Afforess
The White Wizard
New Gameoption: Elections. When you are using a Republic or Democratic civic, each 50 turns (scaled for gamespeed), you face an election, with a random number of opponents.If you are doing a good job as a leader (If your nation is in the top 50% of all nation's, your chances of losing are slim. Other factors are happiness, health, and financial stability.), you will be re-elected. If not, one of the opponents will win.
New Election Popup:
Esteemed @LeaderName Goes Here@, It's time for your re-election. Current Polls suggest that you have a 62% chance of winning the election. Our opponent, @LeaderName Goes Here@'s Pro-Science Agenda* has gained some popularity, giving him a 38% chance in the polls. What should we do?
Proceed with the Elections
"Purchase" the Elections (Costs X** Gold)
Assassinate the Opponent***
Delay the Election (Causes Unhappiness)
Elections!? Crown me King! (Switches to Monarchy)
*Each opponent will have a specific agenda that they are running for. It will usually be something that you are currently weak at. If you are at war, the opponent will run on an Anti-War agenda. If you are really unhealthy, it will be a environmental agenda. The worse you are in that specific area, the higher your opponents chances are.
** Gold cost based on your total population and the opponents chance of success.
*** Could have widely varying results. If it is traced back to you, could destroy your chances of success. However, if you have enough espionage points per turn, you run unopposed in the election and win by default. Technically legal...
Also, if you are using a Senate or Parliamentary Civic, and you try to go to war, you will have to get permission from the Senate. If you are declared war by another player, the game works normally.
The senate war proceedings:
The senate is unlikely to allow a second war if you are already at war.
The senate will likely allow a war with a hated enemy
The senate will not allow war with a big trading partner (If you have a lot of trade routes to the player)
The senate will not allow a war if the population is unhappy with you
The goal of the election option is to take power away from the player and give it to the people. This is so that players no longer value democratic civics as much, since the boosts from them are mitigated by the loss of power.
New Election Popup:
Esteemed @LeaderName Goes Here@, It's time for your re-election. Current Polls suggest that you have a 62% chance of winning the election. Our opponent, @LeaderName Goes Here@'s Pro-Science Agenda* has gained some popularity, giving him a 38% chance in the polls. What should we do?
Proceed with the Elections
"Purchase" the Elections (Costs X** Gold)
Assassinate the Opponent***
Delay the Election (Causes Unhappiness)
Elections!? Crown me King! (Switches to Monarchy)
*Each opponent will have a specific agenda that they are running for. It will usually be something that you are currently weak at. If you are at war, the opponent will run on an Anti-War agenda. If you are really unhealthy, it will be a environmental agenda. The worse you are in that specific area, the higher your opponents chances are.
** Gold cost based on your total population and the opponents chance of success.
*** Could have widely varying results. If it is traced back to you, could destroy your chances of success. However, if you have enough espionage points per turn, you run unopposed in the election and win by default. Technically legal...

Also, if you are using a Senate or Parliamentary Civic, and you try to go to war, you will have to get permission from the Senate. If you are declared war by another player, the game works normally.
The senate war proceedings:
The senate is unlikely to allow a second war if you are already at war.
The senate will likely allow a war with a hated enemy
The senate will not allow war with a big trading partner (If you have a lot of trade routes to the player)
The senate will not allow a war if the population is unhappy with you
The goal of the election option is to take power away from the player and give it to the people. This is so that players no longer value democratic civics as much, since the boosts from them are mitigated by the loss of power.