Sparthage
Fighting Tyranny
Greetings CivFanatics! I am Sparthage, Game Manager, Anarchist, and a storyteller every now and then… AND THIS – IS – REALPOLITIK – III!
There has been a Realpolitik in every active story forum but this one. I thought we ought to change that since we all know that CivIII is the best of the series... Wonder if anyone's gonna disagree with that?
Here are the rules of the game:
- We are playing as the Romans on a modified Earthmap in Civilization III.
- 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. Don't mess with The Man.
- Rule #1 of Realpolitik: Democracy is absolute. Even when the Nazis or communists are elected into office, they will still have to answer to the opposition and face elections every thirty turns.
- Any member is free to establish or join a political party of his choice. A member can only be member of one party at a time, although he is free to switch allegiance whenever he sees fit.
- 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 thirty in-game turns an election shall be held, the first election will be in about one week. During the week, I'll grant the right to all parties to organize, unite and campaign to get as many people as they can to vote. Note that everyone registered on the CivFanatics forums is eligible to vote.
- Parties are allowed to form coalitions. At the end of an election, all votes are tallied and the party or coalition with the largest amount of votes wins the election.
- The parties that did not win will be sent to opposition, where they can comment on the policy of the leading faction. I will monitor opposition closely, and the leading players have to understand that failing to appease the public will lead to us penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition is strong enough, they can call for a General Strike, a Vote of No Confidence, an Assassination, or if things get REALLY ugly, an Armed Revolution.
- The winning party or coalition will come into office the in-game update after the elections. They must put together, before elections close, a complete cabinet encompassing 8 positions: President, Vice President, Foreign Minister, Domestic Minister, Chief of Staff, and the Chiefs of the Army, Navy*, and Air Force*. One person may hold more then one position, but you must have at least three people. Neither the President nor the Vice President may be the foreign minister, who may not be any of the four military ministers. Beyond that you may mix and match as you will. The President and the Vice President cannot be the same person.
* - Once we have the appropriate technology.
- Roles:
This list is arranged in the order of succession - if the President is assassinated, move to the VP, if he is then the Foreign, etc. etc.
President: Creates the basic plan and manages the workers and improvements. Sets priorities for Governors and for field commanders(in wartime). He can negotiate with foreigners, but if he does he risks assassination.
Vice-President: Primarily serves as the Governor of the capital Region. However, he takes office at the midterms, meaning for the first turnset you still have to put up with the previous VP. He can negotiate with foreigners, but if he does he risks assassination.
Foreign Minister: Negotiates with foreign leaders. Same as above, but much, much less so.
Chief of Staff: Negotiates between the various military branch heads to set up a coherent military proposed quota/budget for the term/turnset.
Domestic Minister: Serves in a mainly advisory role on policies, improvements, and what buildings to build in cities. Has no power unless he is also a Governor.
Military Branch Heads(Army>Navy>Air Force): They take a look at all our cities and selfishly focus their proposed budgets on enhancing their own branches at the exclusion of all others. They then grudgingly negotiate with the Chief of Staff to put a full military unit quota together.
Governors: They decide specific builds for their cities. They can also be issued Tactical Command of all forces fighting near them if the military ministers would rather not micro everything.
Some More Rules:
- The President may only issue general orders. I.E. "Moscow build Culturally, but no wonders." The military ministers may give specific orders for existing military forces upgrading and redeploying and such. The Domestic Minister advises the President and the Governors on buildings and wonders to build and policies to choose and improvements to prioritize. The Foreign Minister exists to meet with and negotiate with foreign leaders and NPC figures. The President MAY negotiate with them, but to leave the Capital is to risk assassination.
- After the first turnset of a President's reign comes the midterm elections for governors. The elections work similarly to the Presidential elections, save that every player only has one vote and may only contribute to one race. NPCs will vote only in their own Region. NPCs may run for Governorships. Governors rule geographical regions in the Empire and can decide on specific build orders for their Regions. The Vice President is automatically the governor of the Capital Region, however, he serves the same term length and requirements as a normal Governor, meaning he will not take office until after the first turnset and will remain in office through the first turnset of the next administration.. You may be a Minister and a Governor (Exception: The President), but you may not be Governor of more then one Region at a time. Governor terms last 30 turns, meaning you'll have to put up with the previous group of governors for a while, at least . . . .
