only seem to be 3. Am I misreading it?
DaveShack said:In defining a constitution, we don't want to be too detailed. Can the details of interactions go in a lower form of law, or in a "guide to playing the positions" type document?
DaveShack said:For several games we have toyed with the idea of adjusting responsibilities based on what age of the game we're in. You seem to be suggesting adjustments based on victory condition? If so, how do we write generic job descriptions to result in a constitution which is valid for every victory condition?
DaveShack said:Separate Military Consul
We just disagree on the need for long-term military strategy. My opinion is that either we're warlike and we produce as many units as we can, or we're not and we focus on diplomacy. Beyond that, what possible debate is there on long-term military? Who to attack is a function of analyzing the strengths and weaknesses of our opponents, and by definition whomever we're not attacking are the ones we need treaties with. The same person can deal with all our opponents.
DaveShack said:I can be convinced however. Can you describe a situation where there is long-term military planning required, which is non-trivial, not tactical in nature, and does not overlap the function of classifying opponents and deciding which ones to make the victims and which are friends?
DaveShack said:Culture
Culture is weak, and we all know it. The underlying reason is that every time we mention an overriding authority which can make governors build the improvements we need for culture in the correct order, it gets shouted down as handcuffing the governors and demeaning their office. At least as a separate planner, the Culture Consul can force the WOTP to be recognized, if culture is what the majority wants. We tried combining culture with domestic once before, and the result was the governors did whatever they pleased.
DaveShack said:Yes, but you consistently misspelled it as "Decreet", so I was confused.![]()
DaveShack said:Culture
Culture is weak, and we all know it. The underlying reason is that every time we mention an overriding authority which can make governors build the improvements we need for culture in the correct order, it gets shouted down as handcuffing the governors and demeaning their office. At least as a separate planner, the Culture Consul can force the WOTP to be recognized, if culture is what the majority wants. We tried combining culture with domestic once before, and the result was the governors did whatever they pleased.
Commerce really isnt overpowered, as it must answer to 2/4 of the consuls. Its trades and foreign stuff must fall within the guidelines of the External Consul. Its commerce and research stuff must fall within the guidelines of the resources and technology consul... Infrastructure and expansion only have to listen to domestic consul and armed forces only has to answer to external.Strider said:As I said before, this is repetive. If you plan on using the same article about deputies from DG5 (or if you plan on using mine), this will have to be removed.
Once again, not detailed enough. What the hell is long-term? The Domestic Consul will become un-needed by about the midevil ages, so there is atleast one wall in the way of efficiency. The External Counsul is useless also, the tatical people will most likely plan most of the wars and "long-term" foreign affairs is crap. If the counsul even bothers with it, it'll likely just be blown away by a declaration of war.
Mainly just the tradational poistions with acouple merged, not much to screw up on here. Although I can find a hell of alot of mistakes. The Director of Commerce poistion is far to powerful, you mainly took four poistions (foreign affiars, science, trade, and domestic) and merged them together. Trade later on inside of the game is hard enough to do, but having one person handle trade, science, domestic, and foreign affair duties is unrealistic. Meanwhile, you have Infrastructure and expansion, quite possibly the weakest poistion in the entire game, ever if they were put together. Infrastructure is useless, it should be the governors/DP choice as to what we do with our workers. We've tried micromanaging it before, and well... it was obviously removed. Now just one person controlling settlers, might be okay at the start of the game, but by the end it's going to be another useless poistion.
Other than that, you have no one charged with the formation of provinces, you have no single person charged with managing our budget, and you've also left out the spaceship parts. So.... while our Director of Commerce is managing the entire game, Expansion is twiddling his thumbs, and Infrastructure is jumping onto every single pollution spot that appears.
Congratulations, not only have you turned this game from a direct democracy to a represenative democracy, you've also placed all of the power under one person (who doesn't answer to the citizens), and somehow managed to forget why we made provinces in the first place.
Mostly followed RF's ideas with a few other small changes...Article X. The government will consist of four branches: the Strategic Branch, Tactical Branch, Judicial Branch, and the General Assembly,
Article X. The Strategic branch consists of the President, the Vice President,
and the Consuls. The Consuls, as listed below, are in tasked with
deciding on the broader picture of how $COUNTRY_NAME will operate. The majority of the Strategic layer's policy is based on discussions and polls.
1. President - Leads discussions crossing over multiple areas of different
Consuls. He/she will also decide on any strategic tasks not designated to
another consul in this constitution. The President is the primary designated player. He/she has the following responsibilities, and may appoint a citizen to oversee a responsibility: Naming of Cities and Units, Elections, and Polling Standards. These appointed officials remain in office until removed by a President.
