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Realpolitik of the Smoky Skies – Either a Reboot or a Shameless Rip-Off
Realpolitik of the Smoky Skies – Either a Reboot or a Shameless Rip-Off
Hi, I’m cpm4001. Those of you who hang around the Civ V Stories + Let’s Plays forum know me as one of the depressingly few people who frequent it. Those of you who hang around the IOT or NES forums know me as that weirdo who crops up from time to time, doesn’t know how to properly play the games, and fails pretty miserably (remember Vietnam? How about Turkey?). Some of you may also know me as the Majah of Raspur; despite the fact that my alter-ego comes from a Woody Allen film, I am not certifiably insane.
I don’t think so, anyway.
Anyway, it’s been too long since we had a Realpolitik actually running over here, and so hence this thing. Late last year, dot80 ran a briefly-lived Realpolitik with the “Empires of the Smoky Skies” scenario. It was fun, but died after a single update. So, ripping off the idea, I’m going to try to revive it, with a few twists.
Disclaimer: This is my first time running something like this (I’ve played in a number of ‘em, though), so you’ll have to bear with me when (not if) I make some slip-up or another. Further, I’d like to simultaneously thank and apologize to everyone who has actually worked to develop Realpolitiks and their manifold kin. Thank, because you’ve done a great job creating them, and apologize, because I’m mangling your ideas.
Introduction
1) We are playing the Empires of the Smoky Skies scenario. As such, the tech tree and social policies have been completely reshuffled; I will do my best to prevent confusion by posting screenshots of these as needed. Additionally, the “internal” mechanics of this scenario are from Gods and Kings, rather than Brave New World, so there are no international Trade Routes, we can get Gold from Rivers and Coasts, etc. Also, there are still Barbarians wandering about the place, but they’re called “Luddites” for flavor and do get fairly strong units (though not Landships or the like, to my knowledge).2) By virtue of the “Random Leader” function, our nation is “Pulias”. As such, we get +1 Gold for each Strategic Resource tile we work and double the “Aetherium” resources, which despite looking like Aluminum apparently makes Airships fly. Or something. We also have a special building that produces Aetherium, unlocked at the “Automata” tech. We are playing on King difficulty (so that there’s a challenge but it’s not ridiculously hard), and the map is ‘Europe’ (not actual Europe, it’s just a random map that looks vaguely like Europe if you sort of squint) because the game refused to let me randomize the map type. Just so people are aware, this is not a map with “wrap-around” edges, so keep that in mind if you plan any large-scale military campaigns on the other end of the continent.
3) Our end goal is to win the scenario; to do this, our nation needs to hold three or more of the “Honourable Titles” for a set number of turns. We earn Honourable Titles by having the most and newest Airships and Landships, the most National and World Wonders, the City with the Highest Production, the most Social Policies adopted, and the highest gross Gold Income. Keep these aims in mind as you govern the nation!
Basic Rules
1) You’re stuck with democracy. We can most certainly have fascist or communist parties, but they still have to have elections. Apologies, would-be dictators!2) To join: pick a class (more shortly). Post it below. Pick a city to reside in. Post it below. And it’s just that easy. All players will be referred to by their usernames, but can of course RP a specific character.
3) Form parties if you want, or stay independent. It doesn’t matter that much, as POPs (more on that shortly, too) have a larger role in this game than in others and so you still have a shot at being elected even if you’re not associated with any specific party. Two or more parties can also form coalitions, either once in the Legislature or to try to get themselves elected. Keep the number of parties at a reasonable level; nine is okay, twenty isn’t.
4) Try not to be a jerk. It’s just a game, you should really just relax. I, being the GM, can and will kick people if it becomes necessary to do so to preserve the fun for the rest of us.