- NPC voters are divided into the Districts of each Region. Each District is worth at least a single vote in either midterm or presidential elections. Districts do not vote until the final day of the elections, though projections will be brought up to demonstrate likelihoods beforehand. Each region has issues and the party that pledges to fulfill their wishes will receive their votes. On election day, based on the strength of your get-out-the-vote campaign Districts might produce more votes.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining the makeup of the voting population in Regions.
- NPC organizations may form, and these organizations will put forward candidates for governor of various regions. These governors will have their own traits, so the Politicians might want to watch the various races closely and contribute to slide favorable candidates into office.
- Colonial Territories (Cities built during the turnset) and Occupied cities will also have Governors appointed by the President. That failing, NPC groups may take over, and their intentions may not be to build a city loyal to the Realpolitik Republic . . . .
- An independent (non-party) can run for any position save that of the President or Vice President of the Republic. To run for office, simply state as much in the thread. NPCs may vote for you going into a specific position rather then vote for a President.
- Elections can be ended early if one side concedes defeat, but their starting strength will be lowered and they will gain it much slower.
- Every reader (including players) has two votes in the presidential elections. Putting in two votes for a single party is not allowed. However, if parties want to play it smart they'll seek coalition with a like-minded party so players can put two votes into their front.
- The host (Sparthage) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate, parties that are found obtrusive for the normal functioning of this thread or parties that plain tick him off will be banned from the elections indefinitely.
- Please refrain from PMing me for every Realpolitik-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
- Major Party Rule - A leader (or member) of a Party cannot put himself forward for the position of President unless he has another member (not counting himself) within his own party. He can, however, run for any lower position if he so wishes.
- If you have an issue about my GMing, contact me through PMs. Please do not feel afraid to bring issues to my attention. If you can talk to me but choose not to for whatever reason and instead “take an issue into your own hands” I can guarantee that you’ll get nowhere with me.
- By voting, joining a party or performing any other form of interaction with this AAR, you declare that you have read and understood all these rules to the letter. I don't want to be a jerk guys, so keep it clean!
Administrations:
Sparthage Administration (Turn 1- Turn 30)
Bowsling Administration (Turn 30- Present
President: Bowsling
Vice-President: Dumianos
Foreign Minister: CELTICEMPIRE
Chief of Staff: Princeof Persia
Domestic Minister: CharlemagneXLII
Head of the Army: Bowsling
Head of the Navy: CharlemagneXLII
Opposition Leader (OPLDR): Lighthearter
Opposition Strength Rating (OSR): Moderate
- Insignificant
- Weak
- Minor
- Moderate
- Noticeable
- Fairly Strong
- Strong
- Dangerous
- Murderous
Opposition Actions:
General Strike - Basic action. Must be declared in thread by opposition leader. Based on the strength of the opposition, a certain number of cities will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of cities depends on opposition strength.
Assassination - Any player may order an assassination of another politician or of an NPC, but if the assassin is successful then evidence always surfaces that reveals who ordered the action. Tread lightly. These assassinations, if successful, will remove the target from play for one turnset if a PC or opposing Immortal, permanently if a true NPC. If a minister is Assassinated, he is removed from office for the duration of his injuries.
Vote of No Confidence - Action that the Opposition Leader can take. Calls on the President to hold a reelection. I may step in depending on the circumstances, however, for one side or the other.
Sabotage - Basic action. May destroy a random province improvement. To perform, ANY player must PM me with the target city and improvement(or leave it up to me) and I will flip a coin for odds of success. Whether it fails or succeeds, I flip a coin again to decide if the President discovers evidence leading back to the instigator of the action.
Kidnap - Functions as Jail, save can be performed by any player. Higher odds of success if you are targeting an NPC. Odds increase further if there are multiple people participating.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units depends on opposition strength.
Armed Revolution (Civil War) - VERY advanced action. Must be declared in thread by opposition leader. Every player who wishes to participate for either side PMs me with this information:
- Allegiance (Government or Rebels)
- List of 4 units that they wish to command. The units must be era applicable (No tanks in the Ancient Age).
- Name of ship (if a naval unit, otherwise, unit will be called ______'s Company. Ships for the Government will be given the prefix HMS and rebel ships will be RNV(Revolutionary Naval Vessel)).
