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ThunderHawk3

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Aug 4, 2011
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Enemy of the State - Test Game

This is a test game for a new hybrid nation game of my own invention called Enemy of the State, representing a reckless mish-mash of inspired by a lot of other games, like Secret Hitler, Twilight Struggle, Democracy 3, Fate of the World, and a bunch of our usual forum-based nation games.

The basic premise of Enemy of the State is that a collection of players elect leaders who submit orders for their nation, as usual. However, the twist is that one player is secretly the Nemesis and others are his accomplices, who are working tirelessly towards the destruction of the nation. The Nemesis can submit his own evil orders every turn, regardless of whether he's in government or not. The government can submit any orders it pleases, while the Nemesis is limited to about 75 different possible orders.

Enemy of the State is meant to be difficult (hopefully not too difficult) for the government. There are lots of ways to lose, and the Nemesis will work to sabotage the government at every turn.

This is a test game to check for balance which is going to be played with just two players. There will be no elections (or purges or assassinations) in this test game, and the identity of the Nemesis will be known from the start. A full game would have lots of players, elections, purges, assassinations, and the identity of the Nemesis and his accomplices would be secret. There would also be a "powerful faction," like the church or the army, which would hold sway over the government.

@Gen. Marshall has volunteered to be the Nemesis for this test game, though due to an absurd concept called "time zones" he's probably not around right now.

I need someone to play for the government. The first person to sign up (excepting people on my permanent ban list, of course) gets to play as the government.

Basic Rules

All players will elect leaders to lead the government. The elected leader will remain in power for a number of turns (years) for his term of office. Every turn, he will get to submit a certain number of orders. They can be anything he wishes, though some may be subject to veto by the powerful faction, or by the Nemesis. After the government issues his orders, the Nemesis will then issue his evil orders. The government can choose to keep the contents of their orders public or private.

I will then evaluate all orders and the next turn will begin.

One turn is one year for RP purposes.

To begin with, the government can issue 2 orders/turn and has 3 policy slots. This is not very many, as will become apparent later. It can issue orders to expand the bureaucracy to increase either or both numbers if State Power (an important stat) is high enough.

Government orders that have recurring effect are called "policies" in EotS-speak. The government can only have a certain number of policies in play at once. Scrapping or modifying a policy requires an order. I will fix the effect of a policy when it comes into. (IE: Suppose a government decides to institute an income tax. I may decide this has the effect of decreasing debt by State Power/10 every turn. I will say this explicitly, and the Income Tax policy will have this effect every turn until modified or scrapped.)

Anything that the government wants to have a recurring effect is a policy. Otherwise, it will only have an up-front effect. Once the government is out of policy slots, you can't play more until you scrap a policy to free a policy slot.

If State Power is equal to or greater than 10 times the current number of policy slots+1, the government can order the number permanently increased. This will also increase debt. If State Power is equal to or greater than 15 times the current number of orders+1, the government can do the same.

(This means the max number of policy slots is 10 and the max number of orders/turn is 6.)

Beware, the Nemesis can occupy policy slots with useless policies that are hard to remove, or even permanently decrease the number of policy slots or orders the government has! However, the government will always have at least one order and one policy slot.

Finances and stat changes are generally simple in EotS. Only orders, policies (or in the Nemesis' case, disasters), change stats. I will occasionally throw out an event. Nothing else does. There is, for example, no automatic debt service.

If I say a policy costs X, that policy will increase debt by X/national wealth, then rounded up. IE: If you have a policy of cost 100, and national wealth is 21, that policy will increase debt by 5. Costs can go well over 100. I will usually warn the government if an order would bankrupt the nation.

Orders will be classified (by the GM, after they are sent) into five categories: Political, Social, Economic, Military, and Diplomatic. The government isn't restricted in any way as to which categories of orders it's allowed to issue in the beginning. However, the Nemesis may block or prevent the government from playing orders in certain categories, at least temporarily, as time goes on. Heavy-handed government policies, like authoritarian government, may also block the Nemesis from playing cards and disasters in certain categories.

