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Game Guide (Round 6)


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Most new players will want to start in the United States. While there are other player positions available in other countries from time to time, only U.S. Senators are always available to new players. Once creating your character and it is approved by an admin, you are a full member of the Senate. Welcome! These rules will serve as an overview of the game. If you have any additional questions, please don't hesitate to ask in the OOC Forum or by submitting a Support Ticket.

New U.S. Senators

To create a new character go here and complete the form which will automatically generate a new topic in the Characters forum. After you have posted your new bio, an admin will approve your character (usually within 24 hours). Be sure to refer to the Senate Roster when planning your character as Senate seats are reserved per party. A player can only play in the Democratic or Republican parties, there are no Independents or 3rd Party options.


All characters are assigned attributes after they are approved by an admin. Each individual attribute is capped at 100. Attributes can be increased through campaign schedules during elections or by completing Quests. During Round 6, only players in the United States government are assigned attributes.

  • Experience -- Represents the professional accomplishments of the character.
  • Name Recognition -- Represents the familiarity of the public with the character.
  • Wealth -- Represents the character's fundraising base.
  • Charisma -- Represents the character's ability to move an audience.

Party Switches

Characters are permitted to change parties, but all realistic IC consequences will apply. While war room masking will be immediate, leaking in this situation is more likely to be met with harsher consequences.

Multiple Characters

Players are permitted to have multiple characters within a single country only for specific purposes (if applicable):

  • Senate/Parliament (this is the default starting point for all new characters)
  • White House/Executive (including POTUS, VPOTUS, WH staff, and Cabinet members)
  • Supreme Court/Judiciary (if nominated by the President and approved by the admin team or other applicable IC process)
  • Election candidates (Players are permitted just one character per election cycle. If he/she wins with a Senate candidate, the player would need to choose which Senator to continue with and sign out the other.)
  • Ambassadors (At the discretion of the Executive and following established IC protocol, a government can appoint a player to be an ambassador to another country or an IGO.)
  • Minigame characters (if available)


The activities of a politician do not begin and end on Capitol Hill. Players are encouraged to communicate with one another and with their constituents with a Press Release and maintaining an active social media presence. Participation in these forums is used for admin news commentary, approval ratings, to influence public opinion, election prepolls, and many other purposes.

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Domestic Politics

The bulk of the game takes place in the various domestic politics of the different countries simulated. All players playing in the United States have a character in the Senate but the entirety of the federal government is simulated with approved player multis and by the admin team with player actions in mind.

Player Roles

In Round 6 we are simulating Germany, Russia, the United Kingdom, and the United States. In the first three countries, one player will be selected to lead each of the major IC political parties. These positions are made available as appropriate by the admin team, so be sure to regularly check the Announcements for when you can apply. In the meantime, all new players can play as a United States Senator. In most countries, you will face re-election which will be roleplayed by the admin team on a case by case basis depending on the country and IC circumstances. At any time, the admin team may remove a player for unrealistic gameplay.

Senate Leadership (U.S.)

At the beginning of each new session of Congress, both parties should internally elect their leadership in the Senate. The majority party has a PPT, Majority Leader, and Majority Whip. The minority party has a Minority Leader and Minority Whip. 

Senate Rules (U.S.)


House of Representatives (U.S.)

House votes are derived from player votes in the Senate on a proportional basis. The number of seats is based on the House election held every 2 IC years. When the PPT calculates votes for bills in the Senate, he or she will automatically post the House results as well. Only if a bill passes both the House and Senate can it be forwarded to the President for his or her signature or veto.

Executive Branch (U.S.)

The President is the leader of the executive branch and in many way shapes how his or her administration will function. Each player is permitted just one character in the executive branch, and must be appointed by the President (or their designee). There are 5 Cabinet positions (Secretaries of State, Defense, Treasury, Interior, and Attorney General), but the President may also appoint players to their staff. Cabinet secretaries generally require confirmation by the Senate. There is no limit to the number of players the President appoints to his or her staff, but there is not separate masking for each position (merely one blanket Executive Branch masking plus the use of password-protected forums or private meeting rooms).

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International Politics

While the bulk of a politician's time is spent representing his or her domestic constituents, the relationship between the various countries of the world can and do shape our day to day lives. At GPS, this is what sets us apart from any other game. Especially at an executive level, your country needs strong representation in various international organizations and even during bilateral discussions. 

International Treaties

Most gameplay in this round of GPS is between different countries. There are 5 distinct treaty types (below) available to be signed between countries. At the beginning of the round there are some historic treaties inherited, but of course you have the option to withdraw from these or sign new ones. To sign a new treaty, a player should reply to the "Treaty List" thread in the Politics forum of their respective country's private forums.

Treaty Types

Only the treaty types listed below are considered official treaties in terms of game management. Note that all treaties carry an annual cost that is automatically reflected in your annual budget. The cost listed is per treaty per year that the treaty remains active. Bilateral treaties can only be signed between two countries whereas multilateral treaties can be signed by any number of countries. 

Economic Aid (Any $ Amount): Bilateral only. Country A provides a specified amount of money to Country B. 