Each player will be represented by a King unit which will accompany his/her stack of units. Losing this unit will mean that the units formerly under his/her command will be given to the President or Opposition Leader to control.
Then I will use the editor to create an accurate map of the empire where the fighting will take place and add in the two armies. The Opposition Leader and President will then give me orders for what each unit will do. They will fight for supremacy and whoever emerges victorious or kills all of their opponents kings will become (or remain) President. Turn-by-turn updates will be given to both sides along with battle logs. If no orders are given, I will play for the absent leader in a highly aggressive manner.
Armed Revolution Concepts:
The Foreign Legions:
The Legions will provide extra strength to the Government or the Rebels in a Revolution if nearby nations are sympathetic to the cause of either side. Foreign Ministers for both factions in a Revolution may negotiate actively with foreign leaders for more troops - though this may backfire or prove ineffectual.
Secessionist States:
Cities that have been recently captured may revolt against the state and will attempt to break away. They will be represented by myself playing in a defensive manner, but might go on the offensive if an opportunity presents itself.
Government Actions:
Martial Law - Advanced action. All opposition actions except Armed Revolution and Sabotage are made impossible, and the latter is highly unlikely to succeed. Elections are not suspended, however. Is in effect until repealed, even if the President who ordered it is not the one who repeals it. That's right - it transcends elections. However, there are penalties for this action . . . .
Jail - The administration may place another player in jail at any time . . . but this will raise the OSR and could produce disastrous consequences if not handled correctly.
You have one week to organize your parties before the election begins, starting right . . . NOW!
LET THE GAMES BEGIN!
Party Listing:
The Party of Stone
A Pacifist Builder party.
Leader: west_india_man
Members: None Yet
Optimate Party
A party in favor of a Roman Empire. It also supports the Upper Class and has a serious issue with Carthage.
Leader: CELTICEMPIRE
Members: None Yet
People's Party of Rome
Pro-Pleb, Pro-Expansion, Pro-Army
Leader: manofaction2053
Members: None Yet
Imperium Party
In favor of thedestruction enlightenment of those barbarians that surround us.
Leader: Bowsling
Members: Dumanios
IPQR Party
In favor of helping the "Senatus Populusque Romanus", or the Senate and People of Rome. Our theory to achieve this by expanding to provide new land for the people, whether through military conquest, or colonization.
Leader: Princeof Persia
Members: americanking and marvinmartian
Conservative Party of Rome
A traditionalist, isolationist, conservative party
Leader: CharlemagneXLII
Members: None Yet
Novus Ordo Seclorum Party
We must rise up, peoples of Rome! We have been stabbed in the back and betrayed around every corner by the other nations of this world! Carthage, Germany, France, Holland, all of them are complicit! And there are sympathizers and traitors in our midst! Rome shall attain glory beyond imagining! Rise up! NOVUS! ORDO! SECLORUM!
Leader: Lighthearter
Members: Arya126
Roman Progressive Party
We believe that Rome should distinguish itself from the warmongering, capitalist barbarians that plague greater Europe.
Leader: Zearo
Members: None Yet
The Assassins' Guild
How to get our services: Send a pm to us and Sparthage, asking us to assassinate someone, you give us a vote in the elections (secretly) and we assassinate said target. You can also apply for safety, which means we will not assassinate for a term, and it costs a vote. (Is a Member of the Coalition of Vengeance)
Leader: Red_Spy
Members: Yoshiegg737
NPC Orgainizations:
Insanely Mad Warmongers' Party
We believe that ROME should conquer the world! We need to destroy all enemies in our way! Of course, we need a good economy to support our army, so we support a good economy. And we need science to get Modern Armors, which are awesome, so we support science as well. But most of all we want to destroy and conquer! EXTERMINATE!!
Leader: Lord Octavian
Praetorian Guard:
Communist Party that advocates War against any who aid the Ottomans.
Leader: Julius Casear
Brotherhood of Scholars:
A peaceful party in favor of extensive trade, expansion of the market system, and building of universities and libraries.
Leader: Quintillian
The Eagle Party:
Advocates traditionalist values of Isolationism, but advocates war with the Celts.
Leader: Vercingian
Independents:
None Yet
Coalitions:
Legion Populus (IMWP/IP/OP/IPQR/CPR)
Coalition of Vengeance (AG/Novus)
BANNED PLAYERS:
None, Fortunately
-Sparthage
Yes, I shamelessly almost copied the OP of RP2.
