Economy | Society | Military |
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The economic part of the government would be responsible for controlling trade, trade relations and the production of the fortresses of the Bay 12 civ. This government would be led from the capital / mountainhome / whatever by the | The social part of the government would be responsible for keeping up the Church of Armok, listening to the woes of the people and relaying said woes to the other two bodies, and diplomacy between the Bay 12 civ and other ones. This body is led by the | The military body of the government's responsibility is pretty straightforward: set up a military and an order-keeping body and supply them with weapons and armour as needed. They are led by the |
Economic Leader Suggested title: Patriarch | Social Leader Suggested title: High Priest | Military Leader Suggested title: Champion |
The Economic leader would be responsible for the jobs detailed above, only applied to civilisation-scale. He can determine what civilisations will Bay 12 civ trade with, can place trading embargos, can overrule existing embargos of any level and can mandate the production of specific goods. A more localised version - that is, a position that only applies to a single fortress - would be | The Social Leader's scope is civilisation-scale as well. He is responsible for the Main Church of Armok in the mountainhome, gathering public opinion on the rule of various nobles, including themselves, ensuring that every fortress's voice is heard by the mountainhome by bringing up their woes in the council of the three leaders, and keeping up good relations with neighbouring civilisations. A more localised version - that is, a position that listens to the woes of the dwarves of a specific fortress, rather than civilisation-wide problems - would be | The Military Leader is the highest in the pecking order of the military. Every soldier answers to him and he is the one who leads the main (read: entire, should the problems escalate that far, otherwise, the strongest) dwarven army towards victory. He is also responsible for setting up scouting operations, spies, if they are needed, setting up traps and making sure every Stupid Dwarven Trick in existence is performed before the fortress crumbles to its inevitable end (not really). A more localised version - who is in charge of a fortress's militia, rather than an army - would be |
The Burgher | The Mayor | The Militia Commander |
The Burgher's power is limited to the fortress he operates in. He can order trades with other fortresses and can request a trade caravan from mountainhome should it come down to that. He can set up trading embargos between his and other fortresses but not other civilisations. His embargos can be overruled by the Economic Leader, and once overruled, he cannot request the same embargo ever again in his current rule. Unless his fortress was ordered by the mountainhome to produce specific stuff, he is free to mandate production, but once again, the Economic Leader's mandate overrules his.
The Economic Leader is also a Burgher of the mountainhome. | The Mayor, as detailed above, generally polls the dwarves of his fortress about their moods and opinions and relays the results to the Social Leader. He is also responsible of setting up a local church for Armok and must request the Social Leader to approve the Church, as not one dwarf must disappoint Armok with sub-par churches, obviously. He is to ensure the fortress's happiness by inviting travelling minstrels or actors, setting up various entertainment around the fortress (can go meta with various in-Minecraft games) and holding sermons or speeches in the name of Armok in his Church.
The Social Leader is also a Mayor of the mountainhome. | The Militia Commander's responsibility is the keep the order around the fortress and... well, keep the fortress itself. He is to set up a militia that also functions as a policing body. He is the commander of every militia of his fortress but must obey the order's of the Military Leader.
The Military Leader is also a Militia Commander of the mountainhome. |
There are some rules that apply to all positions detailed above:Every position rules for a specified time (suggested 2 weeks - 1 month).
After that time is up, the position's current rule is forfeit, and an election is held for the position.
The same person can be elected multiple times. Every won election starts a different rule, thus a position can try the same embargo multiple times, if it was overruled before.
Every position can request a regent, appointed by them.
A vote can be held by equally-powered positions to replace the third, should that be needed. (Example: Mayor's bad, Militia Commander and Burgher votes to replace him.)
Said vote can be overruled by another vote from the Leaders.
Decision making:Every decision is decided with a vote from the three position of the same level of the same fortress.
The position's vote counts as 1.5 instead of 1 if the decision largely concerns their responsibilities.
The position's vote counts as 1.5 instead of 1 if the decision attacks them or a position below them.
Replacing a Leader is done by vote of every position in the civilisation of Bay 12. Everyone's vote counts as 1 vote in this case, except for the Leaders, whose vote counts as X votes, where X is every position below them.
This essentially means that if all three Leader's vote is the same, whatever they voted for happens, even if every other position voted against them.
A position can be replaced without a vote by the Leader above them. (Example: Mayor is replaced by the Social Leader.)
Example:The Social Leader wants Bay 12 civ to become an ally of Civ X.
His vote counts as 1.5 votes, since diplomacy with other civilisations is his responsibility.
If both the Economic and the Military leader votes against it, Bay 12 will not become an ally of Civ X.
If one votes against it, and the other abstains from voting, The Social Leader wins the vote, Bay 12 becomes the ally of Civ X.
If one votes for it, the other doesn't, Bay 12 becomes the ally of Civ X.
Replacing vote example:The Mayor of Fortress Y is outrageously bad and the fortress's Militia Commander decides he needs to be replaced.
They hold a vote amongst themselves. The Mayor obviously votes against his replacement, the Militia Commander for it.
If the Burgher votes for it, their decision is relayed to the Leaders.
If he votes against it, the decision's null and the Mayor keeps the position.
If he abstains, the Mayor wins with 1.5 votes against 1 vote since the decision attacked him.
Afterwards, if the decision was relayed, it's time for the Leaders to vote on the matter.
The Social Leader's vote will count as 1.5 votes since the decision concerns a position below him.
The voting goes as usual, with the Mayor getting replaced if the Leaders decide that way as well.