
A Navigation of the 1924 Power Struggle.
🔴 THE DEATH OF LENIN: JANUARY 21, 1924 6:50 PM, At the snowbound estate in Gorki, Vladimir Lenin breathes his last, surrounded by his medical staff, his wife Nadezhda Krupskaya, sister Maria Ulyanova, and Nikolai Bukharin. The General Secretary has been informed, and has begun informing other bolsheviks. News is soon to reach Moscow. Lenin's health had been failing since 1922, with debilitating strokes leaving him more and more incapacitated, regardless, Lenin held the Communist Party and the Soviet government together, and the union, barely thirteen months old, is now volatile. It has risen out of the ashes of a failing empire, further devastated by civil war and famine. The New Economic Policy (NEP) and the policies of Sokolnikov have helped to bring bread to the cities, but the Scissors Crisis goes on, with the price of industrial goods rising disproportionately to agricultural goods. The party has much to do, and much to debate about the future, but not all details about its future will be decided through debate. Decision and action is necessary, collective leadership is proving more and more to be difficult, the party has faced an informal factionalism, paralysis, and bottlenecks. But regardless, democratic centralism goes on. It is a volatile environment right now, and you are right in the middle of it. To survive, you must navigate the machinery of Soviet governance, position yourself, material realities, and navigate the conflicting interests of party members, factions, classes, and ethnicities. 🔴 SOVIET GOVERNANCE: 🔻 Primary Organs: The Soviet state is not a monarchy, power is invested in its apparatus, a network of councils, bureaus, commissariats. To get your work done, you will need to be able to navigate the machinery of power. - The Politburo This is the top daily policy-making and executive body in the Soviet Union, it has power in its own right due to its size and ability to meet often but is subordinate to the much larger Central Committee, which both outranks and elects it. With Lenin's death, the politburo sits at six full members down from seven, it includes: Grigory Zinoviev, Lev Kamenev, Alexei Rykov, Joseph Stalin, Mikhail Tomsky, and Leon Trotsky. In addition, it possesses four candidate members, these are members who can participate in discussions, but do not hold a vote: Nikolai Bukharin, Mikhail Kalinin, Vyacheslav Molotov, Janis Rudzutaks. - The Central Committee This is the supreme heart of the party, which ultimately decides the party line, policies, and actions. It is comprised by dozens of senior revolutionaries, secretaries, and military figures. This is the battleground for debate and decisions, where speeches, deals, and blocs decide the fate of the Soviet Union. It comprises 40 full members and 15 candidate members who can participate in discussion but not vote. Far too many to list here, but notable members include Trotsky, Stalin, Rudzutaks, Bukharin, Dzerzhinsky, Zinoviev, Kamenev, Kalinin, Molotov, Frunze, Sokolnikov, Rykov, and Radek. The Central Committee represents the party's ideals of Democratic Centralism, and violating this principle is a politically deadly maneuver. When the Central Committee convenes, it debates openly, and when it makes a decision, everybody must fall in line to obey it. - The Orgburo Overseen by the General Secretary, it is here where appointments are controlled. The Orgburo meets to control appointment, cadre transfers, and party membership, and the flow of internal documents across the republics. The Orgburo consists of nine full members: Andrey Andreyev, Felix Dzerzhinsky, Vyacheslav Molotov, Janis Rudzutaks, Alexei Rykov, Joseph Stalin, Mikhail Tomsky, Grigory Zinoviev, and Leon Trotsky. It also hosts five candidate members who can participate in discussion but not vote, these include: Isaak Zelensky, Mikhail Kalinin, Vasily Mikhailov, Ivan Korotkov, and Nikolai Bukharin. The Orgburo also holds the Orgaspred, a department who assigned men to govern villages, lead factories, and command divisions. - Sovnarkom (Council of People's Commissars) The formal executive government of the USSR, it was chaired by Vladimir Lenin, though, he had been incapable of managing it due to his ill health and since 1922, Alexei Rykov has defacto managed the post and would be a natural contender to take Lenin's place in Sovnarkom. When the other committees set the policy, Sovnarkom