Skip to content

POLICIES

Can Ur edited this page Jan 8, 2022 · 52 revisions

Policies are functionally a mix of perks and interactions you can use in the game





Some of them you can impose on yourself, and some of them are used as interactions with other country balls



## List of perks

Surrender

Give up the game. Ends the game. Centrists are too moderate to give up


Populism

Massively increase the impact of your answers for 8 turns



- Authoritarian Policies

Nuke

Devastates a country and one of its neighbours

Through +


Scorched Ideology

Bomb the ideology out of a country, reverting it to centrism


Censoring

Reshuffle the populace & bleep out ideas. Newspapers become useless


Surveillance

Limit the expression of your people and force deradicalization


Death Flights

Throw all economically Left-Wing ideologies out of a helicopter

Through +


Redirective Institutional Facility (Not Gulag)

"Educate" all economically Right-Wing ideologies

Through +



- Libertarian Policies

McNuke

Recreationally obliterates a country and one of its neighbours, at a slight discount

Through +


The Purge

General population sweep that radicalizes


Great Pacific Garbage Match

Recklessly start throwing random garbage towards a country for 4 War Turns


Freedom of Disassociation

Your populace can't start a revolt for 8 turns. Why revolt if you got freedom?


Supply & Depend

Import a new citizen into your populace


Overton Shift

Shift the overton window and completely reshuffe your populace



- Economic Policies

The Marketplace Of Ideas

International trade incentivizes a country to gradually become your ideology. Active for 10 turns


- Nationalistic Policies

Blitzkrieg

Offensive warfare designed to strike swiftly within 4 War Turns


Imperial March

Global frenzy! Go on a giant rampage for 10 War Turns


Kamikaze

Automatically conquer a country by sacrifice


Dutiful Warmonger

Encourage another country to declare a war on a neighbour


Roman Conquest

Glorious conquest by military force for 10 War Turns



- Diplomatic Policies

Geo-Alliance

Strong diplomatic ties with a country for 10 turns. Stunlocks the ability to declare wars


Diplomatic Agreement

Temporarily increases a country's opinion about you


Territorial Swap

Move your country without wars! Swaps territories with a selected country


Cease for Peace

Halts an ongoing war



- Traditionalistic Policies

Tribalwar

You gotta stick to your roots after engaging with sticks! 8 War Turns


Holy Crusade

Create a divine schism by sword for 8 War Turns


Saintless Siege

Violent skirmish without some prophet guy telling you to do so. 6 War Turns



- Progressive Policies

Robot Takeover

0s and 1s, execute me. TECHNOLOGICAL WAR! for 6 War Turns


Big Brain Chip

See public opinion estimates before answering for 5 turns


POLICY EFFECTS

PERKS ON POPULUS

PERKS ON OTHER COUNTRYBALLS

PERKS ON SELF