Follow TV Tropes

Following

History Main / PoliticalStrategyGame

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''VideoGame/PresidentialElection'' ([[https://www.atariarchives.org/bigcomputergames/showpage.php?page=47 1980]]) was a [[https://en.wikipedia.org/wiki/Type-in_program type-in game]] by Ralph G. White for UsefulNotes/Atari2600 about running for US presidency. The player can decide whether their presidential candidate is [[IdiosyncraticDifficultyLevels the incumbent or the challenger]], [[UsefulNotes/AmericanPoliticalSystem Democrat or Republican]], and shape their ideology by setting relative priorities of six current political issues (unemployment, inflation, energy, social adjustments, defense, and foreign affairs). They then have nine months to tour the six US regions, where they can either spend the main resource (money) to campaign for popular support, or conversely raise funds. At the end of each in-game months, they are given their current financial status and poll ratings, and are confronted by a [[RandomEvent random political event]] which they have to take a stance on according to their chosen ideology. The game ends after nine months with you either being elected into office or losing the race.

to:

* ''VideoGame/PresidentialElection'' ([[https://www.atariarchives.org/bigcomputergames/showpage.php?page=47 1980]]) was a [[https://en.wikipedia.org/wiki/Type-in_program type-in game]] by Ralph G. White for UsefulNotes/Atari2600 Platform/Atari2600 about running for US presidency. The player can decide whether their presidential candidate is [[IdiosyncraticDifficultyLevels the incumbent or the challenger]], [[UsefulNotes/AmericanPoliticalSystem Democrat or Republican]], and shape their ideology by setting relative priorities of six current political issues (unemployment, inflation, energy, social adjustments, defense, and foreign affairs). They then have nine months to tour the six US regions, where they can either spend the main resource (money) to campaign for popular support, or conversely raise funds. At the end of each in-game months, they are given their current financial status and poll ratings, and are confronted by a [[RandomEvent random political event]] which they have to take a stance on according to their chosen ideology. The game ends after nine months with you either being elected into office or losing the race.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/JohnCompany'' (2017) takes direct inspiration from ''The Republic of Rome'', but simulates instead the ''corporate'' politics of the fictionalizes [[UsefulNotes/KiplingsFinest British East India Company]], as it seeks to extract maximum profits from the conquest of and unfair trading with the states of the Indian subcontinent. Each player takes control of a rich British family involves with the Company and competes with others for the control of the important company offices, from the Chairman of the Board to a lowly Governor, with the ultimate goal of sending their officers into a cushy retirement (which earns victory points). The political aspect comes from the fact that most successful ventures in the game require the cooperation of multiple offices, which are typically held by different players, forcing them to negotiate and to make dynamic alliances with each other. There are also two voting mechanics (the election of the Chairman and the Parliament Phase, which can modify the basic game mechanics), while RandomEvents are introduced by a card deck at the end of each turn, which range from a storm sinking some of the Company ships, to a new native empire rising in India.
Is there an issue? Send a MessageReason:
None


*** Even when playing hive minds and AI, at a certain point, the various empires populating the galaxy will found the Galactic Community -- a sort of pangalactic United Nations, whose members convene in a Senate every few years to vote on the most urgent of the previously proposed resolutions. Senate resolutions typically restrict community members' internal policies (from outlawing slavery to mandating certain minimum space navy sizes), as well as specify sanctions for breaking them (typically by applying penalties on the violators' economic or research capacities). Key resources in the Senate are Influence (which is spent to propose new resolutions, as well as to claim star systems) and Diplomatic Weight, which determines how influential your vote is and is calculated from the size of each empire, its population, economy, science, and military, and subject to a myriad modifiers. Vassal empires can be individually required to vote with their overlord, and smaller empires typically vote with larger empires they have good relationships with, since doing so improves their RelationshipValues, while dissenting lowers them. Finally, you can spend Favors (gained either through trade or Envoys' efforts) with other empires to use part of their DiplomaticWeight for your preferred resolution even if the empire votes against you.

to:

*** Even when playing hive minds and AI, at a certain point, the various empires populating the galaxy will found the Galactic Community -- a sort of pangalactic United Nations, whose members convene in a Senate every few years to vote on the most urgent of the previously proposed resolutions. Senate resolutions typically restrict community members' internal policies (from outlawing slavery to mandating certain minimum space navy sizes), as well as specify sanctions for breaking them (typically by applying penalties on the violators' economic or research capacities). Key resources in the Senate are Influence (which is spent to propose new resolutions, as well as to claim star systems) and Diplomatic Weight, which determines how influential your vote is and is calculated from the size of each empire, its population, economy, science, and military, and subject to a myriad modifiers. Vassal empires can be individually required to vote with their overlord, and smaller empires typically vote with larger empires they have good relationships with, since doing so improves their RelationshipValues, while dissenting lowers them. Finally, you can spend Favors (gained either through trade or Envoys' efforts) with other empires to use part of their DiplomaticWeight Diplomatic Weight for your preferred resolution even if the empire votes against you.

