EmanuelaOrlandi posted:ok ill do my turn thing tomorrow
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Political Situation: The social-democratic NDP government has been crippled by a recession, forcing it to make cuts while running a large deficit. One million people are dependent on the province's welfare system and the public sector unions are angry at imposed contracts that include unpaid leave. At the same time, anger over perceived high taxes has galvanized the opposition, limiting hopes of solving the crisis through tax hikes.
Card draw: Card is "Radicalism". Player chooses "Left Wing".
Narration: Facing certain defeat in an impending election, Premier Bob Rae steps down in favour of an Ontario NDP leadership race. The elected leader is Howard Hampton, a fiery leftist that has successfully drawn a line against austerity within the party.
Card draw: Card is "Defection". Player loses 1D6 MPPs. Roll: 6.
Narration: Following Hampton's election as leader, 6 ONDP MPPs defect to Lyn McLeod's Ontario Liberal Party in preparation for the coming general election. Government majority is now very thin, meaning that Hampton must act quickly.
Platform Stage: Leadership is Left Wing Radical (8). Modifiers: -1 Federal Fiscal Austerity; -1 Business Counterattack; +1 Crisis Response. Platform: 7 (Left-Social-Democrat).
Narration: Hampton releases "People's Power: A Manifesto for an Ontario that Works" which calls for a wealth tax and higher income taxes to fund a program of job creation. Also included is pharmacare, universal child care and an Ontario pension plan which would intervene in the economy.
Election: Election called for October 1995.
Opposition Turn: Progressive Conservative Party of Ontario next.
Cartels are first up. The first card is Mexican Traffickers, which can increase the Cartels' income from 3x # of bases in the first propaganda phase (at the end of the first 'campaign') to 4x. That has the potential to make the Cartels insanely rich if they can get a lot of bases down, but since it came up so early the other factions are probably going to be watching for that kind of play. The second card has the Cartels eligible last, so they're probably not going to get to act on that if they pass- it probably makes sense either to execute the event or to conduct an operation w/o a special activity in order to deny the -10 resources event to the government.
I forgot to mention how the tracks work on the board. The 0-99 track on the outside tracks resources and support. Right now the situation is:
Resources:
Govt - 40
FARC - 10
AUC -10
Cartels - 10 (Cartel Victory >40 if Bases >10)
Support:
Total Govt Support - 50 (Govt Victory >60)
Opposition + FARC Bases - 20 (FARC Victory > 25)
The boxes in the corners track the number of Guerillas/Troops/Police available to the factions, as well as the number of bases.
Bases:
Govt - 1
FARC - 6 (FARC victory if Bases + opposition >25 as above)
AUC - 1 (Victory if AUC Bases > FARC bases)
Cartels - 6 (Victory if Bases >10 & Resources >40 as above)
Cartels have the farthest to go right now but that first card could result in an early Cartels victory if the other players fuck up.
Design notes for the cards:
Mexican Traffickers: The Cali Cartel had relied on its own delivery networks to get cocaine to US market. Disruption of that cartel’s distribution routes through the Caribbean and the dismantling of the Cartel itself in 1995-1996 created opportunities for Mexican traffickers to provide Colombian wholesalers with delivery and retailing services. Already prior to Op Millenium, the Colombian Bernal group was working with a Mexican Ciudad Juárez-based cartel to deliver 20-30 tons of cocaine monthly to the United States. Mexicans soon came to dominate US cocaine distribution with more extensive and efficient networks.
Mono Jojoy: A Colombian military and police operation in Meta Department in September 2010 killed the FARC’s operational second-in-command, Victor Julio Suárez Rojas, alias Jorge Briceño Suárez or "Mono Jojoy”, adding to a period of strong pressure on guerrilla remnants.
1.5.1 Negotiation. Players may make any mutual arrangements
within the rules but may voluntarily transfer only Resources (1.7)
or Shipments (4.5.3). All negotiations are open. The rules do not
bind players to agreements.
MaximoRoboto posted:Would anyone be interested in playing a freeform nation sim game after this one is over?
you probably dont need to wait, this will take a while and is only really going to occupy the attention of a couple of posters for a few min a day. BF ran an Afghanistan sim on another forum a while back that i think was pretty successful
babyfinland posted:Gming that stuff takes a lot of time and effort bro. can u handle the business
It would be my first time running one and I'm not sure if I'm totally up for it, honestly. If I had a co-GM I can do it. Right now besides the fantasy one I've kicked around on Enver's forum I'm thinking either Colombian drug war (modelled after the game in this thread) or Iraq 2003-2012, so if anyone wants to co-GM, plz help
In the meantime, come play BoP:
http://z13.invisionfree.com/eRegime/index.php?act=idx
it would be kind of cool if we could do this entirely via vassal, either fully online or passing around a save, but I understand the point now is to get shit started