Orders can belong to more than one category. From the government's perspective, classification or orders into categories is usually purely bureaucratic and doesn't matter much. It matters more to the Nemesis.

Players who are purged or assassinated cannot run for leader at the next election, and their vote only counts for half at the same.

Stats

Stats are divided into the five categories: Political, Social, Economic, Military, and Diplomatic. There are three or four stats in each. Some are good (ie: high is good), some are bad, and some can be good or bad. They're all ranked 0-100 on arbitrary scales.

Five stats, one from each category, will cause the government to lose the game if they reach 0 or 100.

Political

-Approval (government loses if 0)
-Corruption
-State Power

Social

-Health
-Education
-Inequality
-Crime (government loses if 100)

Economic

-National Wealth
-Debt (government loses if 100)
-Unemployment
-Inflation

Military

-Quality
-Quantity
-Military Loyalty (government loses if 0)

Diplomatic

-International Hostility (may keep track of separate West/Comintern hostility)
-Trade Relations
-Foreign Influence (government loses if 100)

The Nemesis and The Conspiracy

The Nemesis will be randomly chosen from among all players, and he may also have several accomplices chosen by the same method. His sole task to try to make the government lose. His identity is secret. The Nemesis knows the identity of his accomplices, but they don't know his identity, or each other's identities.

Like the government's leader, the Nemesis submits orders every turn (after the government). However, unlike the government, he can't submit whatever orders he pleases. Instead, he has five decks of cards in each of the policy categories. Each deck contains about 15 cards. Many of them are quite power - he can start wars, economic and political crises, and even destroy the government... if he plays his cards right.

The government will be told what the Nemesis played, but not what he drew.

The Nemesis gets a certain number of draws, orders, and disasters. His draws are how many cards he can draw each turn. He gets to choose which decks to draw from. He can draw from the same deck any number of times. He draws a new hand at the start of every turn.

Orders are how many orders he can issue. Disasters are evil policies - cards that have recurring negative effects for the government. Typically, the government will have to meet certain requirements or take other logical action to remove them from play. The Nemesis may also scrap them to make way for other disasters.

Regular cards are shuffled back into their decks at the end of each turn.

Each deck also contains one unique disaster. This card may only be played once, and is removed from the game after being played.

Hint: The Nemesis' most powerful card is a special unique disaster that does not start in any deck. It can be brought into play only by combined action of the Nemesis and the government. Why would the government ever take such action? Well, you'll find out...

To make things interesting, neither the government nor the Nemesis are informed of what cards are in the Nemesis' deck. Both will have to learn as the game goes along.

If the Nemesis is purged, assassinated, etc., he will not be able to choose his cards and will instead topdeck for the next turn.

Once per game, the Nemesis' accomplices may exercise a one-time ability to add a card to the Nemesis' hand. They lose this ability if they are ever purged, assassinated, etc., but regain it if they are elected to the leadership.

The Nemesis wins the game if he becomes Dictator-for-Life by any means.

The Powerful Faction

Optionally, there may be a powerful faction, whose members are unchanging and chosen at the start of the game. The powerful faction represents a group with undue influence over the government. Each has veto power over one area of policy. The leader of the powerful faction can issue one order a turn.

It can be one and only one of the following:

The Dynasty:
A particular family or dynasty has a prominent place in politics.

Leader knows all political orders/policies played by the government and can veto Political orders/policies (except assassinations or purges, but including constitutional changes). Random line of succession to the leadership fixed at the beginning of the game. Leaders are the heads of the dynasty and can only be removed by either retirement or death/purge.

Leader can purge other members of the Family by order, one per order (disqualifying them from the line of succession until his death), but cannot otherwise change the line of succession. They can be rehabilitated, one per order, at a later time.

The Church:
The holy mother church holds tremendous over the people.

