Governments and Politics
Introduction:
Since the beginning, humanity has come together in groups to survive. Soon those groups grew into organizations controlling thousands of people and activities. That was when power and the struggle for it was born. History has been dictated by these power struggles, by the man fighting to become the most powerful in their group. Soon, each group found other groups, and the competition for being supreme over all began. Not only were men fighting within a group for power, but with other groups for even more power. One group to rule them all.
The time has come to show your power to the world. Will you become the most powerful man in your nation and the world, and lead your people to rule over all others?
Rules:
In this game, you, the players, will be citizens of the Persian nation, and you will lead this civilization from the beginning of time. You will compete against other civilizations, just like in any ordinary game. One twist here is that I will control the other civs using a system I created to make the decisions, and hot seat.
Basics:
Each player will be a citizen of the Persian empire. At the beginning of the game, All signed up players will be civilians of this emerging nation. From the civilian pool, a politician will be chosen by random. At the beginning, a politician will be chosen every time a “citizen” in-game is born.
Spoiler :
I will say in-game to refer to aspects of the Civilization V game that are not controlled by me
Spoiler :
Greater odds of being chosen if you sign up sooner
Spoiler :
Once you have created your government, the way politicians are chosen will not be every time a citizen in-game is born
Each player will have the following”stats”:
- Age
- Money
- Local Influence
- National Influence
- Military Influence
- Popularity
- Reputation
Age:
This decides how long a person has lived. The older the more influence and chances of death there are.
Money:
Wealth is a very important part in the game. This is how much money you have. With money, you can do many actions including paying bodyguards, hiring assassins, paying rebel militias, propaganda, spying, bribing, and much more. All players gain wealth. A civilian gains .25 per turn, a politician gains 3 gold per turn, and the highest position, being the leader of the civilization, gains 5 gold. Also, each politician gets gold earned in the city they are in. If you own a tile, you also get money, unless government created says otherwise. From the tiles, you earn 5 gold from each gold, 1 food, 2 from each hammer.
Local Influence:
This is the influence you have over a specific ethnic group in the city you are in. Depending on this is how it will affect decisions taken, and how civilians will react to it. It will decide if AI civilians agree to it or not once decision is made, and it will lessen opposition if an influential person approves a decision. It is also used in other actions.
National Influence:
It serves the same function as local influence except this is your influence over a certain ethnic group nationwide.
Military Influence:
This is your influence among the armed forces and is used in certain actions and decisions involving armed forces. It impacts soldiers' morale and approval of your decisions.
Popularity:
Popularity is a measure of how well people like you. These are the ranks from lowest to highest: unknown, seen, spoken of, hated, opposed, disliked, recognized, liked, admired, revered.
Impact popular stability and people's opinion on your decisions. Also affects certain actions. Popularity
is only obtained by what the AI people are told and know, not what I know.
Reputation:
Reputation is what you are known for. At beginning of life, you are unknown, then, depending on what you do you will gain a title followed by a quality, which tells you if it is good or infamous: good: inexperienced, competent, distinguished, illuminated, influential, experienced, eminent, extraordinary. Infamous: inexperienced, astute, greedy, sinister, bold, ambitious, arrogant, merciless. Reputation is only obtained by what the AI people are told and know, not what I know.
The only stats I will report to you in numbers will be Age and Money/wealth. The others will be described by words and scenes in stories. I will report these stats to every player via private message.
Governments:
In this game, you will create your government. You will decide how things are decided, how laws are made, how policies are made and much, much more. At the beginning of the game, there will be a despot. He has sole power and the law is his whim. Once we have five politicians, the government will be created. A Government Council will be called and I will give all the details for the creation of the government. Influence and popularity will play a big part for the acceptance of the new government. However, governments throughout history have changed, even in the same country. For a government to change, all politicians have to agree,or at least most, and a Reformation Council is made to change it.(unless government makes a specific rule about reforms). Opposition and Supporters can do various actions to push or fight these changes. Current Government here
Spoiler :
As you can see, Government Councils are held when a government is starting from scratch for a new nation, or after a war or revolution. Reformation Councils are held to reform an already created government
Actions:
Politicians and civilians have a set of actions they can do. These actions are used for different purposes and goals.
