Difference between revisions of "Economy and Diplomacy Prototypes"

From Sphere
Jump to navigation Jump to search
Line 2: Line 2:
 
Foreign Relations are measured on a 0-10 scale.
 
Foreign Relations are measured on a 0-10 scale.
  
: 0: At war. The two nations are at war and no meaningful communication can be created.
+
: 0: At war. The two nations are at war and no meaningful communication can be created.  
: 1-2: Hostile. There are no meaningful communications at this point but there is no war either.
+
::World Wars
 +
: 1-2: Hostile. There are no meaningful communications at this point but there is no war either
 +
::Cuban Missile Crisis
 
: 3-4: Cold. Diplomatic relations are strained but normalized.
 
: 3-4: Cold. Diplomatic relations are strained but normalized.
 +
::Cold War
 
: 5-6: Neutral. Normal diplomatic relations.
 
: 5-6: Neutral. Normal diplomatic relations.
 +
::Switzerland with *everybody*
 
: 7-8: Friendly. Powers with this relation level like each other and are likely to have very close trade and military relationships.
 
: 7-8: Friendly. Powers with this relation level like each other and are likely to have very close trade and military relationships.
 +
::Taiwan and the US
 
: 9: Allied. NPCs with this level of relation to you allow you significant control over what they do and build, although they're still unlikely to share their secrets.
 
: 9: Allied. NPCs with this level of relation to you allow you significant control over what they do and build, although they're still unlikely to share their secrets.
 +
::Russia and the Warsaw Pact
 
: 10: United. The two nations can essentially share just about everything, including their deepest secrets.
 
: 10: United. The two nations can essentially share just about everything, including their deepest secrets.
 +
::US control of the Phillipines
  
 
Relations are generalized to entire blocs. The Blocs that do exist are:
 
Relations are generalized to entire blocs. The Blocs that do exist are:

Revision as of 15:12, 10 February 2010

Foreign Relations

Foreign Relations are measured on a 0-10 scale.

0: At war. The two nations are at war and no meaningful communication can be created.
World Wars
1-2: Hostile. There are no meaningful communications at this point but there is no war either
Cuban Missile Crisis
3-4: Cold. Diplomatic relations are strained but normalized.
Cold War
5-6: Neutral. Normal diplomatic relations.
Switzerland with *everybody*
7-8: Friendly. Powers with this relation level like each other and are likely to have very close trade and military relationships.
Taiwan and the US
9: Allied. NPCs with this level of relation to you allow you significant control over what they do and build, although they're still unlikely to share their secrets.
Russia and the Warsaw Pact
10: United. The two nations can essentially share just about everything, including their deepest secrets.
US control of the Phillipines

Relations are generalized to entire blocs. The Blocs that do exist are:

Core
PACT
EU
CIS
China
ZOCU
Unaligned Expanse
League
Magnate
Unaligned Rim

Foreign Relations By Bloc

PACT

PACT: 8 (Shouldn't this be 9? They're allied, not just friends. --Ezekiel- 21:46, 10 February 2010 (UTC))
EU: 6
CIS: 5
China: 5
ZOCU: 3
Expanse: 5
League: 5
Magnate: 3
Rim: 5
[New American Millenium] Rim + Expanse -3 [2], League -1 [4]

EU

PACT: 6
EU: 8 (Same as above comment - shouldn't these guys be Allied to one another? --Ezekiel- 21:46, 10 February 2010 (UTC))
CIS: 5
China: 5
ZOCU: 2
Expanse: 5
League: 5
Magnate: 3
Rim: 5
[New European Millenium] Rim + Expanse -3 [2], League -1 [4]

CIS

PACT: 5
EU: 5
CIS: 8
China: 4
ZOCU: 5
Expanse: 5
League: 5
Magnate: 5
Rim: 5
[Sovetskiy Soyuz] China -3 [1]

China

PACT: 5
EU: 5
CIS: 4
China: 6
ZOCU: 5
Expanse: 5
League: 5
Magnate: 4
Rim: 5
[Still Free] CIS + 3 [7], China -3 [3]

ZOCU

PACT: 3
EU: 3
CIS: 5
China: 5
ZOCU: 8 (Relations 9, allied, etc --Ezekiel- 21:46, 10 February 2010 (UTC))
Expanse: 5
League: 6
Magnate: 4
Rim: 5
[House of War] Core Relations -2
[Guiding Star] ZOCU Relations +1 [9]
[Hardliner Ouster] ZOCU Relations -2 [6], Core Relations + 2

League

PACT: 5
EU: 5
CIS: 5
China: 5
ZOCU: 6
Expanse: 5
League: 8
Magnate: 1
Rim: 6

Magnate

PACT: 3
EU: 3
CIS: 5
China: 3
ZOCU: 4
Expanse: 4
League: 1
Magnate: 8
Rim: 3

[We're People Too] +2 relations with any three of: CIS/Expanse/League/Rim.