Added: 2544

Changed: 1250

Is there an issue? Send a MessageReason:
None


* '''Political capital''' are {{resources|ManagementGameplay}} that the players spend to enact their political agenda. Some games have only one generic resource, while others subdivide it into multiple types, with different in-game actions requiring different amounts of different resources. Most common resource types are [[ScrewTheRulesIHaveMoney Money]] (material resource) and [[ScrewTheRulesIHaveConnections Clout]] (immaterial); sometimes, [[AppealToForce Force]] (training and equipment needed for [[CivilUnrestTropes direct, violent action]]) and [[PropagandaMachine Media]] (control over [[StrawmanNewsMedia information itself]]) are distinguished, as well. Different resource types may be associated with particular ideologies, e.g. in how you obtain them or which flavor of actions you can spend them on.

to:

* '''Political capital''' are {{resources|ManagementGameplay}} that the players spend to enact their political agenda. Some games have only one generic resource, while others subdivide it into multiple types, with different in-game actions requiring different amounts of different resources. Most common resource types are [[ScrewTheRulesIHaveMoney Money]] (material (material/economic resource) and [[ScrewTheRulesIHaveConnections Clout]] (immaterial); Influence]] (immaterial/social resource); sometimes, [[AppealToForce Force]] (training and equipment needed for [[CivilUnrestTropes direct, violent action]]) and [[PropagandaMachine Media]] (control over [[StrawmanNewsMedia information itself]]) are distinguished, as well. Different resource types may be associated with particular ideologies, e.g. in how you obtain them or which flavor of actions you can spend them on.



** ''VideoGame/{{Stellaris}}'' (2016) features this in its political system. Unless you're playing as a HiveMind or an ArtificialIntelligence, you will have to manage various political factions in your society. These factions correspond to the eight ethics that you can organize your society under, each of which stands opposed to another one: [[TheFederation egalitarian]] or [[DemocracyIsBad authoritarian]], [[TheXenophile xenophilic]] or [[AbsoluteXenophobe xenophobic]], {{pacifist}} or [[WarIsGlorious militaristic]], and [[OutgrownSuchSillySuperstitions materialist]] or [[ReligionIsRight spiritualist]]. You choose your ethics at the start of the game (either three moderate ethics, or one moderate and one fanatical ethic), which initially inform the dominant political factions in your star empire, but this can change over time as your star nation grows and various events cause your people to change their outlook. Ironically, managing factions is typically easier in a democracy, as regular elections can allow a popular but disaffected faction to enter power, while under a dictatorship or a monarchy you have to maintain a constant balancing act with those factions that aren't in power lest they rebel (or force you to spend political capital suppressing them).

to:

** ''VideoGame/{{Stellaris}}'' (2016) features this in its at least two political system. systems:
***
Unless you're playing as a HiveMind or an ArtificialIntelligence, you will have to manage various political factions in your society. These factions correspond to the eight ethics that you can organize your society under, each of which stands opposed to another one: [[TheFederation egalitarian]] or [[DemocracyIsBad authoritarian]], [[TheXenophile xenophilic]] or [[AbsoluteXenophobe xenophobic]], {{pacifist}} or [[WarIsGlorious militaristic]], and [[OutgrownSuchSillySuperstitions materialist]] or [[ReligionIsRight spiritualist]]. You choose your ethics at the start of the game (either three moderate ethics, or one moderate and one fanatical ethic), which initially inform the dominant political factions in your star empire, but this can change over time as your star nation grows and various events cause your people to change their outlook. Ironically, managing factions is typically easier in a democracy, as regular elections can allow a popular but disaffected faction to enter power, while under a dictatorship or a monarchy you have to maintain a constant balancing act with those factions that aren't in power lest they rebel (or force you to spend political capital suppressing them).them).
*** Even when playing hive minds and AI, at a certain point, the various empires populating the galaxy will found the Galactic Community -- a sort of pangalactic United Nations, whose members convene in a Senate every few years to vote on the most urgent of the previously proposed resolutions. Senate resolutions typically restrict community members' internal policies (from outlawing slavery to mandating certain minimum space navy sizes), as well as specify sanctions for breaking them (typically by applying penalties on the violators' economic or research capacities). Key resources in the Senate are Influence (which is spent to propose new resolutions, as well as to claim star systems) and Diplomatic Weight, which determines how influential your vote is and is calculated from the size of each empire, its population, economy, science, and military, and subject to a myriad modifiers. Vassal empires can be individually required to vote with their overlord, and smaller empires typically vote with larger empires they have good relationships with, since doing so improves their RelationshipValues, while dissenting lowers them. Finally, you can spend Favors (gained either through trade or Envoys' efforts) with other empires to use part of their DiplomaticWeight for your preferred resolution even if the empire votes against you.
Is there an issue? Send a MessageReason:
None