There are several domestic actions a politician can do:
- Hire body guards
- hire assassins
- political coups
- military coups
- espionage
- hire agitators
- bribe
- create assassin groups
- create guerrilla groups
- imprison politicians
- Frame politicians
- frame elections (if democratic government)
- create propaganda
- create laws
- reform laws
- Secede
- create groups, clans, parties, creeds,
- Issue government crackdowns
- banish anyone
- Send missionaries
- Order assassinations on foreign leaders
- send missionaries to other civs
- Bribe foreign leaders
- spy on foreign leaders
- send agitators to foreign civs
- aid insurgents or governments
- create agreements with foreign leaders
- create protests
- start revolutions
- create a guerrilla movement
- terrorism
- ethnic attacks
- boycotts
- become reporters or hire them and investigate
- go on strikes
- assassinations (hire or become assassins)
- Hire Security Forces
Movements:
These actions have a limit at how many of them you can do. Each turn you can do one movement. See movements for more details.
Power:
One of the main objectives of the game is to be the most powerful man of the world, and to be there throughout history. A politician's power will depend on the highest and longest period of power.
Spoiler :
One could be ultra powerful for two turns but for ten turns you were lower. When you die, your power for the ten turn period would go on the list, not the two turn period of very high power
The ten most powerful people will be listed on the Powers list, and will be constantly changing. What you want to be is in the list, and to be Number 1. (The first ruler at the very beginning will have Father’s Place, since he is very powerful due to he is a despot.)
At the end of game, whoever is in first place is the winner.
Lineage:
When you reach the age of 20, you will begin to look for marriage to conceive heirs to your fortune and continuance of the family. Every 2 turns, a random number will be given, and it depends on that number whether or not you get a child. If odd, no child, if even, you get a child. This child will in ten turns enter the civilian pool. Each of your children can become a politician, but only the first born of your primary character is guaranteed. The others have probability. The second is 50%, third is 40%, fourth is 20%, fifth is 10%, sixth is 5%, seventh is 2.5% and so on.
Each children will receive inheritance, and you decide how much each gets. Those who don’t become politicians will not be controlled by you, so you have to be careful how you distribute your inheritance.
Resource Ownership:
When a person owns a tile, and that tile has a resource, they own that resource. The government must now pay them to use that resource, and that person has full control of that resource. Tiles with resources are worth ten for calculating influence.
The government can decide to expropriate the tile, taking control of that tile because of resource. If the government also has a policy of communism/authoritarian, then maybe all resources belong to state and people can not own the resource.
Ownership of a resource creates the possibility of forming a company of that resource. You will have employees (each hammer represents 20% of people living in that tile work for you.) With companies it is easier to control all resources of same type. Remember that you must pay your employees and may sometimes pay taxes for it.
Tiles:
Every time a there is anew politician, he will receive a tile (unless specified otherwise by government). The tile he will receive is the tile where the new citizen was placed in-game. Players can buy/sell tiles among each other, each putting the price and negotiating. When a player can not pay the government’s taxes or owes money, a tile(s) can be taken. Tiles increase the influence you have, and the money you gain.
Popular Stability:
This decides how people will act to situations, and how stable they are. The more unstable the more violent and drastic their actions. Each ethnic group in each city has their own Popular Stability.
