Here are some rules I knocked up for long-running multi-player games with a political element. We used these for five-player games and they worked well.
POLITICAL RULES FOR “VICTORY”
These rules are intended for use in a multi-player game, with each player controlling a full “home map” at the start. Each player decides whether he wishes his state to be Fascist, Communist or Democratic. There must be at least one player, and not more than two players, of each political persuasion.
2 Turn Sequence
2.1 There is an additional phase at the start of each full game turn – the Diplomatic Phase. During this phase, there is a separate initiative sequence. On his Diplomatic Phase turn, each player may do any one of:
- Offer alliance
- Serve an ultimatum
- End an alliance
- Declare war
- Offer peace
- Offer a non-aggression pact
An ultimatum may not be served on a current ally.
2.2 A player who is served with an ultimatum must respond to a Communist or Fascist aggressor during that turn’s Diplomatic Phase, or to a Democratic aggressor by the following turn’s Diplomatic Phase. If the ultimatum is rejected the player who served it (the “aggressor”) may immediately declare war. If an ultimatum is accepted but the player who received it (the “recipient”) does not comply with its conditions at the first opportunity, or subsequently defaults, the aggressor may attack at any time thereafter without formal declaration of war.
2.3 A player may declare war without an ultimatum against an aggressor who has declared war on or attacked the player’s ally. This casus belli lasts for the duration of the war between the aggressor and the ally.
2.4 A peace offer may include the cession of territory (either way). If the offer is accepted the ceding player must evacuate all the ceded territory at the first opportunity, if necessary by disbanding units. Once peace has been agreed, a non-Fascist player cannot serve an ultimatum on the former enemy for at least three turns.
2.5 A non-aggression pact must define the border between the two players. Moving a unit across the border is an act of war (and is therefore not allowed to a non-Fascist player without a declaration of war).
An ultimatum must do one of the following:
- Demand regular deliveries of resources each turn.
- Demand evacuation of 1 or 2 specified cities and any intervening towns which were originally neutral or once belonged to the aggressor.
- Demand cession of a city to which the aggressor could make a normal move with a ground or naval unit.
If an ultimatum is complied with, a non-Fascist aggressor cannot attack, declare war on or serve a further ultimatum on the recipient for at least three turns.
4 Political characteristics
May start with all elite units on the map.
May attack without serving an ultimatum or declaring war. This does not allow an attack on a current ally.
Infantry cadres are free.
Each city on the home map has +1 production while any such city is enemy-occupied.
Must give a one-turn ultimatum before declaring war.
Need not garrison cities or towns which were originally neutral.
Must give a two-turn ultimatum before declaring war.
Must hold elections at the start of the game and then every five turns, at the start of the turn. May choose to do so immediately on receipt of an ultimatum, declaration of war or attack without declaration, or at the start of any turn following one during which a city was lost to enemy attack.
An election consists of two D6 being thrown for each party (the Peace Party and the War Party), with the following modifiers:
- If not at war or under ultimatum – Peace Party +3
- If currently at war which was started by the Democratic country – Peace Party +3
- If currently at war in support of an ally – War Party +2
- If any current enemy attacked without a declaration of war – War Party +5
- If otherwise currently at war – War Party +3
- If any territory on home map enemy-occupied (including all-sea hexes) – War Party +3
If the Peace Party is in power:
- In peacetime, production is reduced (halve each city’s points, rounded up). No resource production.
- In wartime or under ultimatum, normal production.
If the War Party is in power:
- In peacetime, normal production.
- In wartime or under ultimatum, each city on the home map +1.
5 Victory points
During a turn in which a Democratic player is at peace, his victory points are increased by 50% (round fractions up).
Victory points are equal to points actually available for production (whether or not used), including all those generated by resources and including all democratic and communist players’ modifications.
JGL 19.10.2000 Revised 1.5.2005
You should make this a file.
Good idea! I will.