* ''[[TabletopGame/HegemonyLeadYourClassToVictory Hegemony: Lead Your Class to Victory]]'' (2023) is an asymmetric EuroGame about [[https://en.wikipedia.org/wiki/Class_conflict class struggle]], where each player controls an entire class within a generic modern Western society: Working and Capitalist Classes in two-player matches, plus Middle Class with three players, plus the State[[note]]which is not technically a class, but is referred as such to simplify notation[[/note]] with four players. Each class has a different set of mechanics and ways of scoring victory points: WC can provide labor for CC and MC's companies and must increase its overall Prosperity to win; CC can start massive companies and wins by accumulating capital; MC is a mix of both, being able to start companies ''and'' provide some labor for themselves and for CC, while increasing its Prosperity and accumulating capital; finally, the State provides public goods to everyone else in return for [[RelationshipValues legitimacy]] and victory points. While every class can play exclusively to its interests, they are all complexly interlinked and interdependent, requiring constant negotiation and coordination, most obviously during the regular votes on policy changes (Bills), which alter the base mechanics of the game (such as the minimum wages, taxes, public services, tariffs, and availability of immigration).

to:

* ''[[TabletopGame/HegemonyLeadYourClassToVictory Hegemony: Lead Your Class to Victory]]'' (2023) is an asymmetric EuroGame about [[https://en.wikipedia.org/wiki/Class_conflict class struggle]], where each player controls an entire class within a generic modern Western society: Working and Capitalist Classes in two-player matches, plus Middle Class with three players, plus the State[[note]]which is not technically a class, but is referred as such to simplify notation[[/note]] with four players. four. Each class has a different set of mechanics and ways of scoring victory points: WC WC[[note]]identified withe the socialist ideology[[/note]] can provide labor for CC and MC's companies and must increase its overall Prosperity to win; CC CC[[note]]neoliberal ideology[[/note]] can start massive companies and wins by accumulating capital; MC MC[[note]]social-democratic ideology[[/note]] is a mix of both, being able to start companies ''and'' provide some labor for themselves and for CC, while increasing its Prosperity and accumulating capital; finally, the State State[[note]]non-ideological[[/note]] provides public goods to everyone else in return for [[RelationshipValues legitimacy]] and victory points. While every class can play exclusively to its interests, they are all complexly interlinked and interdependent, requiring constant negotiation and coordination, most obviously during the regular votes on policy changes (Bills), which alter the base mechanics of the game (such as the minimum wages, taxes, public services, tariffs, and availability of immigration).
Is there an issue? Send a MessageReason:
None


* ''[[TabletopGame/HegemonyLeadYourClassToVictory Hegemony: Lead Your Class to Victory]]'' (2023) is an asymmetric EuroGame where each player controls an entire class within a generic modern Western society: Working and Capitalist Classes in two-player matches, plus Middle Class with three players, plus the State[[note]]which is not technically a class, but is referred as such to simplify notation[[/note]] with four players. Each class has a different set of mechanics and ways of scoring victory points: WC can provide labor for CC and MC's companies and must increase its overall Prosperity to win; CC can start massive companies and wins by accumulating capital; MC is a mix of both, being able to start companies ''and'' provide some labor for themselves and for CC, while increasing its Prosperity and accumulating capital; finally, the State provides public goods to everyone else in return for [[RelationshipValues legitimacy]] and victory points. While every class can play exclusively to its interests, they are all complexly interlinked and interdependent, requiring constant negotiation and coordination, most obviously during the regular votes on policy changes (Bills), which alter the base mechanics of the game (such as the minimum wages, taxes, public services, tariffs, and availability of immigration).