There has been a Realpolitik in every active story forum but this one. I thought we ought to change that since we all know that CivIII is the best of the series... Wonder if anyone's gonna disagree with that?
Here are the rules of the game:
- We are playing as the Romans on a modified Earthmap in Civilization III.
- 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. Don't mess with The Man.
- Rule #1 of Realpolitik: Democracy is absolute. Even when the Nazis or communists are elected into office, they will still have to answer to the opposition and face elections every thirty turns.
- Any member is free to establish or join a political party of his choice. A member can only be member of one party at a time, although he is free to switch allegiance whenever he sees fit.
- 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 thirty in-game turns an election shall be held, the first election will be in about one week. During the week, I'll grant the right to all parties to organize, unite and campaign to get as many people as they can to vote. Note that everyone registered on the CivFanatics forums is eligible to vote.
- Parties are allowed to form coalitions. At the end of an election, all votes are tallied and the party or coalition with the largest amount of votes wins the election.
- The parties that did not win will be sent to opposition, where they can comment on the policy of the leading faction. I will monitor opposition closely, and the leading players have to understand that failing to appease the public will lead to us penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition is strong enough, they can call for a General Strike, a Vote of No Confidence, an Assassination, or if things get REALLY ugly, an Armed Revolution.
- The winning party or coalition will come into office the in-game update after the elections. They must put together, before elections close, a complete cabinet encompassing 8 positions: President, Vice President, Foreign Minister, Domestic Minister, Chief of Staff, and the Chiefs of the Army, Navy*, and Air Force*. One person may hold more then one position, but you must have at least three people. Neither the President nor the Vice President may be the foreign minister, who may not be any of the four military ministers. Beyond that you may mix and match as you will. The President and the Vice President cannot be the same person.
* - Once we have the appropriate technology.
- Roles:
This list is arranged in the order of succession - if the President is assassinated, move to the VP, if he is then the Foreign, etc. etc.
President: Creates the basic plan and manages the workers and improvements. Sets priorities for Governors and for field commanders(in wartime). He can negotiate with foreigners, but if he does he risks assassination.
Vice-President: Primarily serves as the Governor of the capital Region. However, he takes office at the midterms, meaning for the first turnset you still have to put up with the previous VP. He can negotiate with foreigners, but if he does he risks assassination.
Foreign Minister: Negotiates with foreign leaders. Same as above, but much, much less so.
Chief of Staff: Negotiates between the various military branch heads to set up a coherent military proposed quota/budget for the term/turnset.
Domestic Minister: Serves in a mainly advisory role on policies, improvements, and what buildings to build in cities. Has no power unless he is also a Governor.
Military Branch Heads(Army>Navy>Air Force): They take a look at all our cities and selfishly focus their proposed budgets on enhancing their own branches at the exclusion of all others. They then grudgingly negotiate with the Chief of Staff to put a full military unit quota together.
Governors: They decide specific builds for their cities. They can also be issued Tactical Command of all forces fighting near them if the military ministers would rather not micro everything.
Some More Rules:
- The President may only issue general orders. I.E. "Moscow build Culturally, but no wonders." The military ministers may give specific orders for existing military forces upgrading and redeploying and such. The Domestic Minister advises the President and the Governors on buildings and wonders to build and policies to choose and improvements to prioritize. The Foreign Minister exists to meet with and negotiate with foreign leaders and NPC figures. The President MAY negotiate with them, but to leave the Capital is to risk assassination.
- After the first turnset of a President's reign comes the midterm elections for governors. The elections work similarly to the Presidential elections, save that every player only has one vote and may only contribute to one race. NPCs will vote only in their own Region. NPCs may run for Governorships. Governors rule geographical regions in the Empire and can decide on specific build orders for their Regions. The Vice President is automatically the governor of the Capital Region, however, he serves the same term length and requirements as a normal Governor, meaning he will not take office until after the first turnset and will remain in office through the first turnset of the next administration.. You may be a Minister and a Governor (Exception: The President), but you may not be Governor of more then one Region at a time. Governor terms last 30 turns, meaning you'll have to put up with the previous group of governors for a while, at least . . . .
