As usual, these rules are subject to change.
Additions to the ruleset
These have been added to the first post.
Taxes and Loyalty
-Factions can levy a tax on their populace. Each faction’s populace is based on their city and how many political parties exist in their city hall. For flavor purposes, each number or "unit" of the populace represents 10,000 civilians (ie. a faction with a populace of 1,000 represents a country of 10 million people).
-The number of the tax rate is the amount of gold (up to 6) that faction receives at its home territory at the beginning of each turn.
-The tax rate can only move up or down by 1 gold at a time.
-When a faction declares a new tax rate, that tax rate must remain constant for 5 turns.
-A faction’s loyalty (of their armed forces and populace) can rise and drop. This is based on the tax rate and other factors. When taxes are raised or lowered, the corresponding drop or increase in loyalty occurs over the course of 5 turns.
Loyalty cannot drop below 0 or rise above 100.
-Factions can only tax their populace if it is greater than 200.
-Once all factions have a populace of at least 200, each faction must have a populace of at least 500 to levy a tax.
The chart below illustrates how loyalty changes with the tax rate. If the tax rate is at 6 for 10 consecutive turns, desertion will occur. 5 units desert per turn starting on the 11th turn of the 6 gold tax rate. If they go into the negative they have to pay for the units until they have a zero balance, after which they can once again purchase army units.
If a faction’s loyalty drops to 0, roll a d6. On a 1-2, there is a civil war. On a 3-4, there is a revolution. On a 5-6, there is a government overthrow.
-The faction crumbles into a civil war between the opposing parties involved. The faction's populace is cut in half. Divide the faction's home territory into two areas. Each half gets half of the army units present in the home territory. On the faction's next turn, the civil war begins. The two sides square off in battle, following the regular RISK combat rules. Battles continue until one side is victorious, ending the civil war. While the civil war is being fought, any ships within L of the home territory fire upon formerly friendly vessels.
-The current political party and its supporters in the populace face a revolution by the opposing party. If there are over 50 army units in the HT, the rebellion is quelled and nothing happens. If not, the current political party is eliminated along with their leader. The faction must now function without a government (see below) for 2 turns, after which time another election can be held.
-Eliminate the entire political party currently in control of the faction. Replace that party with a new party and leader, following the rules for elections (hold one election between the two parties next in line). The tax rate is decreased to 0 and cannot be raised for 10 turns. The loyalty is increased to 100 and can decrease from there.
If the eliminated party is the last party in the city hall, the faction must now function without a government until a new one is hired or planted. In that case, there cannot be taxes, but the faction also cannot buy army units or ships at their home territory.
Each faction will have a city hall, where their government resides. There is no limit to how many different political parties a faction has in its city hall. However, each political party introduced after the initial number results in a loss of 5 loyalty. In addition, each political party introduced after the initial parties adds 20 to the populace.
Each political party will have a leader. This leader will be represented by a crew, and will function similar to regular crew. The politicians will have specific abilities pertaining to their strengths and weaknesses. Most politicians will have abilities that can ONLY be used while in the faction's HT, but some will have abilities that function while at sea. Land abilities cannot be used while at sea, and sea abilities cannot be used while on land.
Each faction will begin the game with one party in power. This party will be detrimental to the faction's success and will have negative abilities. This incentivizes the factions to begin introducing political parties.
To introduce a political party, a faction must hire that party's leader for a gold cost. This brings that political party into play; they and their leader are placed in the city hall. Once in the city hall, they can begin participating in political elections.
Once every five turns, a faction can have their city hall host an election. Select two political parties and roll a d6 for both of them. The party with the higher result either advances in the governmental system (similar to a tournament bracket) or becomes the leader of the faction (if it was a final election). If a new party comes to power, their abilities and the abilities of their leader come into play and replace the abilities of the old party. Political parties and leaders can only use their abilities when they are in power. If a final election is held when the loyalty is 80 or higher, the party in power gets +2 to its die roll in the election. There can also be elections within parties, to determine which candidate of a party becomes the leader of that party. If a faction has 4 or more parties in their city hall, elections can happen every 3 turns. If a faction has 8 or more parties in their city hall, elections can happen every 2 turns.
Political parties/forms of government:
Land party: Favors land warfare and expansion.
Sea party: Favors naval warfare and expansion.
Home territory party: Favors building up the HT through upgrades and a strong home army, as well as a large populace.
Exploratory party: Favors exploring every corner of the world, at any cost.
Imperial party: Favors aggressive colonial expansion, and declares war on other factions often.
Colonial party: Favors having as many colonies as possible, and having strong upgrades on them such as ports and high-level shipyards.
People's party: Favors increasing the populace, having very low or no taxes, and preserving the safety of the home territory.
Religious party: Favors going to war with specific factions whose religion conflicts with their own.
Upgrade party: Favors upgrading all structures, including those on colonies, before building up the army and navy.
Trade party: Favors resources over gold, and pursues profitable commercial relationships with other factions.
Gold party: Favors gold above all else, including resources and actually spending that gold.
Power party: Favors an absolute monarchy/dictatorial state. Works to eliminate other political parties from contention. Potentially high taxes but a very clear sense of purpose. (centralized decision making)
Resource party: Favors collecting a specific resource, depending on the leader's preference.
There will likely be other parties as well.
-Once every 10 turns, a faction can plant a political party and leader inside the city hall of another faction. This can be used to help that faction, or to hurt them. The leaders of these planted parties can have secret abilities known only to the player who planted them. The player must reveal the secret ability when they intend to use it. This is a way to simulate assassinations, though other possibilities exist as well. (Example of a secret ability: Select a political leader in this city hall. Roll a d6. On a 4-6, eliminate that leader from the game.)
-Sometimes there will be a frontrunner in the political race. That party will get to double its election rolls, but will disappoint the populace and therefore have subpar abilities. On the other hand, a party may have its rolls halved for elections, but might have very worthwhile abilities.
There will be a trade-off between loyalty, populace level, taxes, and long-term agendas. More political parties mean less loyalty, but a higher populace could give a faction the ability to tax. Introducing more political parties also increases how many elections there can be, but that can lead to high turnover in terms of government, which can hinder a faction's overall progress.
Factions can issue bonds to receive money from their populace.
-Bonds are an immediate influx of gold.
-A faction can receive a maximum bond value of 10% of their total populace (ex: a faction with a populace of 1,000 cannot receive a bond worth more than 100 gold)
-Factions must repay the value of the bond plus interest. Interest is paid at the end of the period.
-The minimum period of a bond is 10 turns. There is no maximum period.
-The interest rate is tied to the period. A 10 turn bond has a 10% interest rate. 10 turns after issuing the bond, a faction must pay 110 gold back to the populace by eliminating the gold from their home territory (following the 100 gold example).
-Factions are not required to issue maximum value bonds; they can receive gold equal to less than 10% of their populace value, but never more than 10%.
-Only one series of bonds may be issued at a time.
More bonds cannot be issued until the current ones are paid off.
-If bonds are not paid back, loyalty drops by the amount that isn't repaid.
Example: A faction has a populace of 1,186. The maximum amount they can get for their bonds is 119 gold. However, they don't think they can pay back 131 gold in 10 turns, so they opt to receive 80 gold, with a 15 turn period. In 15 turns, they pay 92 gold back to their populace. If they can only pay most of the bond payment (70 gold), loyalty drops by 22.