to:

* ''[[TabletopGame/HegemonyLeadYourClassToVictory Hegemony: Lead Your Class to Victory]]'' (2023) is an asymmetric EuroGame about [[https://en.wikipedia.org/wiki/Class_conflict class struggle]], where each player controls an entire class within a generic modern Western society: Working and Capitalist Classes in two-player matches, plus Middle Class with three players, plus the State[[note]]which is not technically a class, but is referred as such to simplify notation[[/note]] with four players. Each class has a different set of mechanics and ways of scoring victory points: WC can provide labor for CC and MC's companies and must increase its overall Prosperity to win; CC can start massive companies and wins by accumulating capital; MC is a mix of both, being able to start companies ''and'' provide some labor for themselves and for CC, while increasing its Prosperity and accumulating capital; finally, the State provides public goods to everyone else in return for [[RelationshipValues legitimacy]] and victory points. While every class can play exclusively to its interests, they are all complexly interlinked and interdependent, requiring constant negotiation and coordination, most obviously during the regular votes on policy changes (Bills), which alter the base mechanics of the game (such as the minimum wages, taxes, public services, tariffs, and availability of immigration).
Is there an issue? Send a MessageReason:
added example(s)

Added DiffLines:

* ''[[TabletopGame/HegemonyLeadYourClassToVictory Hegemony: Lead Your Class to Victory]]'' (2023) is an asymmetric EuroGame where each player controls an entire class within a generic modern Western society: Working and Capitalist Classes in two-player matches, plus Middle Class with three players, plus the State[[note]]which is not technically a class, but is referred as such to simplify notation[[/note]] with four players. Each class has a different set of mechanics and ways of scoring victory points: WC can provide labor for CC and MC's companies and must increase its overall Prosperity to win; CC can start massive companies and wins by accumulating capital; MC is a mix of both, being able to start companies ''and'' provide some labor for themselves and for CC, while increasing its Prosperity and accumulating capital; finally, the State provides public goods to everyone else in return for [[RelationshipValues legitimacy]] and victory points. While every class can play exclusively to its interests, they are all complexly interlinked and interdependent, requiring constant negotiation and coordination, most obviously during the regular votes on policy changes (Bills), which alter the base mechanics of the game (such as the minimum wages, taxes, public services, tariffs, and availability of immigration).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/TammanyHall'' (2007) models the machinations of the [[https://en.wikipedia.org/wiki/Tammany_Hall eponymous New York political machine]] during the era of [[https://en.wikipedia.org/wiki/William_M._Tweed Boss Tweed]] (ca. 1860s). Players take on the roles of aspiring Tammany Hall bosses fighting over the mayoral elections over four four-year terms. Each year, a player can place either two "ward bosses" on one or two wards on the board, or place one ward boss and settle an immigrant group in a ward. Settling immigrants in New York grants the player a Favor token with that immigrant community (of which there are four: Irish, English, German, and Italian), which can be called in during the elections to gain more votes in any contested ward where said community is represented. Apart from winning mayoral elections (where the player with the most ''wards'' wins), players can become Immigrant Leaders by controlling wards with the largest total immigrant communities of a particular heritage, which grants additional Favor tokens from that particular group (and factors into the end-game scoring). Upon winning an election, the new mayor must assign each other player a subordinate office for the current term, with each having a different benefit.[[note]]Deputy Mayor gains one Favor token of any color each year, Chief of Police can remove immigrant groups from the board, Precinct Chairman can resettle them across neighboring wards, and Council President can "lock up" wards, preventing any tokens from being added or removed to them until the next election.[[/note]] Lastly, after the first election, players can spend Favor tokens to Slander their competition, removing their already-placed ward bosses from the board.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/RogueStateRevolution'' is a turn-based roguelike strategy game which puts you in the shoes of a fictional Middle Eastern nation as you try to leave your mark in its history (and win the next election) without dying in the process.

to:

* ''VideoGame/RogueStateRevolution'' (2021) is a turn-based roguelike strategy game which puts you in the shoes of a fictional Middle Eastern nation as you try to leave your mark in its history (and win the next election) without dying in the process.