- NPC voters are divided into the Districts of each Region. Each District is worth at least a single vote in either midterm or presidential elections. Districts do not vote until the final day of the elections, though projections will be brought up to demonstrate likelihoods beforehand. Each region has issues and the party that pledges to fulfill their wishes will receive their votes. On election day, based on the strength of your get-out-the-vote campaign Districts might produce more votes.
- The buildings built in cities, the units near them, and the improvements around them will play a major role in determining the makeup of the voting population in Regions.
- NPC organizations may form, and these organizations will put forward candidates for governor of various regions. These governors will have their own traits, so the Politicians might want to watch the various races closely and contribute to slide favorable candidates into office.
- Colonial Territories (Cities built during the turnset) and Occupied cities will also have Governors appointed by the President. That failing, NPC groups may take over, and their intentions may not be to build a city loyal to the Realpolitik Republic . . . .
- An independent (non-party) can run for any position save that of the President or Vice President of the Republic. To run for office, simply state as much in the thread. NPCs may vote for you going into a specific position rather then vote for a President.
- Elections can be ended early if one side concedes defeat, but their starting strength will be lowered and they will gain it much slower.
- Every reader (including players) has two votes in the presidential elections. Putting in two votes for a single party is not allowed. However, if parties want to play it smart they'll seek coalition with a like-minded party so players can put two votes into their front.
- The host (Sparthage) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate, parties that are found obtrusive for the normal functioning of this thread or parties that plain tick him off will be banned from the elections indefinitely.
- Please refrain from PMing me for every Realpolitik-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
- Major Party Rule - A leader (or member) of a Party cannot put himself forward for the position of President unless he has another member (not counting himself) within his own party. He can, however, run for any lower position if he so wishes.
- If you have an issue about my GMing, contact me through PMs. Please do not feel afraid to bring issues to my attention. If you can talk to me but choose not to for whatever reason and instead “take an issue into your own hands” I can guarantee that you’ll get nowhere with me.
- By voting, joining a party or performing any other form of interaction with this AAR, you declare that you have read and understood all these rules to the letter. I don't want to be a jerk guys, so keep it clean!
Administrations:
Sparthage Administration (Turn 1- Turn 30)
Bowsling Administration (Turn 30- Present
President: Bowsling
Vice-President: Dumianos
Foreign Minister: CELTICEMPIRE
Chief of Staff: Princeof Persia
Domestic Minister: CharlemagneXLII
Head of the Army: Bowsling
Head of the Navy: CharlemagneXLII
Opposition Leader (OPLDR): Lighthearter
Opposition Strength Rating (OSR): Moderate
- Insignificant
- Weak
- Minor
- Moderate
- Noticeable
- Fairly Strong
- Strong
- Dangerous
- Murderous
Opposition Actions:
General Strike - Basic action. Must be declared in thread by opposition leader. Based on the strength of the opposition, a certain number of cities will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of cities depends on opposition strength.
Assassination - Any player may order an assassination of another politician or of an NPC, but if the assassin is successful then evidence always surfaces that reveals who ordered the action. Tread lightly. These assassinations, if successful, will remove the target from play for one turnset if a PC or opposing Immortal, permanently if a true NPC. If a minister is Assassinated, he is removed from office for the duration of his injuries.
Vote of No Confidence - Action that the Opposition Leader can take. Calls on the President to hold a reelection. I may step in depending on the circumstances, however, for one side or the other.
Sabotage - Basic action. May destroy a random province improvement. To perform, ANY player must PM me with the target city and improvement(or leave it up to me) and I will flip a coin for odds of success. Whether it fails or succeeds, I flip a coin again to decide if the President discovers evidence leading back to the instigator of the action.
Kidnap - Functions as Jail, save can be performed by any player. Higher odds of success if you are targeting an NPC. Odds increase further if there are multiple people participating.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units depends on opposition strength.
Armed Revolution (Civil War) - VERY advanced action. Must be declared in thread by opposition leader. Every player who wishes to participate for either side PMs me with this information:
- Allegiance (Government or Rebels)
- List of 4 units that they wish to command. The units must be era applicable (No tanks in the Ancient Age).
- Name of ship (if a naval unit, otherwise, unit will be called ______'s Company. Ships for the Government will be given the prefix HMS and rebel ships will be RNV(Revolutionary Naval Vessel)).
