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?
© Copyright 2026 Paperzz