Leader knows all social orders played by the government and can veto social orders. Leader chosen by Synod (vote of the powerful faction's members), but can only be removed by either retirement or purge/death.

Leader can expel (excommunicate) other members of the Church by order, one per order. Excommunications are lifted on the death of the Leader, but excommunicated players can't vote for his successor.

The Business:
Corporations and businessmen have managed to wrangle vast power in our society.

Leader knows all economic orders/policies played by the government and can veto the same. Leader chosen by vote for a term fixed by the faction and can be sacked by no confidence vote of the faction at any time.

The Military:
The army has a tremendous historical role in our politics.

Leader knows all military orders/policies played by the government and can veto the same (except his own sacking) as the RP head of the nation's armed forces. If he dies or resigns, the government may choose his successor by order. He can also be sacked by order of the government. If he is sacked, the faction members will vote to either support or oppose his sacking. Military loyalty will be decreased in proportion to the number of military faction members who voted to oppose the sacking.

If the government does not choose a military leader whenever the right of choice shall have devolved upon them, a random faction member will automatically be chosen at end of turn.

The Foreigners:
Due to geopolitics, a particular foreign power - probably a superpower - has gained immense sway over our diplomatic policy. Why, we're practically a satellite state over here!

Leader knows all diplomatic orders played by the government and can veto the same. Is a foreign ambassador or consul for RP purposes. Can be sacked by vote of the faction at any time.

The government may choose to expel the Leader, forcing the faction to pick a new one, or expel the embassy entirely, negating the faction's abilities. Both actions will raise Foreign Hostility and may have other effects.

Constitutional Issues

Okay, so here's the deal. I've had enough of Constitutional conventions for one lifetime (EoE, PttP, etc...), so here's how we're treating the Constitution. You can change the constitution when the government attempts to do so. It proposes an amendment/a new constitution, which all at the same time changes one or more of these issues:

Title of Leader: (President/Prime Minister/Grand Czar/whatever)
Name of Nation: (Republic/State/Kingdom/Anarchy/whatever)

Election Process: (First Past the Post/Top 2 runoff/ranked choice/instant runoff/whatever/none)
Leader Term: (any # of years up to 10/for life)
Term Limit: (any # of terms or years/no limit)
Removal Process Mid-Term: (specify necessary majority/none)

Necessary Majority to Amend Constitution: (specify majority/impossible)

Opposition Parties Allowed: (yes/no) - if no, the President can disqualify opposition candidates, one player per order
Can Purge/Kill Players: (yes/no) - if yes, the government can purge one player per order
Government Must Reveal Orders: (yes/no)

The players vote on the government's proposed amendment. If they attain the necessary majority of ayes over nays (modified by assassinations and purges), the constitution is so amended.

The government can only call one such vote per turn, but can propose an amendment that changes several of these at once.

Win/Lose Conditions

If 50 turns pass without the government losing, they win.

The powerful faction will have its own specific win condition. It usually requires 50 turns to pass without the government losing as well.

The Nemesis and his accomplices' goal is to cause the government to lose the game.

If Approval reaches 0, there is a revolution. The government loses.

If Crime reaches 100, society descends into lawless anarchy. The government loses.

If Debt reaches 100, the nation goes bankrupt. The government loses.

If Military Loyalty reaches 0, there is a military coup. The government loses.

If Foreign Influence reaches 100, foreign powers take over your country. The government loses.

If the Nemesis becomes dictator-for-life, he wins and the government loses.

Our IRC channel on Coldfront is #EoTS_Main.
 
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Of course I offer my services too.
 
Okay, since @TJDS and @sealy300 joined within a few seconds of each other, I'm going to propose they trade off the post of leader at the end of the leader's term, or if one or the other of them dies. This could help test assassination mechanics. Tell me if that's okay with both of you.

Sealy was first so he'll start as leader. Sealy300, you may submit your first orders whenever you wish. The game will last 25 terms.

Policies/disasters currently active:

None!

