Legitimacy Rules

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Legitimacy

Broadly speaking every government that is a government has a legitimacy to it be it from popular buy in to fear of three generations of punishments coupled with non-stop political propaganda. In game this is represented by a numerical value ranging from zero to a hundred Below twenty-five, the nation under normal circumstances is the red zone of having a civil war, attempted military coup or just flat out general revolution, at seventy-five and above, the state experiences situational bonus to economic or military matters. Every player state starts at fifty legitimacy. Generally factors increase or decrease legitimacy by one point, with some exceptions. Great victories or defeats move the counter by five points, and if Great House puts a core member on a project their legitimacy moves up or down by five as well.

Negative Factors

  • Acting against your ideological interests, such as making Molotov-Ribbontrop Treaties, befriending opposing ideological states.
  • Failing to head the voice of your people for relevant states
  • Lost battles
  • Lost lands
  • Unfair treaties
  • Unanswered diplomatic insults
  • Corruption events

Positive Factors

  • Listening to your people
  • Supporting a blood-tie house against its enemy
  • Accomplishments: Colonization, victories,
  • Discovering artifacts
  • Mortarhead Tourneys (five increase if the winner)
  • Building battleships (by two points)
  • Building Mortarheads