|
Civil War OnLine
Constituents, Legislation, and
Policy
Rule Book
Last modified May 24, 2018
This document provides
the rules of
Constituents, Legislation, and Policy (CLAP), the
political module of the Civil War OnLine (CWOL). A player
who has read and understood these rules should be able to
serve in a political role in CWOL; President,
Vice-President, Secretary, Congressman, or Governor.
The rules are divided
into three sections: Congress, President and Cabinet, and
Governors.
1. Congress
1.1. Each nation's legislative
branch is composed of a one-house Congress. Rather than
have one player from each state (which would result in a
very large Congress with unfilled seats), each nation is
divided into blocs of states, and each bloc elects one
Congressman. The blocs are:
Union blocs
|
Confederate blocs
|
- Upper
New England: Vermont, New Hampshire, Maine
- Lower
New England: Massachusetts, Rhode Island,
Connecticut
- Garden
Empire: New York and New Jersey
- Mid-Atlantic:
Pennsylvania, Maryland, Delaware
- Border
States: Kentucky, Missouri, Kansas
- Lower
Northwest: Ohio, Indiana, Illinois
- Upper
Northwest: Michigan, Wisconsin, Iowa,
Minnesota
|
- Upper
East: Virginia and Maryland
- Carolinas:
North Carolina and South Carolina
- Upper
West: Kentucky and Tennessee
- Deep
South: Georgia, Alabama, Mississippi, and
Florida
- Trans-Mississippi:
Missouri, Arkansas, Louisiana, and Texas
|
1.2. Before
the start of the game, there is an election for Congress.
Any player can run for Congress to represent the bloc in
which his or her home state falls. Each player votes in
the election for his or her home state's bloc. A majority
is required to win. If no player wins at least 50% of the
vote in the first election, there is a runoff election
featuring the top vote-getter from each party. If either
the first election or the runoff results in a 50/50 vote,
then the candidate of the same party as that nation's
President wins. (In future there might be a mid-game
election for Congress, after the third campaign, but not
yet.) If only one candidate runs, then no election is held
and the one candidate automatically receives the seat.
1.3. The members of Congress shall
elect one of their members as Speaker. Any member can run;
the GA will call for the election; the member receiving
the most votes wins (a majority is not required). In case
of a tie, one of the candidates with the most votes is
randomly selected by the GA to serve. The Speaker shall be
responsible for organizing the agenda of Congress,
providing for discussion among its members, and for
calling for votes on specific issues. (See rule 1.4
below.) Any member of Congress can call for the election
of a new Speaker at any time; if a majority of Congress
calls for a new Speaker, then a new one is elected. The
old Speaker can run for re-election if he chooses to do
that.
1.4. Congress shall take actions in
the following way. Any member of Congress may make a
proposal for Congressional action. The Speaker opens
debate on the proposal by sending an email to all members
of Congress asking for discussion. Debate must remain open
for at least 48 hours; there is no upper limit. Proposals
may be amended during debate by whatever mechanism the
Speaker chooses to permit. The Speaker then closes debate
and calls for a vote, by sending an email to all members
asking for votes and setting a specific time for a voting
deadline. This email should be copied the GA. [ Note -
this provision is not currently being enforced. It will be
removed after CWOL-9 if its absence does not cause
problems.] At least 48 hours must be allowed for votes.
Once the voting deadline has passed, the Speaker records
the vote. If the proposal has been approved, the Speaker
emails the GA with the proposal, the list of all votes
cast (including abstentions and members not voting), and
the GA takes appropriate action to implement the policy.
Proposals sent to the GA more than 48 hours prior to turn
deadline will be implemented for the coming turn;
proposals sent less than 48 hours prior to deadline will
be implemented for the following turn. No action shall be
taken by Congress except in ways that conform to this
rule. There will be no exceptions.
1.5. Congress shall have the power to
set national tax rates and set national borrowing limits.
See SLAG rules sections 2 and 3 for details.