2. Vice President - Assistant to the President. He/she may take over the
President's tasks when the President is absent. If the President should be
removed from office for any reason the Vice President will then take the position of President and appoint a Vice President. The Vice President must be approved by a majority of the consuls, if the Vice President is appointed mid-term.
3. Consul for Domestic Policy - Oversees long term settlement, long term worker plans, and long term city development objectives. Plans government switches.
4. Consul for External Policy - Oversees long term planning of policy regarding other nations. This includes military plans, long term foreign affairs, and long term trading goals.
5. Consul for Cultural Policy - Monitors culture. Pushes for culture improvements. Fits science and religous improvements into the big picture. Plans wonder strategy.
6. Consul for Resources and Technology Policy - Decides on long term tech queues, long term resource policies, long term fiscal policies.
Article X. The Tactical branch consists of the the officials in charge of micromanagement of the game, within the boundaries of the Strategic layer's policy. The Tactical layer is not required to receive instructions from the people as long as their policy is within that of the Strategic layer's. However any citizen my start a discussion about the decision of a Tactical Leader. The Tactical layer is consisted of the officials below.
1. Commander of Armed Forces - Micromanages the military operations against foreign countries and unit (excluding worker, settler, and non-military transport) movements.
2. Director of Commerce - Decides on foreign affairs and trading. Sets exact tech queue. Manages budget. Adjusts slider and approves/denies requests from leaders regarding the use of gold. Also decides on espionage missions.
3. Director of Infrastructure - Controls the worker actions. Reviews requests from governors about worker requests and accepts/denies these.
4. Director of Expansion - Decides on where to settle with settlers. The Director of Expansion also oversees the creation of provincal boundaries.
5. Governors - Each Governor shall determine any policies and procedures needed to carry out their duties. Governors are responsible for the care, management, use of the cities, and use of lands of a province through the setting of build queues, allocation of laborers on tiles, population rushes and drafting of citizen soldiers.
Article X. The Judiciary or Judicial branch is tasked with upholding, defending, and intereperting the laws of $COUNTRY_NAME. The Judiciary also upholds the rights of all citizens. The Judiciary may create Judicial Procedures which define how the Judiciary will opearte. It must be approved by 2/3 of the justices. This set of laws is lower than the Constitution and Code of Laws, meaning it must be within the boundaries of the constitution.
The Chief Justice, Judge Advocate, and Public defender make up the court.
1. Chief Justice - Organizes and heads the affairs and discussions of the court. May take place of other Justices if there is no pro-term justice.
2. Judge Advocate - Prosecutes Citizen Complaints if the Citizen Complaint is filed anonymously
or the accuser wishes to have the Judge Advocate prosecute. He/she ensures CCs are following
constitution, code of laws, and court procedures guidelines.
3. Public Defender - Acts as Chief Attorney for the accused, unless the accused wishes otherwise.
Ensures the accused understands his/her rights and the accusation.
Article X. The Citizens
The Citizens make up the General Assembly. The General Assembly is tasked with the creation of laws and leading the elected officials. After a law is created or changed by the citizenry, it is presented to the Judiciary to ensure it is following the correct format and is within the constitution.
Black_Hole said:Commerce really isnt overpowered, as it must answer to 2/4 of the consuls. Its trades and foreign stuff must fall within the guidelines of the External Consul. Its commerce and research stuff must fall within the guidelines of the resources and technology consul... Infrastructure and expansion only have to listen to domestic consul and armed forces only has to answer to external.
they have to listen to 2 consuls, meaning their choices are sqooshed in...Strider said:Oh, they have to answer to the consuls? Where does it say that? All I see is that they have to follow the consuls general goal.
Nope, it's not in there. All they have to do is somehow do what the consuls say (which is very easy), and there good to go. Complete control over everything.
Black_Hole said:they have to listen to 2 consuls, meaning their choices are sqooshed in...
im not shur what you mean, lets say the R & T Consul says "Research to Republic First" then the Commerce Director is going to research everything else than go to republic? This could happen without the alternate government, it is just because a leader doesnt listen... usually a CC would be filed...Strider said:They don't have to listen to anyone, and there choices are the exact same. They can research every single technology before they research the consuls goal, and still be doing exactly what the consuls decided. Same goes for workers, settlers, and anything else.
It does nothing.
Strider said:They don't have to listen to anyone, and there choices are the exact same. They can research every single technology before they research the consuls goal, and still be doing exactly what the consuls decided. Same goes for workers, settlers, and anything else.
It does nothing.
feel free, the only reason i havent checked grammar yet is because I will be updating themYNCS said:Mr. Chief Justice Black_Hole,
Your latest articles are riddled with typos. Would you object if I cleaned them up?
