((For the coup system, you could have it done as a plot. Players would PM you stating their support. The more players who are in on the plot, the stronger the chance of success. The players will then decide a leader among them, the person who will head the new system of government. Up until this point the plot is inactive. This leader will 'activate' the plot, and give a time frame in which it will occur. The longer the time frame, the stronger the plot. At the end of the time frame, the plot is carried out. This will lead to any of the following outcomes:
1. Failed plot- Plot fails completely, most members arrested or killed. No casualties sustained by loyalist forces.
2. Bloody Failed Plot- Plot fails, members arrested, killed or fled to other nations. Few-Some casualties sustained by loyalist forces. Some politicians may be casualties as well.
3. Civil War- Plot fails, but most members still survive. They rally forces and create a civil war within the nation.
4. Bloody Successful Plot- Plot succeeds, some casualties sustained by plotters. Loyalist forces bloodied and disorganized. Politicians flee, killed, in custody.
5. Coup D'tait- Plot completely successful, government changed. Loyalist forces in complete disarray, most politicians in custody of plotters.
An active plot is far more likely to be discovered than an inactive plot. This is to simulate the
The plotters are not the only ones with such actions. The leader of the police, the gendemine (spelling?), will have several abilities.
1. They will have the ability to investigate a trail. This will involve them PMing the GM and asking for rumors. The GM will roll a dice, and based on that roll, give the investigator a vague rumor(s). Something along the lines of "Conclave member Yuri has recently spent late hours at a seedy bar." This rumor can be true, false, inconsequential, a false trail, what have you. This leads into the next to actions.
2. The leader of the police will then have four options, should he choose to follow the rumor. He may take any of the actions, during any turn.
a. He establishes contacts within the underworld. This will allow him to gain more rumors and more clues for him to follow. It will also influence the quality of those rumors, with them becoming clearer. However, there is a chance that his informants are killed while on the search, or of them double-crossing and turning towards the plotters, real or imagined. Should they choose the latter, and should the investigator be on the right tract, the Leader of the plotters will be notified.
b. The leader may set up surveillance on the suspected plotter, following their every move in the hopes of discovering a plot. This will lead to greater yields of information in a shorter span of time, but it also has the unfortunate consequences in that the plotters may discover the investigators doings. There is also the matter of when there is no plot, and the surveyed assemblyman discovers that he has been watched.
c. Finally, the investigator may abduct and interrogate the suspect, the suspects friends, or the suspects servants. The investigator may also 'raid' an establishment. This has the most chance of gaining information, as the suspect may break under investigation, or incriminating evidence may be found on the premises. However, this also comes with the most backlash. If no such evidence is found, the investigator may be charged with harassment, destruction of private property, etc.
d. The investigator may contact the suspect. He may ask the suspect to cooperate with loyalist forces, and become an informant. Should the suspect agree, they will play a negative influence on the plot, weakening its power, as well as learning/knowing the identities of the other plotters. They will also have the special ability to delay an active plot once. This will delay the plot by one year. This of course comes with certain risks. The informant will be highly likely to be ratted out, especially so should they use their ability. Even if they avoid this, the leader of the plot will still be notified of a rat should they use their ability.
3. The most important of the investigators duties will involve protecting the assemblymen in the case that the a plot attempt occurs.
4. If a plot is known, but it has less than 1 year to be activated, a Civil War is inevitable. To protect loyalist groups, then a state of emergency may be declared. Should this measure be taken, loyalists will survie the plot, and be more likely to survive the oncoming civil war.
If a plot is discovered before it is active, then the investigators may bring it to the Reichstag's attention and arrest those involved. Occasionally, the GM will use PM events to distract both the plotters and the investigators.
Resistance
The Resistance acts differently from plotters in that it is AI. Instead of attempting to take over the government, the Resistance uses terrorist tactics and attempts to assassinate important political figures. They may attempt to push certain policies through the Reichstag. They may also take a vendetta against a plot that does not share its ideology. If the former, then the plotters may hire the resistance to distract the investigators, at the cost of power. If the latter, the plotters might find themselves the target of a dangerous group.
La Résistance Liberté
This is the loyalist version of the plotters. Should the plotters succeed and overthrow the government, and establish an autocratic regime, the Liberty members will still have influence. Unlike the plotters however they may not coup the government. Instead, they may either undermine the regime, or declare civil war. To do this, they have following actions.
1. Raise support from demographics- This essentially attempts to gain support from demographics within the nation. The more people that support the loyalists, the more power the loyalist gain.
2. Stockpile weapons- This arms the loyalists, making them more dangerous should they choose the civil war path.
3. Undermine Regime- This reduces the influence of the regime, increases corruption and idleness of bureaucrats, and lowers the morale of soldiers.
4. Economic warfare- If the nation is not under a communist government, the loyalists, should they have enough support from craftsmen, clerks, or capitalists, may call for a general strike. This will close 1 in four factories, or all of a certain factory of the loyalists choosing.
5. Assassinate a minister- this will greatly reduce the influence of the regime.
6. Gain power over the military- if the influence of the regime is below 50, and the loyalists have power over the soldier demographic, then the loyalists will start to take control of units.
Once the influence of the regime reaches 35, the state will face uprisings and strikes. Once it reaches 20, the investigators and the plotters ability to perform actions will be greatly reduced. Once it reaches zero, it will collapse. Starting point- 75
The regime, will have access to their own form of investigator. In addition, the investigator may sacrifice a turn and perform one of the following actions.
1. Crackdown- reduces influence of loyalists in a certain group.
2. Propaganda- increases regime influence
Civil Wars
In a civil war, any member may declare their side. Then, army units will be assigned to both Plotters and Loyalists. Both sides will roll a dice, which will decide which side wins. This may be developed more as time goes on.
Well, that's what I think the system should be like. If I missed anything, let me know.))