1.6. Congress shall have the power to
authorize a specific number of appointments its nation may
make to the ranks of Major General, Lieutenant General,
and General, and to appoint players to those ranks, the
number of players appointed not to exceed the number of
appointments authorized. The number authorized by Congress
may not exceed the following limits: One full general for
every 20 units in the army, including Q units but not
militia (rounded up: 50 units in the army allows 3
positions), one lieutenant general for every 12 units in
the army, one major general for every 6 units in the army.
Once authorized, ranks may remain available even if the
size of the army subsequently falls. Congress shall also
have the power to authorize a specific number of
appointments to the ranks of Rear Admiral and Commodore, and to
authorize the promotion of players to those ranks, the
number of players appointed not to exceed the number of
appointments authorized. The
number authorized by Congress may not exceed the
following limits: One rear admiral for every 20 ships
in the navy, not include RT or TR groups (rounded up:
30 ships allows 2 positions), and one commodore for
every 12 ships.
1.7. Congress shall
have the power to approve special policies, as follows.
All policies may be undone except as noted.
- Declare draft - make draft manpower available, hurts
national morale, good for party in power and bad for
opposition
- Pay bounties - make bounty manpower available, costs
money - may be undone subsequently
- Declare blockade - reduce enemy income from ports and
foreign trade, causes international opinion to move 50
points in opponent's favor if ships are in place, paper
blockade moves it 100 points
- Commandeer cargo (CSA only) - require blockade runners
to carry government cargo - raises revenues but bad for
national morale and international opinion, good for
Nationalists, bad for States Rights
- Embargo trade with Europe - reduce own income but gain
international opinion. Good for USA Republicans and CSA
Nationalists, bad for USA Democrats and CSA States
Rights. More effective for CSA than for USA
- Issue cotton trade permits - allow trading in cotton
across the lines. If both sides authorize it, raises
Union morale and Confederate income; reduced effect if
only one side authorizes it
- Authorize income tax - raises government revenues,
hurts national morale, good for USA Republicans and CSA
Nationalists, bad for USA Democrats and CSA States
Rights
- Authorize in-kind tax - raises government revenues,
hurts national morale, good for USA Republicans and CSA
Nationalists, bad for USA Democrats and CSA States
Rights
- Emancipation Proclamation (USA only) - hurts
national morale, good for international opinion, good
for Republicans, bad for Democrats - may not be undone
- Privateering (CSA only) - hire foreign ships to raid
enemy commerce - bad for international opinion but
lowers enemy income as long as CSA ports are open
- USCT (USA only) - make black manpower available, bad
for national morale, may reduce white manpower available
in border states? - may not be undone
- Black military labor - make construction cheaper,
reduces income, good for USA Republicans and CSA
Nationalists, bad for USA Democrats and CSA States
Rights
- Send Commissioners (CSA only) - raises international
opinion if USA does not interfere or does not succeed in
interfering, bad for morale if USA does interfere - may
not be undone
- Halt Commissioners (USA only) - raises national morale
and international opinion if successful, lowers them if
unsuccessful - may not be undone
1.8.
Congress shall have the power to recall the President.
This action requires a 2/3 majority vote. If the President
is recalled, then the Vice-President becomes President.
The new President selects a new Vice-President to fill the
space temporarily, and a new election is held to elect a
new President and Vice-President. The former
Vice-President, now serving as President, may run for
either post if he chooses, as may the recalled President.
1.9. Congressmen may resign their
positions; if they do, special elections will be called to
elect a new Congressman for their bloc as soon as
reasonably possible.
1.10. Congressmen may carry out all the
powers of the governor of their state bloc.
2. President and Cabinet
2.1. Each nation's executive branch is led
by a President, and seconded by a Vice-President. These
officers may not serve in Congress.
2.2. The President and Vice-President
are elected at the start of the game. Each position is
elected separately. If there is more than one candidate
for either position from any one party, there is a primary
election to select that party's candidate. Each
player votes only in his own party's primary. The candidate receiving the most
votes wins (a majority is not required). In case of a tie,
one of the candidates with the most votes is randomly
selected by the GA to run in the general election. In the
general election, which necessarily has only two
candidates, the candidate with the majority of votes wins;
in case of a tie, the Republican candidate wins in the
North and the Nationalist candidate wins in the South.
