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Elections and law

Every government in Imperix is run by players. Presidents and party leaders win their offices in elections, and the laws that follow are written by whoever holds power.

Office Elected by
Country President The nation’s citizens
Party President The party’s members

Elections run on a schedule and are tallied automatically. Congress is being built out during alpha; for now the presidential offices are the seats that decide who holds the levers.

Officials pass laws that shape everyday play. The ones you feel most directly:

  • Income and work tax. How much is taken out of every wage (see Working). A few percentage points here is real money across a nation.
  • Tariffs and VAT. The cost of trading, set per category, which shapes the market.
  • War. Declarations and the nation’s military posture.

Laws pass by vote. Ordinary measures need a 50% majority; higher-stakes laws need 60%. Because these rates touch every citizen, national politics is never cosmetic. Who you elect changes how much you earn and what your wars cost.

To do this You need
Write an article Level 2
Found a newspaper Level 1, costs 2 gold
Found a political party Level 15, costs 40 gold
Run for party president Level 21
Call an uprising (resistance war) Level 23, costs gold — the amount depends on the region

Parties are how players organise: a banner to run under, pool votes and push a shared agenda. Joining one is the usual first step. Newspapers and articles are the other half of politics, the way campaigns, propaganda and public opinion actually move between elections.

When a region is under foreign occupation, its people can rise up. Calling an uprising (level 23, paid in gold) opens a battle for the occupied region from the inside — a way for citizens to fight back without waiting for their government to march an army over. Win it and the region returns to the nation it originally belonged to.

An uprising is not a normal war, and the differences matter:

  • It runs 6 hours, not the usual 12. The side that calls it also picks the hour, so a smaller, well-organised nation can concentrate its strength.
  • The occupier fights alone. Mutual protection pacts defend homelands, not conquests — so the pacts back the uprising, not the country holding the ground.
  • The cost depends on how well the region is governed. A neglected occupation is cheap to rise up in; one the occupier has invested in is expensive. Watch a region’s prosperity before you commit.
  • Your nation fights one uprising at a time. Pick the region that matters. (Other dispossessed nations are unaffected — several can rise against the same occupier at once.)

After a region changes hands, or after an uprising is put down, that region is sealed for 24 hours. For the next 6 hours after that, only citizens of the region’s original owner may call the next uprising. Beyond that it opens to anyone except the occupier’s own citizens — so a nation that has been overrun and has no one left to fight for it can still be liberated by its friends.

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