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Old 04-05-2005, 03:58 AM   #4
John
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Join Date: Aug 2002
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Interesting. Although I'd really like to know how you've worked out the logistics.

Monarchies tend to be difficult for player-sustained monarchies for two reasons:
* If you have don't have perma-death then the ruling monarch lives forever (or until they get sick of the game)
* Players very rarely have player-children, so heirs to the throne can be troublesome.

You have so apparently you've worked out some solution inherent to mud-families. Care to explain some more how you've done it? Or is this an underused feature in Imperian?

Democracies and Dictatorships are fairly easy in the mud world. Polls are easy to code, and dictatorships have no change of power (or if they do, the dictator simply names his heir).

However changes of state aren't always hunky-dorey. Democracies have a very easy change of state. One person willingly steps down, another willingly takes his place. But what about military coups?

Can the citizens rise up against their Theocratic government, kill them/lock them up/exile them and place a new dictator as the ruler? How is that done code-wise?

How are laws coded into the game (I'm assuming your mud has some sort of coded legal system). For example: Now women may wear a hat. What about: No bad-mouthing the president?

Is there some sort of code involved to keep track of the laws? If so, how does it know when a law has been passed? e.g. Let's say President John suggests law X, congress votes and it has 51% in favor, which is needed in Pretoria for the law to be passed. How does the code realise this has happened?

Can a supreme court abolish a law, like the American one (sorry if I've misunderstood the American system).

It sounds like an interesting feature, that could lead to numerous interesting and unique forms of government. Never know, the next Marx might be playing Imperian as we speak.
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