Spoiler :
If popular stability in a city is:
Murderous: (-13 and more) People may attack politicians to kill them. Big chance of revolutions (60% and + 10% for every negative point above -13) and other violent acts: terrorism (40% + 10% for every negative point above -13), guerrilla (50% + 10% for every negative point above -13) and assassinations (30% + 10% for every negative point above -13)
Chaotic: (-10 to -12) Riots form in streets. Politicians are attacked at streets, with few chances of death of politicians (10% + 5% for every negative point above -10). Greater chance of terrorist acts (20% + 5% for every negative point above -10). Chance of guerrillas forming (30% + 5% for every negative point above -10). Greater chance of Boycotts (40% + 5% for every negative point above -10)
Unstable: (-8 to -9) Protests can begin to start (60% + 10% for every negative point above -8). If -9, there can be strikes (50% + 10% for every negative point above -8) and very slight chance of riots (20% + 10% for every negative point above -8). Small chance of terrorist acts (5% + 10% for every negative point above -8). Small chance of boycott (5% + 10% for every negative point above -8).
Panicked: (-6 to-7) Crime rates will begin to increase (+5% for every negative point). Small percent of protests forming (30% + 5% for every negative point above -6)
Resented: (-2 to -5) People still resent and remember worse times with cruel governments. All politicians will loose a little popularity ( -2). Very slim chance of protests (5% + 5% for every negative point above -2). mostly people will try to obey, but a few will protest.
Oppressed: (-1) Very difficult to maintain. People live in fear of government, and will keep quiet. No chance of protests or speaking in public against government.
Malleable: (0) People can easily be swayed. Easy to tip to stable or unstable grounds.
Indifferent: (1) People begun to feel comfortable. They are indifferent to violence.
Stable: (2-4) People are stable. Crime rates begin to slowly drop (-5% for every positive point)
Reasonable: (5-8) Crime rates significantly drop (Divide result by two). Easy to speak to population and calmly debate.
Conformed: (9-10) Few people oppose government (10%). People live good lifestyles and earn good money.
Peaceful: (11-13) People are very tolerant with other differences. Will never take violent acts without politician actions.
Celebrating: (14-18) There is no crime, or very little (divide result by ten). They praise the government and leaders. People feel proud of country.
Arrogant: (19+) People start loosing fear and interest. They rebel and defy governments, stop working, fall to drugs and become unhappy of anything. Nothing can satisfy them, and they can easily turn Unstable.
Murderous: (-13 and more) People may attack politicians to kill them. Big chance of revolutions (60% and + 10% for every negative point above -13) and other violent acts: terrorism (40% + 10% for every negative point above -13), guerrilla (50% + 10% for every negative point above -13) and assassinations (30% + 10% for every negative point above -13)
Chaotic: (-10 to -12) Riots form in streets. Politicians are attacked at streets, with few chances of death of politicians (10% + 5% for every negative point above -10). Greater chance of terrorist acts (20% + 5% for every negative point above -10). Chance of guerrillas forming (30% + 5% for every negative point above -10). Greater chance of Boycotts (40% + 5% for every negative point above -10)
Unstable: (-8 to -9) Protests can begin to start (60% + 10% for every negative point above -8). If -9, there can be strikes (50% + 10% for every negative point above -8) and very slight chance of riots (20% + 10% for every negative point above -8). Small chance of terrorist acts (5% + 10% for every negative point above -8). Small chance of boycott (5% + 10% for every negative point above -8).
Panicked: (-6 to-7) Crime rates will begin to increase (+5% for every negative point). Small percent of protests forming (30% + 5% for every negative point above -6)
Resented: (-2 to -5) People still resent and remember worse times with cruel governments. All politicians will loose a little popularity ( -2). Very slim chance of protests (5% + 5% for every negative point above -2). mostly people will try to obey, but a few will protest.
Oppressed: (-1) Very difficult to maintain. People live in fear of government, and will keep quiet. No chance of protests or speaking in public against government.
Malleable: (0) People can easily be swayed. Easy to tip to stable or unstable grounds.
Indifferent: (1) People begun to feel comfortable. They are indifferent to violence.