Changed: 244

Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/RogueStateRevolution'' is a turn-based roguelike strategy game which puts you in the shoes of a fictional Middle Eastern nation as you try to leave your mark in its history (and win the next election) without dying in the process.
Is there an issue? Send a MessageReason:
Wiki/ namespace cleaning.


Wiki/TheOtherWiki calls this genre [[https://en.wikipedia.org/wiki/Government_simulation_game "government simulation game"]]. The Board Game Geek website catalogues TabletopGames in it under the [[https://boardgamegeek.com/boardgamecategory/1001/political "Political" label]].

to:

Wiki/TheOtherWiki Website/TheOtherWiki calls this genre [[https://en.wikipedia.org/wiki/Government_simulation_game "government simulation game"]]. The Board Game Geek website catalogues TabletopGames in it under the [[https://boardgamegeek.com/boardgamecategory/1001/political "Political" label]].
Is there an issue? Send a MessageReason:
Capitalization was fixed from Videogame.Clout to Video Game.Clout. Null edit to update index.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/{{Oath}}: Chronicles of Empire and Exile'' (2021): While this game lacks many common elements of this genre (like [[RandomEvent current issues]]), what makes it an essentially political game are, on one hand, the VariablePlayerGoals in the form of Oaths and Visions, which effectively represent different [[UsefulNotes/PoliticalIdeologies ideologies]] (''very'' roughly: militaristic[[note]]Supremacy/Conquest[[/note]], populist[[note]]People/Rebellion[[/note]], mercantile[[note]]Protection/Sanctuary[[/note]], and theocratic[[note]]Devotion/Faith[[/note]]) and let players duke it out not only over ''who'' comes to power in the Empire, but also ''how'' to legitimize their rule. On the other hand, the Citizenship dynamic is a wellspring of political ''gameplay'', as it allows for formation and reformation of an explicit coalition to defend the status quo against more informal coalitions of the Exiles.
Is there an issue? Send a MessageReason:
None


* '''Popular support''' is a indicator of the legitimacy a player enjoys within the simulated constituency. It has different gameplay functions in Campaign and Government Sims: the former usually tie it to the victory condition (the player with the most support wins), while in the latter, they function more like HitPoints (if your support drops below certain threshold as a result of your or other players' actions, {{you lose|AtZeroTrust}}).

to:

* '''Popular support''' is a an indicator of the legitimacy a player enjoys within the simulated constituency.constituency[[note]]at least if the game simulates a ''democratic'' political process[[/note]]. It has different gameplay functions in Campaign and Government Sims: the former usually tie it to the victory condition (the player with the most support wins), while in the latter, they function more like HitPoints (if your support drops below certain threshold as a result of your or other players' actions, {{you lose|AtZeroTrust}}).
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{Suzerain}}'' (2020) is a text-based political RolePlayingGame putting you in the shoes of Anton Rayne -- a [[CharacterCustomization customizable]] newly-elected president of a fictional [[{{Ruritania}} quasi-Eastern European]] Republic of Sordland. Sordland is plagued by regional rivalries, aggressive neighbors, an economic recession, separatism, political violence, corruption, and, on top of all that, is caught up in cold war between two global superpowers vying for influence over it. The objective is to implement state policies that ensure the continued survival and prosperity of both the Republic ''and'' Anton Rayne.
Is there an issue? Send a MessageReason:
update the write-up to reflect the released version of the game


* ''TabletopGame/{{SHASN}}'' [[note]]the [[UsefulNotes/IndianLanguages Sanskrit]] word for "governance, rule, regime" or "throne, seat of power"[[/note]] (TBR 2020) is a [[https://www.kickstarter.com/projects/zainmemon/shasn-the-political-strategy-board-game-break-ks/description Kickstarted]] board game, notable for being setting-agnostic, with the same mechanics applied to different time periods from UsefulNotes/TheRomanRepublic, through modern-day US and India, to TwentyMinutesIntoTheFuture. It is a Campaign Sim and allows players to dynamically shift their ideology. On their turn, each player draws an "ideology card" with a setting-appropriate policy question, with their answer determining their ideological standing and which resources they receive. The game has four types of political capital (Funds, Media, Clout, and Trust) and four corresponding ideologies (Capitalist, Showman, Supremo, and Idealist). Resources can be used to secure votes in one of nine regions on the board, or to purchase Conspiracy and Headline cards to sabotage other players. Having certain levels in any ideology, meanwhile, unlocks powerful special abilities. The goal of the game is to secure majority votes in the most regions: when majority is formed in all nine regions, the game ends and the player with the most voters wins. Two unique twists are Coalitions and [[https://en.wikipedia.org/wiki/Gerrymandering Gerrymandering]]: two players can form a Coalition to have a joint majority in a region, protecting their voters from others' Gerrymandering, which allows a player who has an individual majority in a region to arbitrarily shift voters (their own or the others'!) across all neighboring regions, unless they also form a majority (individual or coalition). Players can trade resources and Conspiracy cards at any time during their turn (also, players forming a coalition must exchange one card of their respective dominant ideologies, as the "ideological cost of compromise").