2.3. The President shall have the
power to appoint the Secretaries of War, the Navy, and the
Treasury. They do not require confirmation by Congress.
2.4. The Secretary of War shall be in charge of the
state's activities in ROTD, the CWOL land warfare module.
The Secretary of
War makes assignments of commanders and deputy
commanders for brigades, excluding state militia. The Secretary of
War also forms the non-militia units into
divisions, corps, and armies, and appoints commanders of
these formations. The Secretary of
War may appoint a commanding general, or the Secretary of
War may command the armies himself or herself.
Last, the Secretary of
War manages the supplies of the armies, getting
them from the home cities to the forward depots in the
field. Some of these powers can be delegated to commanders
of army headquarters units; see the ROTD rules for further
information.
2.5. The Secretary of the Navy shall be in charge of the state's
activities in WISC, the CWOL naval warfare module. The Secretary of the Navy
makes assignments of commanders and deputy commanders for
ships. The Secretary of the Navy
forms the ships into squadrons and fleets, appoints
commanders to those formations, appoints a commanding
admiral or serves in that capacity himself or herself, and
manages the naval stores of the nation.
2.6. The Secretary of the Treasury shall
be in charge of the
state's activities in SLAG, the CWOL finance module. The Secretary of the
Treasury controls the national finances
as budgeted by Congress, and spends them on armies and
navies. The Secretary
of the Treasury also controls the nation's debt and
borrowing. See the SLAG rules for further information.
2.7. Except as noted in the rules,
the President and Vice-President are authorized to carry
out any activities that any of the three Secretaries is
authorized to carry out.
3. Governors
3.1. Each bloc of states is led by
a Governor. Governors may also serve as Congressmen of
their bloc.
3.2. Before the start of the game, there
is an election for all governor positions. Any player can
run for governor of the bloc in which his or her home
state falls. Each player votes in the election for his or
her home state's bloc. A majority is required to win. If
no player wins at least 50% of the vote in the first
election, there is a runoff election featuring the top
vote-getter from each party. If either the first election
or the runoff results in a 50/50 vote, then one of the
candidates is randomly selected by the GA to serve..
If only one candidate runs, then no election is held and
the one candidate automatically receives the seat.
3.3. The Union
President may also appoint a military governor for each
of the Confederate state blocs once the Union controls
at least two cities in that state bloc and has held them
for at least six turns (or since the start of the game).
Exception - the Union cannot appoint a military governor
of the Upper West bloc unless it controls at least one
Tennessee Unionist city (Knoxville, Morristown,
Kingsport) and one other city in Tennessee, and has for
at least six turns. The governor remains in power even
if those cities are subsequently captured by the
Confederacy. The Union governor of the Upper East bloc
only controls Virginia manpower as Maryland is in the
Mid-Atlantic bloc - the Union governor of the Upper West
bloc only controls Tennessee manpower as Kentucky is in
the Border States bloc.
3.4. State bloc governors shall
have the power to form regiments from the manpower of the
states in their blocs, and send them to be assembled into
brigades. They shall also have the power to form militia
regiments and assemble them into militia brigades of their
state. They command the state militia, appoint players to
command the militia brigades, and may organize divisions
or corps and appoint commanders to them. They can purchase
supplies in the cities of their state bloc (but not
stores, and not outside the bloc) and order supply
movements that originate in the cities of their state
bloc. Example: the governor of the Garden Empire bloc can
order supplies moved from Buffalo NY to Erie PA, but not
from Erie PA to Buffalo NY, because supplies in Buffalo
are in his bloc, but supplies in Erie are not.
3.5. The governor of a state bloc can
act on behalf of the bloc's Congressman in the Congressman's
absence. A Congressman may notify the Speaker of Congress
that the governor will act on his behalf for a specified
period of time, or if the Congressman is not responding to
communications, the Speaker can allow the governor to act on
the Congressman's behalf.
Rules maintained by Stephen Schmidt. Rules revisions are
possible, but further edits are expected only in rule 1.7.
Check the Guild board for updates.
|