Military Sale (Any $ Amount IN EXCHANGE FOR Any Military Units): Bilateral only. This is the only treaty type that does not automatically renew annually. Country A provides a specified amount of cash to Country B in exchange for Country B selling specified military units to Country A. Upkeep for the military units is paid by Country B for the entirety of the year the treaty is signed. Military units may not be sold to a country that has not yet researched the technology level of the units.

Economic Cooperation ($0.10) : Bilateral or Multilateral. Provides a GDP growth boost to all participating countries. The amount of the boost is dependent on the combined economic power of the participating countries.

Inter-Governmental Organization ($0.10) : Bilateral or Multilateral. Participation in the United Nations and other multilateral organizations. This category would also include official military alliances. These treaties have "Clubs" associated with them to allow for the member countries to organize themselves. 

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Diplomacy is all well and good, but history has proven the necessity of maintaining a strong military. There are 5 distinct types of military units . There are also 5 technology levels for all military types.

Military Unit Types

Infantry - The most basic military unit, but also the most diverse. In GPS, the term Infantry refers to the common soldier, machine guns, and anti-tank equipment. 

PROS: You can accomplish almost any objective with infantry. Strategically combine them with other unit types for a greater chance of success when conducting operations.  Most effective against other infantry and tanks. 

CONS: Infantry are the slowest military type and are particularly vulnerable to aircraft attack.

Tank - Since the world wars, armored equipment has been a mainstay for all modern militaries. In GPS, the term Tank refers to traditional tanks as well as anti-aircraft equipment.

PROS: Tanks provide a ton of firepower and are also the sturdiest of the military types. Tanks, given their inclusion of anti-aircraft equipment, are most effective against other tanks and aircraft.

CONS: Tanks are particularly vulnerable to infantry with their included anti-tank equipment.

Aircraft - Often, air superiority is the difference between victory and defeat. In GPS, there is no distinction between fighters and bombers, all planes are seen to have the capacity of both. The Aircraft category would also include things like helicopters and recon aircraft. 

PROS: Capable of causing great destruction, aircraft are most effective against other aircraft, infantry, and naval units.

CONS: Possibly the most vulnerable of the military types, aircraft should be particularly wary of encountering tanks.

Naval - A strong navy allows a country to assert their will anywhere in the world. In GPS, all Naval forces can be seen as a battleship style. While there are no submarines in the game, this does not disallow covert actions with naval forces.  Similarly, while there are no specified aircraft carriers in the game, naval fleets can still be accompanied with aircraft without a nearby land runway. Each naval unit can carry no more than 10 infantry and/or aircraft.

PROS: The most straightforward way of opposing enemy naval units, not to mention your navy's importance in diplomatic ploys. Naval units can sometimes bombard enemy infantry and tanks stationed near the coast without retaliation.

CONS: Vulnerable only to aircraft and other naval units.

Atomic - The horrifying new weapon unleashed on the world in the last century will surely change warfare forever. Once a country is able to develop atomic weapons, no can can deny that they are a modern military power. 

PROS: Effective in destroying almost any target.

CONS: Death, destruction, and the end of the human race. Other than that, none.

Military Unit Costs


Covert Actions

Attempt to use your intelligence services for a variety of actions. With all covert actions, your agents will attempt to cover their tracks so even if the action is unsuccessful it does not lead back to your country. However, this is not guaranteed and you may be implicated in actions whether successful or unsuccessful. The cost listed is per action per attempt. It may be helpful to think of covert actions as being the instructions given to one agent to carry out. Therefore, multiple identical actions can be taken at the same time to increase the likelihood of the mission's success.

Military Espionage ($1) - Gather information on another country's troop location and/or strength.

Diplomatic Espionage ($0.50) - Gather information on another country's budget condition and/or information on that country's diplomatic dealings. 

Stoke Unrest ($5) - Sow distrust between another country's people and their government. This action can also be used to attempt to influence the election in another country.

Military Sabotage ($10) - Attempt to destroy another country's military units.

Civilian Sabotage ($10) - Disrupt another country's economy by destroying key infrastructure or business environment.

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Annual Budgets

At the end of each IC year, all countries are required to complete a budget (found in the Economics forum of that country's Executive-level private forums). The player(s) with budget authority for the country should designate how much will be spent on Infrastructure, Education, Health, and Social Welfare (marked in green). All other amounts will be filled in by the admin team at the end of the year based on player actions. 

National Debt

It is generally accepted that all countries can carry a certain amount of debt. This debt is, obviously, money borrowed from unnamed private entities to be repaid at a later date. At the end of each year when the country's final annual budget is finalized, the surplus or deficit from that year is added to the debt. In GPS, countries are not able to "forgive" the debt from another country, though they can send economic aid to another country to help them pay their debt.

Economic Growth

A country's economic growth depends on a variety of factors. Some of these factors are under the player's control, but some are not. The most direct way that a player can grow his or her country's economy is to increase funding to Infrastructure, Education, Health, or Social Welfare. Other factors include the global economy, treaties the country has signed, the business environment of the nation, etc.

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