Each player will be represented by a King unit which will accompany his/her stack of units. Losing this unit will mean that the units formerly under his/her command will be given to the President or Opposition Leader to control.
Then I will use the editor to create an accurate map of the empire where the fighting will take place and add in the two armies. The Opposition Leader and President will then give me orders for what each unit will do. They will fight for supremacy and whoever emerges victorious or kills all of their opponents kings will become (or remain) President. Turn-by-turn updates will be given to both sides along with battle logs. If no orders are given, I will play for the absent leader in a highly aggressive manner.
Armed Revolution Concepts:
The Foreign Legions:
The Legions will provide extra strength to the Government or the Rebels in a Revolution if nearby nations are sympathetic to the cause of either side. Foreign Ministers for both factions in a Revolution may negotiate actively with foreign leaders for more troops - though this may backfire or prove ineffectual.
Secessionist States:
Cities that have been recently captured may revolt against the state and will attempt to break away. They will be represented by myself playing in a defensive manner, but might go on the offensive if an opportunity presents itself.
Government Actions:
Martial Law - Advanced action. All opposition actions except Armed Revolution and Sabotage are made impossible, and the latter is highly unlikely to succeed. Elections are not suspended, however. Is in effect until repealed, even if the President who ordered it is not the one who repeals it. That's right - it transcends elections. However, there are penalties for this action . . . .
Jail - The administration may place another player in jail at any time . . . but this will raise the OSR and could produce disastrous consequences if not handled correctly.
You have one week to organize your parties before the election begins, starting right . . . NOW!
LET THE GAMES BEGIN!
Party Listing:
The Party of Stone
A Pacifist Builder party.
Leader: west_india_man
Members: None Yet
Optimate Party
A party in favor of a Roman Empire. It also supports the Upper Class and has a serious issue with Carthage.
Leader: CELTICEMPIRE
Members: None Yet
People's Party of Rome
Pro-Pleb, Pro-Expansion, Pro-Army
Leader: manofaction2053
Members: None Yet
Imperium Party
In favor of the
Leader: Bowsling
Members: Dumanios
IPQR Party
In favor of helping the "Senatus Populusque Romanus", or the Senate and People of Rome. Our theory to achieve this by expanding to provide new land for the people, whether through military conquest, or colonization.
Leader: Princeof Persia
Members: americanking and marvinmartian
Conservative Party of Rome
A traditionalist, isolationist, conservative party
Leader: CharlemagneXLII
Members: None Yet
Novus Ordo Seclorum Party
We must rise up, peoples of Rome! We have been stabbed in the back and betrayed around every corner by the other nations of this world! Carthage, Germany, France, Holland, all of them are complicit! And there are sympathizers and traitors in our midst! Rome shall attain glory beyond imagining! Rise up! NOVUS! ORDO! SECLORUM!
Leader: Lighthearter
Members: Arya126
Roman Progressive Party
We believe that Rome should distinguish itself from the warmongering, capitalist barbarians that plague greater Europe.
Leader: Zearo
Members: None Yet
The Assassins' Guild
How to get our services: Send a pm to us and Sparthage, asking us to assassinate someone, you give us a vote in the elections (secretly) and we assassinate said target. You can also apply for safety, which means we will not assassinate for a term, and it costs a vote. (Is a Member of the Coalition of Vengeance)
Leader: Red_Spy
Members: Yoshiegg737
NPC Orgainizations:
Insanely Mad Warmongers' Party
We believe that ROME should conquer the world! We need to destroy all enemies in our way! Of course, we need a good economy to support our army, so we support a good economy. And we need science to get Modern Armors, which are awesome, so we support science as well. But most of all we want to destroy and conquer! EXTERMINATE!!
Leader: Lord Octavian
Praetorian Guard:
Communist Party that advocates War against any who aid the Ottomans.
Leader: Julius Casear
Brotherhood of Scholars:
A peaceful party in favor of extensive trade, expansion of the market system, and building of universities and libraries.
Leader: Quintillian
The Eagle Party:
Advocates traditionalist values of Isolationism, but advocates war with the Celts.
Leader: Vercingian
Independents:
None Yet
Coalitions:
Legion Populus (IMWP/IP/OP/IPQR/CPR)
Coalition of Vengeance (AG/Novus)
BANNED PLAYERS:
None, Fortunately
-Sparthage
Yes, I shamelessly almost copied the OP of RP2.