’Classes’
1) There are five different ‘classes’, if you will: Economists, Savants, Culturists, Industrialists, and Militarists (we have to use pretentious-sounding names or it’s not ‘authentic’.) The classes are mostly for roleplaying flavor; however, each player who is one of the first four classes gets an increase in the starting opinions of POPs of a similar occupation when that POP first crops up: Economists get a boost to opinion with Merchants, Savants a boost to Scientists, Culturists to Artists, and Industrialists to Engineers (but NOT Miners). Militarists get an opinion increase amongst all Jingoistic POPs, regardless of occupation.2) Each time we get one of the five “titles”, all members of the appropriate class (Newest Airships and Landships = Militarists, Most Gold = Economists, Highest Production = Industrialists, Most Wonders = Savants [hey, they have to have something!], Most Social Policies = Culturists) get a good-sized opinion boost with all POPs. This bonus is reversed if the title is lost.
3) There are also two sub-classes, Adventurers and Officers:
*At any time, any player can choose to become an Adventurer and take command of a unit to explore. Discovering a new Civ, City-State, or Natural Wonder while leading the unit that made the discovery gives a small one-time boost to an Adventurer’s Funds and the opinion of all POPs in the Adventurer’s home city. This bonus carries over after the Adventurer returns to their original class. While on an expedition, the Adventurer cannot carry out any Actions and, if a member of the Legislature, cannot vote.
*In the event of war, any player can choose to become an Officer and take personal control of a military unit. Attacking an enemy city with one of these units makes all non-Pacifist POPs like the Officer more; this bonus is increased if the city is captured with the Unit. All POPs in a specific city, Pacifist or no, will like it if you kill an enemy unit nebbing around that city, too!
In either case, if the unit is destroyed while being led by a player, said player acts like that crappy heir/king you tried to kill in EUIV – he survives and is automatically teleported home.
4) You can swap classes if you want at any time; doing so will cause a hefty relation penalty with all POPs, though.
The Government and Their Powers
1) Unlike in other IAARs, elections are held to fill our nation’s Legislature, rather than a presidency and governorships. This is designed to prevent what seems to happen a lot in “conventional” Realpolitiks, where one party ends up virtually owning the government.2) The Legislature starts with seven seats, and so begins with two seats allocated to each city (as, apart from our capital, we have two settlers to start the game off) plus one extra for the capital. As we found/annex more cities, it will be up to the Legislature to decide how representatives should be balanced – more seats can certainly be added. Only candidates residing in a specific city are eligible to run for the open seats in that city; you can choose to move, but you will lose some of your Funds for doing so because campaign offices are expensive to set up (all that coffee and pizza, you know.) You may move to either of our two “bonus” cities penalty-free for two turns after they are founded.
3) After the Legislature is elected (see below) but before anything can get done, a Prime Minister must be chosen by the Legislature from amongst its members. Said Prime Minister, who decides what should be done with our military units and handles other foreign affairs (such as Spy placing), will then form a Government by appointing other members of the Legislature to the cabinet. This cabinet must have at least three other players in it, but what posts each player holds is up to the PM.
4) Orders must be passed by a simple majority of the Legislature before I can carry them out. This will simply entail all current members of the Legislature voting in the thread in favor of or against accepting the Orders (voting against Orders might win you support with some POPs if they oppose certain provisions). If the orders are rejected, the Government can either rework them or hold a special election to pass them; in a special election, all players, regardless of whether or not they’re in the Legislature have a single vote to cast, yes or no, on the Orders. If the Orders cannot be passed, they must be reworked or else we quit playing a Realpolitik and commence playing U.S. Government Simulator 2014™.
5) From amongst the members of the Legislature NOT in the Government, the Opposition Leader is chosen. Being the OL means that you are slightly more effective when convincing POPs of how bad the current Government is and how much better a Government run by you would be. You can also do a couple of unique Actions.