Independent

All Relations at 5 (except Magnates which defaults to 4)
6 points to improve relations (up to +2 in any one category)

Domestic Support

Morale is rated on a 0-10 scale. A default power has a morale of 5, increased or decreased by 1 for every +/- morale that the power has. 0 morale represents an entirely dysfunctional power in the throes of full revolt, 1-3 likely represents a power with its rulers scrabbling desperately to hold on against a tide of public dissatisfaction, 4-6 morale is normal for the average democracy, 7-8 morale normal for particularly propagandized powers with nationalistic streaks or significant brainwashing, and 9-10 equivalent to thought control powers or powers with truly inhuman levels of population support.

Domestic Support is generated quarterly by Morale, representing the goodwill your power can "burn" every so often without larger repercussions. A power has a certain number of points equal to (Morale * 5?) worth of domestic support it can use freely. Domestic support may not be banked-taxing an extra 5% of someone's income is likely to make them grumble, but suddenly taking away 100% of their income for a month is likely to make them revolt.

Certain events such as fighting a defensive war may increase the available domestic support to a power.

Using Support

Domestic Support can be used in several ways.

Mobilizing infrastructure-whether it involves taxing people more or forcing them to work long unpaid hours in the factories, domestic support can be used to increase income.
Allowing atrocities-people tend to dislike committing atrocities, but with enough domestic support you can ram a couple down people's throats.
War upkeep-offensive wars cost domestic support, with the cost increasing as the war drags on. Defensive wars do not.
Improving diplomatic relations (temporarily?)-giving concessions to foreign powers tends to annoy citizens of your nation, but appeasement might be critical to seal a deal.

Just call it 'support' for simplicity. It should have multiple things it can be used for in peacetime so it's not just a floating production boost (I have no ideas right now though). When you are invaded, support can be traded directly for lightly-equipped infantry at a superior ratio to production. Peel 20:29, 10 February 2010 (UTC)

Burning Morale

In a very desperate situation, a power can burn morale for an extremely large influx of domestic support points, representing an unpopular decision which may well be necessary to ram through to prevent catastrophe, sometimes at gunpoint. In this case a single morale dot can be "burned" to create an additional influx of domestic support points which lasts for an entire year.

Building Morale

I need some suggestions for this guys. How do you get back morale you've burnt?

Rallies? Bonuses of money to the people like Rome did? Successful military campaigns? Electing an Obama analogue? These are all relatively temporary boosts, though... --Ezekiel- 05:01, 10 February 2010 (UTC)

Spend Wealth to represent Rallies, PR Campaigns, etc. Alternatively, some kind of major policy shift towards what your population wants, like, pulling out of an unpopular war, electing Obama etc.

-- FBH - 13:15, 10 February 2010 (British Time) Is there a way to get your username to time stamp automatically?

Bread & circuses, military victories, and also being attacked (or appearing to be attacked) give a temporary morale boost. Permanent boosts come from sustaining these things over time. Policy shifts are important but would have to be GM fiat.

Sign with four tildes. Peel 14:33, 10 February 2010 (UTC)

Random events can have a major effect. For a topical example, the US is getting hit with successive Recession events destroying infra and support, isn't spending enough/correctly to fully compensate, and had the Hope And Change bonus event in Q1 2009 wiped out by Botched Reform penalty event in Q3 or so. Peel 15:04, 10 February 2010 (UTC)

Tax Cuts. Like, say, you go down to 95% Wealth production and sustain at that level, and you'd build morale up. In fact, to be honest, we might well link Wealth and Morale- maybe make Morale a value you can buy with wealth over time (So while single big expenditures are good for temporary boosts, you'll have to spend wealth over time consistently to get a 'permanent' boost. This would be good for nations that are wealthy (or have high CIP) but have neglected their populaces. Obviously it would be a plateuing scale- you wouldn't be able to spend 100% of your wealth to get a massive population increase- I'm thinking at most you could reduce your income value to 75%. Kerrus 2:34, 10th February, 2010 (EST)

It'd be simpler to just make it something you buy than have a percentage of production system. Cost would scale with population. Peel 20:23, 10 February 2010 (UTC)

Economic Growth

Deficit Spending