- Joined
- Mar 31, 2008
- Messages
- 14,927

"Good day, CFC! Blah blah blah, welcome to the Sick Man of Europe Realpolitik!"
We are playing the Ottoman Empire in the European XX Century scenario
Rules
1. I have the final say on anything.
2. Democracy is NOT absolute but when it isn't, there can be consequences.
3. Any member is free to establish their own party or join a party. You can only be in one party at a time but can switch as you please.
4. Your screenname will be your in-game name.
5. Elections occur every forty in-game turns. Anyone on CFC may vote.
6. Political parties can form coalitions.
7. The parties who did not win the election become the opposition.
9. During elections, coalitions must post their cabinets BEFORE the day of the election votes are tallied.
Here are the cabinet positions.
President: Commander-in-Chief. The only person who is allowed to declare war. Sets goals for governors in his party. Can choose policies. Has the final say on his or hers orders. The President is allowed to create or remove one cabinet position a turnset. If he removes a cabinet position, he can assign the power of that position to another position. Can dictate what NPC governors of his party can do.
Vice President Serves as Governor of the capital region 15 turns into the administration. Is governor for 30 turns.
Foreign Minister: Negotiates with foreign leaders. Rule of thumb, send the President to talk when you believe the nation is on equal or greater footing than you are. Send the VP when you believe the nation you're talking with is on slightly-lesser footing than you are. Send the FM when you believe the nation you're talking to is lesser to your own.
Chief of Staff: The Chief of Staff talks with the Military Branch Heads and sends a military budget proposal to the President. The CoS has the power to create one Great General every turn.
Military Branch Heads (Army-Navy-Airforce: The military branch heads will attempt to curry favor with the CoS to get their budget proposals through. Military units, when created, will be assigned to the Army, Navy, NATIONAL GUARD, or Airforce. The branch heads can also create "war scenarios" which should help the president with coming up with solutions to a war problem.
Domestic Minister: Dictates what NPC governors of his party can do.
Governors: Not part of the cabinet. Governors decide specific builds for their cities. They can be issued Tactical Command to units around them.
10. NPC voters....vote. The larger the city, the more votes it has.
11. NPC organizations may form.
12. Independents can run for any position.
13. Players can only vote for two parties. Once the player votes, s/he can't revote.
14. When you make speeches, please post where you're making that speech.
Administrations
Sonereal Administration
Opposition Leader (OPLDR): None yet.
Opposition Strength Rating(OSR): - Insignificant
- Insignificant
- Weak
- Minor
- Moderate
- Noticeable
- Fairly Strong
- Strong
- Dangerous
- Murderous
Opposition Actions
General Strike: Only the opposition leader can call this. This is based on the OSR. The higher the OSR, the more cities that stop growing and working for a turnset.
Assassination: A player may order an assassination of another politician or an NPC. When you send me this order, MAKE a plan. A successful assassination knocks the target out of the game for a turnset. Using this on NPCs takes them out for good.
Vote of No Confindence Opposition Leader can call for a reelection. The Immortals vote on whether the VoNC succeeds. If it does, then reelections are held.
Sabotage: Any player can send me a PM targeting a building or random province improvement.
Kidnap/Citizen's Arrest: Players can kidnap/arrest other players. The more players involved and better detailed the plan, the more successful it'll be.
Call for Desertion: Opp Leader can call for this. Depending on OSR, units will leave military.
Armed Revolution: 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)
- A unit type they wish to raise (Era applicable, please)
-One promotion
- Name of ship (if a naval unit, otherwise, unit will be called ______'s Company. Ships for the Government will be given the prefix SS and rebel ships will be RNV(Revolutionary Naval Vessel)).
The leaders (President and Opposition Leader) will be represented by a regiment with a Great General attached.
The AR will actually take place on a separate map.
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.
Government Actions:
Martial Law - Advanced action. President can declare a State of Emergency and martial law in one, several, or all cities.
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.
Exile-Government can send a player into exile.
Crackdown-This is a very powerful, very dangerous weapon in the Administration's arsenal. The Administration can target one or several political parties. For each member of the targeted parties, there's a 25% chance of being killed, 25% chance of being exiled, 25% chance of being arrested, and a 25% chance of escaping all effects.
Governor Actions
The Governor can use National Guard units to respond to problems within a city. Using National Guards is better than using Federal troops and has less consequences.
The Governor can also use a weaker version of the Crackdown power in his or hers city.