6) The legal use of force by the nation of Pulias, apart from those situations outlined in subsection 6(3), can only proceed once the following conditions are satisfied:
(a) if a vote on the Declaration of War motion satisfying all of the requirements of the Senate Voting Act 1822 enjoys the support of two-thirds of votes cast in the Senate;
(b) a Declaration of War referendum of all Pulian voters ((POPs and players, who each get one vote)) is then held and passed successfully by a majority of voters, in which the following conditions are satisfied:
(i) the wording of the referendum must be clear and unambiguous in its intent;
(ii) the result of the referendum is binding on the Government and the Senate; and
(iii) a Declaration of War referendum can only be held once a Declaration of War motion has successfully passed the Senate in accordance with subsection 6(1);
(c) Authorisation of the use of force through the mechanisms in Section 6A and Section 6B can be excepted in the following circumstances:
(i) if a state of war already exists because another nation has declared war on Pulias; or
(ii) in the case of Luddites, because they are perpetually hostile forces who have declared their intent to wage war on all modern nation states, of which Pulias is a member.
Elections
2) We will hold the first election after we have all three of our cities founded; this will begin Turn 1. Thereafter the elected officials’ terms will last for ten in-game turns (one turnset.) Orders will need to be submitted every turnset.
3) During an election, all seats in a City are up for grabs. Therefore, each party can run up to two candidates for the seats in a City, (three for the capital). Each player can vote for up to two different candidates, and each POP will cast two votes for the two candidates it likes the most. Logically, then, the candidates receiving the most votes will fill the open seats of the Legislature.
POPs (not ripped off from another game)
1) Okay, now onto POPs. Rather than use generic NPCs, in this game we’ll be using POPs, because reasons. Each POP has five main stats: Location (what city it’s in, of course), Occupation (what it does and what 'class' it is; see below), War Policy (determined at random when the POP is first created; it varies between Pacifist [prefers peaceful expansion], Neutral [doesn’t care one way or the other], and Jingoist [likes war!]), Dominant Issue (what the POP wants done), and its Lobbying Group. All these affect the POPs opinions of players and parties.Now, the in-depth explanation of the above stats:
Spoiler :
*A POP is represented by a Citizen in-game. The occupation of a POP is chosen when a new Citizen is born in one of our cities and assigned (I will balance new POPs as best I can from city to city). The highest yield from that tile, or the specialist slot the Citizen works in, determines the occupation of the POP (Food = Farmer, Production = Engineer when a specialist or Miner when working a tile, Gold = Merchant, Science = Scientist, and Culture = Artist). In the event that a tile yield is “balanced” (i.e., 2 Gold and 2 Production for a mine), the POP will be determined by what tile yield is highest after the construction of an improvement (so, in the case above, the POP is a Miner, not a Merchant.)
*POPs have classes too; however, unlike player Classes, these simply indicate where on the social ladder they fall – Farmers and Miners are considered lower class, Engineers and Scientists (getting a grant is harder than you’d think) are considered middle class, and Merchants and Artists are considered upper class. This affects their opinions of players and parties to a degree, and more importantly alters the most effective way to persuade them that you’re right.
*A POP’s War Policy affects their opinion of players, as you may have guessed. So, a Pacifist POP will like players who support peaceful expansion and trade and dislike those who advocate war. Conversely, Jingoist POPs tend to jump around while at the psychologist’s, shouting “Kill!”, and so will like players who support war and think that those who like peaceful expansion are wussies. Neutral POPs just want to live and let live/die. War Policy can change over time; a war going well might sway Neutrals (and maybe a Pacifist POP or two) into thinking that peace is maybe kinda boring, while a war going badly (or rampant Luddite invasion) will start to chip away at the self-confidence of Jingoists. A POPs War Policy is not secret and will be revealed when the POP is first created.
*The Dominant Issue for a POP is what they want done. This is randomly determined and can be anything from “Build a Tile Improvement” to “Research This Tech” to “Ally That City State”. Whenever a POP’s Dominant Issue is addressed, all players and parties supporting that issue get an opinion boost with the POP. Opinion boosts are increased if the given person is a member of the current Government.