Nation of Examplia (flavor and constitution settings):

Current Year: 1950

Flavor Background: Examplia is a proud nation of examples with a long and storied history of being an example, going all the way back to the famous Example Battle of 1200, when proud Example soldiers defeated their evil and traditional enemies from the Grand Duchy of Anecdotia. Maintaining a policy of neutrality during WWII, Examplia is a European nation in some vague and unspecified part of Europe, maybe in Balkans or something.

Since this is a test game, Examplia will start with medium stats and the following constitution. In an actual game I will let the players choose their own starting stats, more or less.

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 50
-Corruption: 50
-State Power: 30

Social

-Health: 30
-Education: 30
-Inequality: 30
-Crime: 30

Economic

-National Wealth: 10
-Debt: 0
-Unemployment: 30
-Inflation: 30

Military

-Quality: 30
-Quantity: 30
-Military Loyalty: 50

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 0
-Foreign Influence: 0

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots
 
Bonus: TH3's Dubious Guide to RPing About Stats

Here are RP meanings of stats for use in in-character discussions.

Political

-Approval = % Approval rating
-Corruption = % of people who have had to pay a bribe in the past year
-State Power -> No RP analogy, just the general size of the government, maybe % of people who meaningfully interact with the government every day.

Social

-Health -> Life Expectancy = Health score * .5 + 30, give or take about 5 years.
-Education -> # of average years of education = Education score/5
-Inequality = GINI coefficient*100
-Crime -> % of people who are victims of serious crimes each year, let's say, though this is insanely high by any standard

Economic

-National Wealth -> GDP/capita = $250*wealth score in 2016 dollars, or thereabouts
-Debt = % of GDP debt
-Unemployment = % of workforce unemployed+underemployed
-Inflation= % inflation, I guess... (will produce insanely high inflations)

Military

-Quality -> No analogy. How good they are.
-Quantity = % of total available manpower for military service currently under arms. (.1-.2% of population per quantity score, probably)
-Military Loyalty -> % of soldiers who approve of the government

Diplomatic

-International Hostility -> no analogy
-Trade Relations = % of GDP that is trade, maybe
-Foreign Influence -> no analogy
 
@barkardes (and @Haresus) - I appreciate the interest, but this is just a test game to check game balance. I don't need any more people.

@sealy300 - you can submit your first orders whenever you like.
 
Alrighty then. @TJDS, are you able to step in? If not, I'll continue down the list of volunteers.
 
1951 - Turn 1 - TJDS

Following the 1950 election that brought the Civic Unity Bloc of Examplia (CUBE) into power, Prime Minister TJDS declared education a national priority. He officially commissioned a new State Education Program to provide better access to and quality of education to children at all levels. The CUBE government placed an emphasis on military education, particularly military loyalty, though there was little outcry.

[State Education Program policy enacted: Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1. +1 of each this turn. No Approval effect.]

500px-Colegio_Nacional_Bragado.jpg

2. State schools in Examplia​

The CUBE bloc also surprised the public by applying for aid under the expansive US Marshall Plan. The United States quickly agreed to deliver aid, and millions of dollars in American assistance quickly flooded into the country. The money and materiel was put to good use, and the economic situation generally improved. However, communist and nationalist parties warned that the Marshall Plan was increasing US influence in Examplia, sacrificing sovereignty for money.

[+10 Foreign Influence, +5 National Wealth, -5 Unemployment, +5 Approval, Inflation -5, Debt -5.]

640px-Bundesarchiv_Bild_183-B0527-0001-753%2C_Krefeld%2C_Hungerwinter%2C_Demonstration.jpg

2. Dire economic straits would prompt many countries in Europe to accept international aid.​



*****

@Gen. Marshall - it's your move. PM me your choice of cards to draw.

(Also, the Marshall Plan? Gen. Marshall? COINCIDENCE? I think not.)