to:

* ''TabletopGame/{{SHASN}}'' [[note]]the [[UsefulNotes/IndianLanguages Sanskrit]] word for "governance, rule, regime" or "throne, seat of power"[[/note]] (TBR 2020) (2021) is a [[https://www.kickstarter.com/projects/zainmemon/shasn-the-political-strategy-board-game-break-ks/description Kickstarted]] board game, notable for being setting-agnostic, with the same mechanics applied to different time periods from UsefulNotes/TheRomanRepublic, through modern-day US and India, to TwentyMinutesIntoTheFuture. It is a Campaign Sim and allows players to dynamically shift their ideology. On their turn, each player draws an "ideology card" with a setting-appropriate policy question, with their answer determining their ideological standing and which resources they receive. The game has four types of political capital (Funds, Media, Clout, and Trust) and four corresponding ideologies (Capitalist, Showman, Showstopper, Supremo, and Idealist). Resources can be used to secure votes in one of nine regions on the board, or to purchase Conspiracy and Headline cards to sabotage other players. Having certain levels in any ideology, meanwhile, unlocks powerful special abilities. The goal of the game is to secure majority votes in the most regions: when majority is formed in all nine regions, nine, the game ends and the player with the most majority voters wins. Two One unique twists are Coalitions and twist is [[https://en.wikipedia.org/wiki/Gerrymandering Gerrymandering]]: two players can form a Coalition to have a joint majority in a region, protecting their voters from others' Gerrymandering, Gerrymandering]], which allows a player who has an individual majority the most voters in a region to arbitrarily shift voters (their own or the others'!) across all neighboring regions, unless they also form a majority (individual or coalition). regions. Players can trade resources and Conspiracy cards at any time during their turn (also, players forming a coalition must exchange one card of their respective dominant ideologies, as the "ideological cost of compromise").turn.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/RepublicOfRome'' (1990) simulates the senatorial politics of the [[UsefulNotes/TheRomanRepublic pre-Imperial Rome]]. There are no hard-coded ideologies[[note]]unless players decide to role-play[[/note]], but any public promises and deals made by players are [[IGaveMyWord mechanically binding]]. Instead of a party, each player controls a faction of named senators, who also constitute their political capital. Each senator has two popular support ratings, Influence[[note]]how much sway he holds among fellow senators[[/note]] and Popularity[[note]]among the common folk of Rome[[/note]], as well as Oratory and Military ratings, with the most important being Influence[[note]]as the sum of it across all senators of a faction determines how close it is to victory[[/note]]. Other political capital includes [[https://en.wikipedia.org/wiki/Attic_talent Talents]] (money, either belonging to senators, or to the faction), votes (see below), and loyalties of veteran legions (mainly for players who pull a [[UsefulNotes/JuliusCaesar Caesar]]). While there is a wargame dimension to ''ROR'', it is very formulaic and streamlined and serves mainly as a means for individual senators to gain popular support away from Rome. The heart of the game are the senate sessions, where players convert their senators' Oratory skill, loyal ''[[https://en.wikipedia.org/wiki/Equites equites]]'', and talents into votes, which are then used to support or oppose proposals, such as senator appointments as consuls, provincial governors, and generals leading legions to wars[[note]]as well as how many legions they get to fight said wars with[[/note]]. Another important part of a senate session are the prosecutions, where a vote decides whether senators are fined or even executed for corruption or anything they did while in office on the previous turn (if convicted, a senator can try to use their Popularity to [[RabbleRouser rouse the rabble]] to his defense[[note]]this is the only time where Popularity is used proactively in the game[[/note]]). Interestingly, while there are "laws" in the game, which tweak its basic mechanics when played, they only need to be voted upon with optional rules, otherwise they take hold automatically. Lastly, at any time during a senate session, players can attempt to assassinate another's senator, though the punishment for it, if caught, is severe. The game ends when a) a senator pulls a Caesar and successfully [[MilitaryCoup takes Rome with his loyal veteran legions]], b) a senator gains 21 Influence and gets voted in as [[PresidentForLife Consul for Life]][[note]]this also happens automatically at 35 Influence[[/note]], c) the RandomEvent deck runs empty (in which case the faction with the most total Influence wins), or d) the republic collapses either because it is fighting too many wars simultaneously, can't pay for its expenses, or the civil unrest results in a revolution (in which case all players lose).