*A Lobbying Group is a political organization that, each turn, releases a series of demands to the government as to what they want done. The Dominant Issue, as well as military stance, of a POP determines which Lobbying Group they join. Meeting the demands of a lobbying group will improve the opinion of all POPs in that lobbying gorup, while not doing so will upset them.
*POPs have classes too; however, unlike player Classes, these simply indicate where on the social ladder they fall – Farmers and Miners are considered lower class, Engineers and Scientists (getting a grant is harder than you’d think) are considered middle class, and Merchants and Artists are considered upper class. This affects their opinions of players and parties to a degree, and more importantly alters the most effective way to persuade them that you’re right.
*A POP’s War Policy affects their opinion of players, as you may have guessed. So, a Pacifist POP will like players who support peaceful expansion and trade and dislike those who advocate war. Conversely, Jingoist POPs tend to jump around while at the psychologist’s, shouting “Kill!”, and so will like players who support war and think that those who like peaceful expansion are wussies. Neutral POPs just want to live and let live/die. War Policy can change over time; a war going well might sway Neutrals (and maybe a Pacifist POP or two) into thinking that peace is maybe kinda boring, while a war going badly (or rampant Luddite invasion) will start to chip away at the self-confidence of Jingoists. A POPs War Policy is not secret and will be revealed when the POP is first created.
*The Dominant Issue for a POP is what they want done. This is randomly determined and can be anything from “Build a Tile Improvement” to “Research This Tech” to “Ally That City State”. Whenever a POP’s Dominant Issue is addressed, all players and parties supporting that issue get an opinion boost with the POP. Opinion boosts are increased if the given person is a member of the current Government.
*A Lobbying Group is a political organization that, each turn, releases a series of demands to the government as to what they want done. The Dominant Issue, as well as military stance, of a POP determines which Lobbying Group they join. Meeting the demands of a lobbying group will improve the opinion of all POPs in that lobbying gorup, while not doing so will upset them.
2) POP opinions are arranged on a sliding scale from -20 to 20. Logically, the opinion determines if they’ll vote for you or not. The scale is determined as follows:
*From -20 to -16, they hate you utterly and will not vote for you, ever. That means that if a favored party is only running one candidate, and all other candidates are hated, the second vote will not be used.
*From -15 to -11, they oppose you. You’ll find it harder to persuade them you’re right.
*From -10 to -6, they lean towards opposing you. They’re slightly more resistant to your speeches or the like.
*From -5 to 5, they’re neutral towards you.
*From 6 to 10, they lean towards supporting you. They will, as such, like you slightly more as a result of speeches.
*From 11 to 15, they support you and will generally accept what you say as true. Your party (you if you’re an Independent) will get a small boost to campaign funds as they start to funnel money your way.
*From 16 to 20, you are considered the Greatest Thing Since Sliced Bread®. You will always get their vote as all other candidates are ignored, and you will get more money from them.
When you conduct a poll, you’ll receive the numerical value of each POP’s opinion.
3) A POP decides what candidates to vote for based on their opinion of the candidate modified by their opinion of the candidate’s party. So, a highly popular party might be able to elect a candidate who is not well-liked, while if you belong party a POP thinks sucks your affiliation might sink your ambitions.
4) In the event that not enough candidates are run for the seats in a city, I will randomly generate an NPC Senator based on the Dominant Issues of the city’s POPs to fill the seat. Said NPC will always vote "Yes" on orders (unless they are actively detrimental to that senator's city), but will abstain from voting on any other issues unless contacted by a player (that is, I am sent a PM).
Funds
1) Each turn, each player earns a certain amount of money, known as Funds for more reasons. You use Funds to pay for Actions. The amount of Funds you get each turn varies based on our in-game era, your political status, and your party affiliation.2) Funds can be transferred between players and parties; send me a PM informing me of any transactions when they are agreed upon.
Actions
There are a number of available actions players can choose to undertake:Public Actions (post in the thread what you’re doing)
*Form Party [Free]. Get together with at least one other player and proceed into politics!