Stable: (2-4) People are stable. Crime rates begin to slowly drop (-5% for every positive point)
Reasonable: (5-8) Crime rates significantly drop (Divide result by two). Easy to speak to population and calmly debate.
Conformed: (9-10) Few people oppose government (10%). People live good lifestyles and earn good money.
Peaceful: (11-13) People are very tolerant with other differences. Will never take violent acts without politician actions.
Celebrating: (14-18) There is no crime, or very little (divide result by ten). They praise the government and leaders. People feel proud of country.
Arrogant: (19+) People start loosing fear and interest. They rebel and defy governments, stop working, fall to drugs and become unhappy of anything. Nothing can satisfy them, and they can easily turn Unstable.
Ideals:
These are ideas that can affect how people think and react to certain events. The following are the Ideals: Nationalism, Religion, Freedoms, Ethnic Ideals, Capitalism, Communism. More ideals can be added as the game progresses.
At the beginning, each Ideal will be 0. Then, certain actions will increase certain ideals. One of them is Social Policies. Tradition increases nationalism and ethnic ideals, Liberty increases Freedoms, Piety increases religion, Honor increases nationalism, Patronage increases Freedoms and ethnic ideals, Commerce increases ethnic ideal and Capitalism, Autocracy increases nationalism Rationalism decreases religion, Freedom increases freedoms, Order increases Communism.
Certain buildings and technologies also affect certain Ideals.
In piety, if you have freedom of religion, it decreases Religion ideals.
Each ideal will have an effect of its own:
Spoiler :
Nationalism: Makes people feel very proud of their country. The problems come when other ethnic groups in your country have more nationalism. They will want to become independent of you. Nationalism also increases the support for a war. This will make people feel revengeful against civs that have done something against them. People will support wars against civs who have wronged us and oppose their ideals radically.
Religion: As this grows, this makes your be more religious. It will begin to influence people’s support for issues, and as it increases, intolerance of other religions increases.
Freedoms: this will make people value their rights and freedoms a lot. Decisions limiting their freedoms will be unpopular among people with high freedom ideals. People will also oppose countries where freedoms are limited.
Ethnic Ideals: This will make people intolerant to other ethnic groups.
Capitalism: This will make people want to have private businesses and free markets all over the world. Citizen specialization will be unpopular among high Capitalist people. It will also make people oppose communism.
Communism: This will make people want to have equality. Popular stability will decrease if there is a huge difference between literate and illiterate people. It will also make people oppose rich citizens (civilians and politicians alike).
Religion: As this grows, this makes your be more religious. It will begin to influence people’s support for issues, and as it increases, intolerance of other religions increases.
Freedoms: this will make people value their rights and freedoms a lot. Decisions limiting their freedoms will be unpopular among people with high freedom ideals. People will also oppose countries where freedoms are limited.
Ethnic Ideals: This will make people intolerant to other ethnic groups.
Capitalism: This will make people want to have private businesses and free markets all over the world. Citizen specialization will be unpopular among high Capitalist people. It will also make people oppose communism.
Communism: This will make people want to have equality. Popular stability will decrease if there is a huge difference between literate and illiterate people. It will also make people oppose rich citizens (civilians and politicians alike).
Each level of intensity of an ideal will cause people to react and certain actions:
Spoiler :
0: Careless: This ideal has no effect on population.
1: Indifferent: This ideal has been born among this population. Still not enough to have any effect. Can’t go back to zero.
2: Minority: This ideal is growing, but it is in few people’s minds. May influence how people support an issue (10%).
3: Considered: The ideal level for an ideal. May influence how people support an issue. (20%)
4: Weak: This ideal is still weak, but it is gaining strength. May influence (30%)how people support an issue.
5: Important: This ideal is now important among this population. Very slim chances of protests (20%) and strikes (10%). People are still peaceful about their ideals.
6: Influential: This ideal begins to begin to influence people. Slim chances of protests (30%) strikes (20%) and boycotts (10%).