to:

* ''TabletopGame/RepublicOfRome'' ''TabletopGame/TheRepublicOfRome'' (1990) simulates the senatorial politics of the [[UsefulNotes/TheRomanRepublic pre-Imperial Rome]]. There are no hard-coded ideologies[[note]]unless players decide to role-play[[/note]], but any public promises and deals made by players are [[IGaveMyWord mechanically binding]]. Instead of a party, each player controls a faction of named senators, who also constitute their political capital. Each senator has two popular support ratings, Influence[[note]]how much sway he holds among fellow senators[[/note]] and Popularity[[note]]among the common folk of Rome[[/note]], as well as Oratory and Military ratings, with the most important being Influence[[note]]as the sum of it across all senators of a faction determines how close it is to victory[[/note]]. Other political capital includes [[https://en.wikipedia.org/wiki/Attic_talent Talents]] (money, either belonging to senators, or to the faction), votes (see below), and loyalties of veteran legions (mainly for players who pull a [[UsefulNotes/JuliusCaesar Caesar]]). While there is a wargame dimension to ''ROR'', it is very formulaic and streamlined and serves mainly as a means for individual senators to gain popular support away from Rome. The heart of the game are the senate sessions, where players convert their senators' Oratory skill, loyal ''[[https://en.wikipedia.org/wiki/Equites equites]]'', and talents into votes, which are then used to support or oppose proposals, such as senator appointments as consuls, provincial governors, and generals leading legions to wars[[note]]as well as how many legions they get to fight said wars with[[/note]]. Another important part of a senate session are the prosecutions, where a vote decides whether senators are fined or even executed for corruption or anything they did while in office on the previous turn (if convicted, a senator can try to use their Popularity to [[RabbleRouser rouse the rabble]] to his defense[[note]]this is the only time where Popularity is used proactively in the game[[/note]]). Interestingly, while there are "laws" in the game, which tweak its basic mechanics when played, they only need to be voted upon with optional rules, otherwise they take hold automatically. Lastly, at any time during a senate session, players can attempt to assassinate another's senator, though the punishment for it, if caught, is severe. The game ends when a) a senator pulls a Caesar and successfully [[MilitaryCoup takes Rome with his loyal veteran legions]], b) a senator gains 21 Influence and gets voted in as [[PresidentForLife Consul for Life]][[note]]this also happens automatically at 35 Influence[[/note]], c) the RandomEvent deck runs empty (in which case the faction with the most total Influence wins), or d) the republic collapses either because it is fighting too many wars simultaneously, can't pay for its expenses, or the civil unrest results in a revolution (in which case all players lose).
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
redlinking this for now to prevent World Of Funny Animals from being indexed instead


* ''Democratic Socialism Simulator'' (2019) turns the player into the first democratically elected socialist president of a WorldOfFunnyAnimals version of the United States (with a majority of Congress behind you and no Supreme Court issues to maintain RuleOfFun), and gives you a series of binary choices (and some random events) during which you try to maintain your electorate while trying to balance the budget, build socialism and try to reach the climate goals of your administration. Every choice will alienate some parts of the electorate and attract others, in addition to requiring set amounts of popular or congressional support.

to:

* ''Democratic Socialism Simulator'' ''VideoGame/DemocraticSocialismSimulator'' (2019) turns the player into the first democratically elected socialist president of a WorldOfFunnyAnimals version of the United States (with a majority of Congress behind you and no Supreme Court issues to maintain RuleOfFun), and gives you a series of binary choices (and some random events) during which you try to maintain your electorate while trying to balance the budget, build socialism and try to reach the climate goals of your administration. Every choice will alienate some parts of the electorate and attract others, in addition to requiring set amounts of popular or congressional support.

Top