*Form Coalition [Free]. Get together with at least one other party and proceed into politics!
*Make a Speech [Free]. Get on your soapbox and talk/rant/run your mouth off about some issue or another! POPs opinions of you, your party, or your opponents will be changed by varying amounts. Before you start your speech, note what city you are in so that I can adjust the appropriate POP opinions. Works best on Lower and Middle-class POPs. Additionally, utilizing a speech from Tropico 4 will win you the undying support of El Presidente and his Loyalists.
*Hold a Debate [Free]. Rope one or more of your opponents into debating the Issues of the Day with you. Apart from the normal opinion change based on the results of the debate, POPs will like you more for taking part in the debate (and dislike you some if you refuse…. Works best on Lower and Middle-class POPs.
*Call for a No-Confidence Vote [Free]: The Opposition Leader holds a vote in the Legislature to recall the Prime Minister. If the vote succeeds by a 2/3rds majority, the current Government will be dissolved and a replacement must be assembled.
*Make an Endorsement [Free]: “A popular former leader says this candidate is great! Better vote for him!” Endorse a candidate. Effects are random based on the public opinion of the endorser among what occupations and classes of POPs.
*Accuse of Voting Fraud [Free]: Have the Opposition Leader publicly accuse a candidate or party of committing voting fraud. If correct, any seats won from that voting fraud are vacated, the candidate(s) committing the fraud banned for an election cycle, and POP opinions of all people involved in the fraud reduced. If wrong, the denouncer and any associated party suffer a severe opinion hit.
*Imprison/Release from Prison [Free]: Throw a player in prison, preventing any actions from being taken or funds being gained by that player. Alternatively, release a previously-imprisoned player. Requires a 2/3rds vote of the Legislature, and adjusts POP opinions based on their opinions of the player being imprisoned/released.
*Demand Recall [15 Funds per candidate]: Hold a vote amongst all members of a given city (player and POP alike) to recall one or more of the Legislators of that city and force a new election. If the vote succeeds, a new election is held for that City.
*Restore Order [300 Funds per City]: If a city has been Seized, send in the troops to throw the occupiers out and restore the seats to their original controllers. Changes POP opinions based on their opinions of each side. May, for an extra 150 Funds, choose to Seize the city for yourself.
Private Actions (Send me a PM informing me of your plans)
*Letter Campaign [15 Funds per Lobbying Organization]: Target a specific Lobbying Organization to increase their opinion of you or your party.
*Publish a ‘Little [Color] Book’ [25 Funds]: Using the dot80 Publishing Company’s presses, release a book talking about your political ideology. Will gradually increase the opinion of Upper-class POPs, but may work on Middle-class ones as well.
*Release Propaganda [25 Funds per POP in a City]: Increase the opinion of all POPs in a city by a good amount (varies based on their original opinion of the Propaganda-releasing party). Propaganda can also be used to decrease the opinion of another party or player.
*Throw a Fundraiser [50 Funds per City]: Have a big party to try to
*Throw the Election [350 Funds per City]: Bribe an election official to discover a few thousand Highly Legitimate Votes carelessly overlooked! Guarantees that a city will vote for you or your party in the upcoming election. Risky, but potentially high-reward.
*Seize City [450 Funds per City]: Replaces all legislative members in a specific city with ones loyal to you or your party and blocks further elections, but at the cost of all but your most fervent supporters.
*Revolution [650 Funds per City in the Empire]: You say you want one? Well, you know, we all want to install a favorable government. Sparks a Civil War in which all players and POPs pick sides (neutral IS a side). The winning side controls the government at the end of the action; the losing side ends up Imprisoned and/or dead.
I reserve the right to add in new Actions as people suggest them/I remember ones I forgot.
”History”
Yadayadayada Jacobin revolt overthrew monarchy yadayadayada installed democratic government or something yadayadayada steampunk-y technobabble yadayadayada now we have land ironclads and airships and crap yadayadayada let’s just get going on the game, shall we?