YNCS said:Mr. Chief Justice Black_Hole,
Your latest articles are riddled with typos. Would you object if I cleaned them up?
what other functions are missing besides the transport stuff(will be cleaned up)?Provolution said:They are not only riddled with typos, but there are several black holes, like defining what is military and non-military transports, which for me is navies in war time and peace time, which also means for example that the Director of Expansion will be in charge of settler escorts AND non military transports (read: Peace time navy). And there are several other key functions in the game omitted. I can see now how people voted for this craftsmanship...
DaveShack said:I think you're slighting the hypothetical Consul's intelligence a bit. A more realistic plan would give enough details to prohibit straying from it while leaving the exact means open. For example, "obtain Republic by the most direct available acquisition method".
Provolution said:Too simple (by the way, my detailed comments are not responded to and the smallest common denominator seems to lead the theme of discussions), a long term tech leader would develop the entire research strategy for Term One, and set the criteria allowing the director to choose a deviation from the course. However, this means that the Consul basically drafts one or two plans, depending on the pace of the Term, quite detailed plans, and allow the Director to interpret and act according to this detailed plan.
Article X. The government will consist of four branches: Strategic Branch, Tactical Branch, Judicial Branch, and the General Assembly,
Article X. The Strategic Branch consists of the President, the Vice President,
and the Consuls. The Consuls, as listed below, are in tasked with deciding on the broader picture of how $COUNTRY_NAME will operate. The majority of the Strategic Branch's policy is based on discussions and polls.
1. President - Leads discussions crossing over multiple areas of different Consuls. He/she will also decide on any strategic tasks not designated to another consul in this constitution. The President is the primary designated player. He/she has the following responsibilities, and may appoint a citizen to oversee a responsibility: Naming of Cities and Units, Elections, and Polling Standards. These appointed officials remain in office until removed by a President.
2. Vice President - Assistant to the President. He/she may take over the President's tasks when the President is absent. If the President should be removed from office for any reason the Vice President will then take the position of President and appoint a Vice President. The Vice President must be approved by a majority of the consuls, if the Vice President is appointed mid-term.
3. Consul for Domestic Policy - Oversees long term settlement, long term worker plans, and long term city development objectives. Plans government switches.
4. Consul for External Policy - Oversees long term planning of policy regarding other nations. This includes military plans, long term foreign affairs, and long term trading goals.
5. Consul for Cultural Policy - Monitors culture. Pushes for culture improvements. Fits science and religious improvements into the big picture. Plans wonder strategy.
6. Consul for Resources and Technology Policy - Decides on long term tech queues, long term resource policies, long term fiscal policies.
Article X. The Tactical Branch consists of the the officials in charge of micromanagement of the game, within the boundaries of the Strategic Branch's policy. The Tactical Branch is not required to receive instructions from the people as long as their policy is within that of the Strategic Branch. However any citizen my start a discussion about the decision of a Tactical Leader. The Tactical Branch consists of the officials below.
1. Commander of Armed Forces - Micromanages the military operations against foreign countries and unit (excluding worker, settler, and non-military transport) movements.
2. Director of Commerce - Decides on foreign affairs and trading. Sets exact tech queue. Manages budget. Adjusts slider and approves/denies requests from leaders regarding the use of gold. Also decides on espionage missions.
3. Director of Infrastructure - Controls the worker actions. Reviews requests from governors about worker requests and accepts/denies these.
4. Director of Expansion - Decides on where to settle with settlers. The Director of Expansion also oversees the creation of provincal boundaries.
5. Governors - Each Governor shall determine any policies and procedures needed to carry out their duties. Governors are responsible for the care, management, use of the cities, and use of lands of a province through the setting of build queues, allocation of laborers on tiles, population rushes and drafting of citizen soldiers.
Article X. The Judiciary or Judicial Branch is tasked with upholding, defending, and interpreting the laws of $COUNTRY_NAME. The Judiciary also upholds the rights of all citizens. The Judiciary may create Judicial Procedures which define how the Judiciary will operate. These procedures must be approved by 2/3 of the justices. These procedures are lower than the Constitution and Code of Laws, so they must be within the boundaries of the constitution. The Chief Justice, Judge Advocate, and Public defender make up the Judiciary.
1. Chief Justice - Organizes and heads the affairs and discussions of the court. May take place of other Justices if there is no pro-term justice.
2. Judge Advocate - Prosecutes Citizen Complaints if the Citizen Complaint is filed anonymously or the accuser wishes to have the Judge Advocate prosecute. He/she ensures CCs are following constitution, code of laws, and court procedures guidelines.
3. Public Defender - Acts as Chief Attorney for the accused, unless the accused wishes otherwise. Ensures the accused understands his/her rights and the accusation.
Article X. The Citizens
The Citizens make up the General Assembly. The General Assembly is tasked with the creation of laws and leading the elected officials. After a law is created or changed by the citizenry, it is presented to the Judiciary to ensure it is in the correct format and does not violate the constitution.