Policies/disasters currently active:

Government:

1. State Education - Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1.

2. (Free Slot)

3. (Free Slot)

Nemesis:

1. (Free Slot)

2. (Free Slot)

3. (Free Slot)

Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 55
-Corruption: 50
-State Power: 30

Social

-Health: 30
-Education: 31
-Inequality: 30
-Crime: 30

Economic

-National Wealth: 15
-Debt: -4
-Unemployment: 25
-Inflation: 25

Military

-Quality: 31
-Quantity: 30
-Military Loyalty: 51

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 0
-Foreign Influence: 10

Constitution:

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots
 
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1951 - Turn 1 - Nemesis

Despite considerable economic assistance from the United States, it quickly became apparent that many of the initial gains the government had seen and promised were fading. Most were reversed by the end of the year. Economists claimed that the cause was government and foreign aid dollars becoming trapped in banks and other funds or "hordes," where they weren't being lent out. This, they said, was a possible side-effect of low inflation, of all things.

((Gen. Marshall has played the Liquidity Trap disaster [economic], which increases Unemployment and decreases National Wealth each turn by (40-inflation)/5, rounded up, each turn. Somewhere, lots of economists are very mad at me.))

500px-Liquidity_trap_IS-LM.svg.png

1. Economists insist this cryptic graph somehow explains the situation.

Several of the nation's labor unions voted to conduct a General Strike in protest of ongoing poor economic conditions and high unemployment, government corruption, and other grievances in the aftermath of government's decision to accept the Marshall Plan. The irony was, of course, that a general strike did nothing to improve the economy and probably worsened it as the economy became paralyzed. The strike persisted into 1952 until the government convinced labor leaders to call it off.

((Gen. Marshall has also played the General Strike card [economic], which prevents the government from issuing economic orders next turn!))

500px-Strajk_sierpniowy_w_Stoczni_Gda%C5%84skiej_im._Lenina_09.jpg

2. Workers striking to protest poor economic conditions.



*****



We advance to Turn 2, year 1952.

@TJDS - it's your turn. Gen. Marshall seems to have hit you with a cunning combination of bad things.

EDIT: After some small amount of discussion, I decided to slightly nerf Liquidity Trap and give TJDS extra starting National Wealth.

[+25 National Wealth - Deus Ex Gm'ia]

Policies/disasters currently active:

Government:

1. State Education - Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1.

2. (Free Slot)

3. (Free Slot)

Nemesis:

1. Liquidity Trap - Decreases National Wealth and increases Unemployment each turn by (40-inflation)/5

2. (Free Slot)

3. (Free Slot)


Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 55
-Corruption: 50
-State Power: 30

Social

-Health: 30
-Education: 31
-Inequality: 30
-Crime: 30

Economic

-National Wealth: 32
-Debt: -3
-Unemployment: 28
-Inflation: 25

Military

-Quality: 31
-Quantity: 30
-Military Loyalty: 51

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 0
-Foreign Influence: 10

Constitution:

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots
 
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1952 - Turn 2 - TJDS

Alarmed by rising corruption and crime, the CUBE government established the Fiscal Information and Investigation Service (FIIS) to investigate embezzlement by government officials, tax evasion, and other similar crimes. The agency was empowered to conduct a crackdown and set about doing exactly that.

[TJDS has established anti-crime and anti-corruption unit, the FIIS (political), which reduces crime and corruption by State Power/10 every turn.]

The_Bosses_of_the_Senate_by_Joseph_Keppler.jpg

1. Economic corruption and crime were faulted for various post-war hardships​

Meanwhile, the Prime Minister signed the Treaty of Paris, officially entering Examplia into the European Coal and Steel Community. Though many businessmen and even regular workers applauded the move, nationalists accused CUBE of cozying up to the west too much, and said the regulations that came with the membership were reducing national sovereignty still further.

[Diplomatic - +25 Trade Relations, -5 unemployment, +5 national wealth, +10 Foreign Influence]

500px-KingParisPeace1946.jpg

2. Confused, the Examplian media accidentally printed this picture of the wrong Treaty of Paris​





*****



@Gen. Marshall - you're up.

