das
Regeneration In Process
Well, that and putting a huge emphasis on war, but you know, whatever floats your boat.
That might seem to go against the stated promise of not making this a wargame, but in such a setting war is going to be very important in any case, and it occurs to me that military and diplomatic developments were always more fast-paced than the assorted domestic ones (which, incidentally, will no longer be as outshined by warfare in the main update if the main course of the war is going to covered in the mini-updates). I certainly cannot allow a single turn's sneak attack, a mere accidental advantage that would have been negated after the first few months or years, to be enough to seal the fate of an empire; it should, at least, have a fighting chance (as it would have in real life); and at the same time, I do not want to have a single campaign drag out for centuries. So on the whole, this appears to be the best way out of several dillemae at once, not to mention that it should be a nice experience in and of itself.
Das, you are talking that a step further and formalizing it by posting stats and creating a new order phase for any player to get involved.
Just to clarify: I only intend to post the immediately-relevant stats.
1. How should the spending options for a player be altered from what is typical now (allocate it all up front) to reflect a need to be responsive if war comes later in the turn?
Your treasury system seems obvious. Though perhaps one might also have a specialised emergency war budget, digging into which would grant faster results while not causing as much dissent.
2. What are a players’ permitted options for responding to an unexpected war?
Obviously, he could fight back (though it's going to be rather difficult if his troops were really caught unprepared), and conduct diplomacy. Focus points are still going to be important if he wants to raise more troops or mount an effective counter-offensive, or take any other such advanced measures (one thing that occurs to me is the sad fate of the Third Dynasty of Ur, which suddenly had it's entire state economy crippled by a barbarian invasion; they did have enough focus and eco. points left to try and buy more food, but their Bureaucracy turned out to be too Corrupt for that to work, apparently. Incidentally, I find that historical examples from a more or less relevant period are perhaps the best gauge of historical realism in rules).
3. How will a player’s responses to war affect other planned spending?
I suppose there's the question of how soon he wished to make a spending. It may be assumed unless said otherwise that it is meant to be spent over the time, possibly making the player try and master fractions if he tries to extract the spending for ceased projects.
4. If a “focus point” system is used, then how will those be generated?
Based on Bureaucracy's Extensivity (a.k.a. Quantity) and Quality, though I am not sure how to get the exact numbers. Corruption won't affect it directly, but high levels of it are liable to make money mysteriously disappear and cause other similar problems (is it possible to have a high quality and corrupt bureaucracy? Yes, and it is probably the worst kind).
5. Should players have two or three budgets and spending tables for each turn? Military budget, economic & social budget, and focus or initiative point budget.
Other than as a special fund, I don't think that the military budget will have to be separated. A Treasury is a must have, though.
For the record, early turn lengths will be more like 25 or 20 years, though things will probably slow down to 10 soon enough (might speed up again if and when events get slow again).


