The Imperial Concord rules a thousand star systems. With its Emperor dead, rule has fallen to the Council of Seven. Comprised of high-ranking members of the most powerful factions, alongside the ever-neutral arbitrator, they must now attempt to guide the Empire to a brighter future.
Mechanics Spoiler:You play as a member of one of three factions, Military, Science, or Diplomacy. Each faction has two members (first come, first serve). Every round a new law will come to the Council, and a new issue will arise, which may or may not be a consequence of earlier decisions. You must vote whether to pass the law and how to deal with the issue. If there is a draw, the Arbitrator, played by RNG will decide the vote. The objective is to have the Imperial Concord remain at least as powerful at the beginning of the game as at the end. To add to the difficulty, each faction will also have a secret agenda, that they must complete or they will lose. Each player also gets to perform a secret action each turn. The game will last either 15 rounds, or until the Concord is destroyed (hint: avoid this). Rounds will last 120 hours or five days, and then there will be a vote. After this time, no more discussion is allowed, even if I have not announced the end of the round. Players may elect to skip to the end of a round if they believe that the discussion is going nowhere, by saying /skip. This requires every player to agree to skip. Voting is allowed until I announce the beginning of a new round. PMs are only allowed if I am sent them as well. Prods will happen at the end of every round, after two prods, you will be kicked.
Empire Stats Spoiler:Starting Stats Planets: 4719 Population: 33 trillion Army: 200 billion Fleet: 5000 capital ships, 25000 other ships Major Allies: Republic of the Five Stars, Steel Empire Minor Allies: 29 Internal Strife: Low Trade: Good Government Income: 40 septillion
Current Stats Planets: 4719 Population: 33 trillion Army: 200 billion Fleet: 5000 capital ships, 25000 other ships Major Allies: Republic of the Five Stars, Steel Empire Minor Allies: 29 Internal Strife: Medium Trade: Medium Government Income: 30 septillion
Warning, this is going to be a long game. I would prefer not to replace too many people, so if you intend to play, please try to stay active.
deathofrats0808 wrote:It's so there can be lots of discussion. I'll probably end rounds early if everyone has voted and there's nothing going on in secret.
Military, Diplomacy or Science?
Science
Thanks parker for the gif and SuperDuper for suggesting rotational sig
What if we had a setup where we could choose to skip the rest of the discussion and go directly to vote, but it required either five or all six doing so for the skip to happen?
Also I join as Military (would prefer science but I'd also prefer for the next potential person to join to have a choice of what to join as)
That way, should a decision prove obvious enough that at most one (if the requirement is five) or no (if the requirement is six) players oppose it, we can go ahead and make it happen.
Decisions are made by majority, with the Arbitrator abstaining unless there is a 3-3 split or some other exact draw. He's basically there so we don't get stuck with draws. If the round ends on one, I use RNG for him to make his decision.
deathofrats0808 wrote:Decisions are made by majority, with the Arbitrator abstaining unless there is a 3-3 split or some other exact draw. He's basically there so we don't get stuck with draws. If the round ends on one, I use RNG for him to make his decision.