7: Strong: This ideal is powerful among the population. Small chances of protests (40%), strikes (30%), boycotts (20%). Very slim chances of terrorist acts (20%) and riots (30%).
8: Powerful: People are passionate about their believes. This ideal has become powerful. Big chances of protests (60%), strikes (50%), boycotts (30%), and attacks on politicians (30%). Small chances of terrorist acts (40%), assassinations (10%), riots (50%).
9: Ardent: This ideal is ardent, burning, in people. They are very passionate about what they believe, and may sometimes even take violent actions. Great chances of riots (60%), strikes (40%), assassinations (40%), and terrorists (60%)
10: Extremist: This ideal makes people do take radical actions, mostly violent actions towards people opposing their beliefs. High chance of terrorist attacks (70%)against enemies, Assassination attempts (60%), revolutions,(20%) and guerrillas (30%).
Groups supporting ideal causes may form at level 7 (20%) and increase by 10% ever level.
1: Indifferent: This ideal has been born among this population. Still not enough to have any effect. Can’t go back to zero.
2: Minority: This ideal is growing, but it is in few people’s minds. May influence how people support an issue (10%).
3: Considered: The ideal level for an ideal. May influence how people support an issue. (20%)
4: Weak: This ideal is still weak, but it is gaining strength. May influence (30%)how people support an issue.
5: Important: This ideal is now important among this population. Very slim chances of protests (20%) and strikes (10%). People are still peaceful about their ideals.
6: Influential: This ideal begins to begin to influence people. Slim chances of protests (30%) strikes (20%) and boycotts (10%).
7: Strong: This ideal is powerful among the population. Small chances of protests (40%), strikes (30%), boycotts (20%). Very slim chances of terrorist acts (20%) and riots (30%).
8: Powerful: People are passionate about their believes. This ideal has become powerful. Big chances of protests (60%), strikes (50%), boycotts (30%), and attacks on politicians (30%). Small chances of terrorist acts (40%), assassinations (10%), riots (50%).
9: Ardent: This ideal is ardent, burning, in people. They are very passionate about what they believe, and may sometimes even take violent actions. Great chances of riots (60%), strikes (40%), assassinations (40%), and terrorists (60%)
10: Extremist: This ideal makes people do take radical actions, mostly violent actions towards people opposing their beliefs. High chance of terrorist attacks (70%)against enemies, Assassination attempts (60%), revolutions,(20%) and guerrillas (30%).
Groups supporting ideal causes may form at level 7 (20%) and increase by 10% ever level.
Ethnicity:
Through out history, one of the most problem causing factors is different ethnic groups in the same area causing fights. This factor will be present in the game. Your civ will be one ethnic group, and other civs will be different ethnic groups. City States, Barbarian camps, and ruins will also have a small different ethnic group. As you expand and conquer, more ethnic groups will join your civs society and will interact with the civs original ethnic group.
Every time you occupy a barbarian tile, or a tile where there was an ancient ruin, you will incorporate their population to the city. When an ancient ruin gives the empire a citizen in-game, that politician will be from that ethnic group and their population will be added to the empire's.
When two civs or a city states border each other, migration will occur.
Religion:
From the beginning, all civs will have unorganized religion, all polytheistic. No real religions will be used to avoid any real religious conflict between players. Instead, we will use each civs ancient mythology. When writing is found, an organized religion will be formed, according to how politicians want, governments permit, and decisions of AI civilians. A Religious Council will be called to answer this issue.
Pools:
In Government and Politics there are three pools of players. The first pool you start in when you sign up is the Civilian Pool. Here, you are a civilian with no government office who gains little money and has little influence in national and international events, normally. Then, when a citizen in-game is chosen, you have the chance to go to the Politician Pool. There you will be a politician. When you die, which can happen at any time, you go to the Limbo Pool for five in-game turns. After five turns, you are born back into the Civilian Pool.
The Limbo Pool can be avoided by having children. When you die, you can take control of your first born child.