Policies/disasters currently active:

Government:

1. State Education - Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1.

2. FIIS - Crime and Corruption are reduced by State Power/10 each turn.

3. (Free Slot)

Nemesis:

1. Liquidity Trap - Decreases National Wealth and increases Unemployment each turn by (40-inflation)/5

2. (Free Slot)

3. (Free Slot)

Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 55
-Corruption: 47
-State Power: 30

Social

-Health: 30
-Education: 32
-Inequality: 30
-Crime: 27

Economic

-National Wealth: 34
-Debt: -2
-Unemployment: 26
-Inflation: 25

Military

-Quality: 32
-Quantity: 30
-Military Loyalty: 52

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 25
-Foreign Influence: 20

Constitution:

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots
 
5RlPRqm.png

The Civic Unity Bloc of Examplia [Examplian: Bloca Unitatae Civică de Examplia; CUBE or BUCE] is one of the dominant political parties of Examplia. It is a merger of the Christian Historical Party, the Agrarian Union and the Civic Alliance, following their extensive cooperation and effective merger into the National Unity Goverment Bloc during the Second World War. Ideologically, the Civic Unity Bloc embraces the ideologies of all the merging political parties, Christian Democracy, Agrarianism & Conservative Liberalism. The CUBE became the largest party in Examplia following the 1950 General Election, the first election following the dissolution of the National Unity Government, with a majority in the Chamber of Deputies and the Senate.

Seats in the Chamber of Deputies:
1950: 167 / 300
1955: 173 / 300

Seats in the Senate:
1950: 54 / 100
1955: 55 / 100

Party Leader:
T. J. Des (Since 1945)

((Just to at some fluff))
 
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1952 - Turn 2 - Nemesis

Though it squared away the General Strike, CUBE found that it had a new problem - the bureaucracy was pushing back against its enlightened policies! While it wasn't too much of an immediate problem, the Prime Minister worried that this could impede his ability to get things done.

[Bureaucratic Stonewalling - Political disaster - Bureaucratic Stonewalling does nothing, but occupies a government policy slot. You can't use this card if the government only has 1 policy slot. The government may remove it from play by expending an order and reducing State Power by 5.]

SirHumphrey.jpg

1. The bureaucrats swear they are merely professionally executing the duties set out for them by their political masters, Prime Minister.​

Meanwhile, the government started to hear whispering about a conspiracy in the military ranks. Was this talk? Or something much more sinister?

[Conspiracy in the Ranks - Military disaster - Nemesis chooses when the card is laid to either make the conspiracy real or fictional. Each turn this card is in play, the government has a chance equal to military loyalty to find out if the conspiracy is real or fake. If the conspiracy is real, the Nemesis may choose to remove this card from play at some later time with an order. If he does, it causes -5 military loyalty for every turn it was in play. The government may expend an order up to once a turn to try to purge the conspiracy. If they do, they have a % chance equal to state power of purging the conspiracy. However, if they purge a false conspiracy, The Great Purge special unique disaster (which is probably the most powerful Nemesis card in the game) is added to the Nemesis' hand.]

500px-5marshals_01.jpg

2. Real or imaginary?​



@TJDS - your turn again.


Policies/disasters currently active:

Government:

1. State Education - Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1.

2. FIIS - Crime and Corruption are reduced by State Power/10 each turn.

3. <Blocked by Bureaucratic Stonewalling - remove by expending an order and reducing State Power by 5>

Nemesis:

1. Liquidity Trap - Decreases National Wealth and increases Unemployment each turn by (40-inflation)/5

2. Bureaucratic Stonewalling

3. Conspiracy in the Ranks - Nemesis chooses when the card is laid to either make the conspiracy real or fictional. Each turn this card is in play, the government has a chance equal to military loyalty to find out if the conspiracy is real or fake. If the conspiracy is real, the Nemesis may choose to remove this card from play at some later time with an order. If he does, it causes -5 military loyalty for every turn it was in play. The government may expend an order up to once a turn to try to purge the conspiracy. If they do, they have a % chance equal to state power of purging the conspiracy. However, if they purge a false conspiracy, The Great Purge special unique disaster (which is probably the most powerful Nemesis card in the game) is added to the Nemesis' hand.

Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 55
-Corruption: 47
-State Power: 30

Social

-Health: 30
-Education: 32
-Inequality: 30
-Crime: 27

Economic

-National Wealth: 34
-Debt: -2
-Unemployment: 26
-Inflation: 25

Military

-Quality: 32
-Quantity: 30
-Military Loyalty: 52

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 25
-Foreign Influence: 20

Constitution:

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots
 
1953 - Turn 3 - TJDS

CUBE purged the bureaucracy, firing a large number of bureaucrats who they believed to be stalling or delaying government policy and replacing them with more complaint professionals. The purge worked, but took its toll on the government as the administration fought with itself.

[Political: -5 State Power, Bureaucratic Stonewalling removed]

SirHumphrey.jpg

1. No, Prime Minister, the bureaucrats would never dream of standing in your way.​

With the bureaucracy back under control, the Prime Minister turned his attention back to the economy. The Socio-Economic Council (SEC) was creating to negotiate collective bargaining rights for workers and generate increased wages, thereby increasing inflation and getting rid of the liquidity trap. To the great amazement of skeptical economists, the policy seemed to work, and the SEC seemed like it would be an engine for both inflation and social equality moving forward.

[Economic/Social: +5 inflation and -5 inequality per turn if inequality>0, Nemesis barred from playing certain cards.

I'll be a nice guy and remove Liquidity Trap from play too.]





*****




@Gen. Marshall - your turn again.

Policies/disasters currently active:

Government:

1. State Education - Education, Military Loyalty/Quality, and Debt increase by (State Power/20)-1 every turn. Effectiveness modified by Corruption. Rounded up, minimum of +1.

2. FIIS - Crime and Corruption are reduced by State Power/10 each turn. (rounded up)

3. SEC (+5 inflation and -5 inequality per turn)

Nemesis:

1. (free)

2. Conspiracy in the Ranks - Nemesis chooses when the card is laid to either make the conspiracy real or fictional. Each turn this card is in play, the government has a chance equal to military loyalty to find out if the conspiracy is real or fake. If the conspiracy is real, the Nemesis may choose to remove this card from play at some later time with an order. If he does, it causes -5 military loyalty for every turn it was in play. The government may expend an order up to once a turn to try to purge the conspiracy. If they do, they have a % chance equal to state power of purging the conspiracy. However, if they purge a false conspiracy, The Great Purge special unique disaster (which is probably the most powerful Nemesis card in the game) is added to the Nemesis' hand.

3. (free)

Stats

# of government Orders/turn: 2
# of government Policy Slots: 3

Political

-Approval: 55
-Corruption: 44
-State Power: 25

Social

-Health: 30
-Education: 33
-Inequality: 25
-Crime: 24

Economic

-National Wealth: 34
-Debt: -1
-Unemployment: 26
-Inflation: 30

Military

-Quality: 33
-Quantity: 30
-Military Loyalty: 53

[Military Strength = Quality * Quantity/100, rounded up, btw]

Diplomatic

-International Hostility: 0
-Trade Relations: 25
-Foreign Influence: 20

Constitution:

Title of Leader: Prime Minister
Name of Nation: State of Examplia

Election Process: N/A
Ballots: N/A

Leader Term: 5 years
Term Limit: N/A
Removal Process Mid-Term: N/A
If Leader Dies/Is Removed: The other player becomes PM

Necessary Majority to Amend Constitution: Both players must agree.

Opposition Parties Allowed: Yes.
Can Purge/Kill Players: No.
Government Must Reveal Orders: No.

Nemesis Stats:

4 draws per turn
2 plays per turn
3 disaster slots