IRiA Simulation

IRiA Simulation
Welcome to Politica
Simulation Points
• The Simulation portion of this assignment is worth 100 points.
• That is equivalent to a test grade.
• The Country that receives the most objective points will win and
receive full credit for their simulation.
• The rest of the groups will receive a grade based on the percentage of
the objective points they did receive.
• Example: 10 points total, you get 8, you get an 80 on the simulation.
Individual Positions and
Objectives
Chief Decision Maker
• Serves as the head of state and must approve any action taken by
their country during the simulation.
• Chief Decision Makers have different powers in different countries.
Some countries only need the CDM signature others need a majority
Diplomat
• Functions as the foreign minister during the simulation.
• They should be an extremely active negotiator, and take pride in their
role as the face of their government.
Economic/Intelligence Officer
• Focuses on national security and pursuing their country’s material
interests in Politica.
• They are in charge of helping their country decide how to allocate
factors.
Team Objectives
• Your primary goal is to earn objective points.
• Objective Points are assigned to every objective and they range from
10-1.
• You will have to compromise on these objectives to get as many
completed as possible.
Resource Factors
Initial Factor Allocations
• Some countries start the simulation with more factors than others.
Country
Paxony
Industrael
Minerite
Petropol
Tundristan
Initial Factor Allocation
1,000
1,000
800
600
400
Distributing Factors
• Factors can be used in Guns (military), Butter (economics prosperity)
or Action (accomplish something specific).
• At the beginning of each turn (day we have simulation) you have to
decide how to allocate your factors into each area.
Factor Breakdown
• Guns: Factors spent in this area are for military strength.
• The strength of a given country on any turn is defined by the amount of total
factors spent on guns up until that point.
• Example: If Petropol has put 50 factors towards gun for the last three turns,
and decides to go to war, it has 150 guns to use.
• Butter: Factors in this area are for overall prosperity of the country.
• Factors in this area are able to help grow other areas later.
• Action: Used for specific projects or expenditures.
• Any unused action factors disappear and do not roll over.
• They are used for certain objectives or given as financial aid.
Factor Growth and Decline
• Factors located in Butter will be multiplied by 1.5 after every turn and
they is the amount of allocation factors you will receive on the next
turn.
• If a country fails to trade for their needed materials on a given turn
they are fined 50 factors for every section they did not satisfy.
Diplomatic Interaction/Domestic Politics
• To accomplish objectives you must use Diplomatic Interaction.
• This can come in many different forms. Use the tools your country
has to get your way in an objective:
• Economic Leverage
• International legitimacy
• Threat of Force
• These interactions can happen at many different times during the
simulation
• You may also have to complete Domestic politics to get your fellow
country men on board.
Country Action Reports (CAR)
• If a country wants to take action they must fill out a CAR.
• These reports are the official records of the events taking place in the
simulation.
• A DECISION IS NOT OFFICIAL UNTIL A CAR IS FILLED OUT AND SIGNED!
• CAR must be filled out to the fullest extent. I will not guess about
what you want to happen if it doesn’t say it, it won’t be granted.
Government Type and Required Signatures
Country
Government
Required Signatures
Paxony
Democracy
2 or more
Minerite
Democracy
2 or more
Industrael
Dictatorship
CDM
Petropol
Theocracy
CDM
Tundristan
Monarchy
CDM
Trade
• Every turn you must trade for fish, oil, and minerals.
• You must have 5 of each of these before the first twenty minutes of
class are over.
• Trade must be turned in in the first 20mins of class or you will be
penalized.
Natural Resource Allocation
Country
Fish
Oil
Minerals
Paxony
10
0
5
Industrael
0
10
5
Minerite
10
0
10
Petropol
25
0
0
10
10
Tundristan 0
War: What is it good for?
• The best way to achieve objectives is to convince other countries
through diplomacy, but that doesn’t always work out.
• You cannot complete erase or destroy a country.
• All of the people and infrastructure in the attacked country will be
back to normal on the next turn.
How to Declare War
• You must fill out a war sheet and list the following things:
•
•
•
•
•
The country/countries that is DECLARING war
The target or targets of the declaration
The war aims of the aggressor country or countries
The number of guns factors each aggressor is devoting to the war
And the necessary signatures.
How to Defend in War
• After war has been declared the attacked countries will be notified.
• They will not know how many guns have been used, they will only know who
attacked them.
• Then the attacked country has to:
• Either Surrender or Defend
• If they surrender the attacking country gets back half of their guns used.
• Give the war aims of the defending country
• The Number of guns you are devoting to defend your country.
• The Defending country only has to use half as many guns as the attacking
country.
• Example: Paxony attacks, Minerite with 100 guns, to win Minerite only has to put up
50 guns.
Other Events
• Terrorist Attacks=Gun Factors
• The more factors you use the more likely you are to get your attack.
• Anything else such as exploration, or other interactions must come
through Action points.
• These will also have a higher likelihood of being accomplished the more
factors you use.
Questions?