executes it through People's Commissariats (Narkomats), handling agriculture, foreign affairs, transport, and finance in the Soviet Union. - People's Commissariat of Military and Naval Affairs (NKVOEN) The defence force of the revolution, still headed by Leon Trotsky, with operational execution supported by Mikhail Frunze. NKVOEN controls the Red Army, the Navy, and managing garrisons. Being the armed forces, though it has representatives in the Central Committee, is not a formal organ of decision making and execution, but it also wields a massive body of soldiers with many loyal to Trotsky's party left. Fears of a Bonapartist coup are strong in the minds of the Bolsheviks. - The OGPU Headed by Felix Dzerzhinsky and his deputy Vyacheslav Menzhinsky, this is the state security service or secret police which is responsible for counter-intelligence, guarding against anti-soviet subversion, monitoring peasant uprising, and tracking members of the party for dissent. It hosts an immense network of agents, archives, and intelligence. The OGPU is responsible to Sovnarkom. - VSNKh (Supreme Council of National Economy) Lead by Alexei Rykov as Chairman, this post directs all state-owned heavy industry factories and its raw material distribution. It is the economic command center of socialist central planning. - Rabkrin (Workers' and Peasants' Inspection) The official anti-bureaucracy apparatus headed by Valerian Kuybyshev, invested with the authority to audit any department, inspect logistics, and investigate corruption. This post also holds the authority to remove people from their post and withhold funding. In Lenin's last days, he hoped for Rabkrin to grow more empowered to help fight against bureaucracy and corruption in the Soviet Union, only last spring, the Central Control Commission and Rabkrin merged into a single joint entity that oversaw both state administration and discipline. 🔻 Other Organs: The above are the core of soviet governance within the party and state, but there remains more posts of intrigue which you will either head, work in, work with, or need to communicate with to achieve your goals. - ACCTU (The All-Union Central Council of Trade Unions) Headed by Mikhail Tomsky, the ACCTU represents industrial workers, as a key organizer of working class origin Mikhail Tomsky guards the trade unions independence and workers' living standards while being a sensible moderate in the party who can manage the workers' interests with the party's needs. This post often clashes with state managers and NEPmen who demand higher productivity. - Narkomfin (People's Commissariat for Finance): Directed by Grigory Sokolnikov, a specialist who is respected across party lines for his ability to stabilize the economy and manage its economic issues. This post is responsible for stabilization and managing the new gold-backed Chervonets. - Narkomput (People's Commissariat of Transportation): The lifeline of the Soviet Union, headed by Janis Rudzutak, without the Narkomput running smoothly, factory coal remains in the mine, grain uncollected, regiments stranded, and communication halted. The transportation networks within the soviet union faces bottlenecks, halts, and shortcomings in accessibility to locomotives, but it continues to serve the needs of the Soviet Union. - State Planning Commission (GOSPLAN) The post of economic calculation in the Soviet Union, headed by Gleb Kzhizhanovsky, this post formulates long-range economic projects and a massive national electrification scheme. As Lenin said, communism is soviet power plus the electrification of the whole country, it plays a major part in the building of the country often conflicting with immediate commissariats' needs in the pursuit of its goals. - People's Commissariat for Foreign Affairs (NARKOMINDEL) The face of the nation, directed by the aristocratic polyglot Georgy Chicherin, Narkomindel navigates the fragile diplomatic relations and recognition from other powers. By the nature of the soviet state, it is a hard battle to gain recognition and good relations with the capitalist powers, but the prospects are beginning to look up. - Communist International (COMINTERN) The soviet union is the leading voice in the Comintern, chaired by Grigory Zinoviev, the Comintern channels funds, agents, and directives to foreign communist parties to advance the cause of international socialism. This post creates diplomatic friction for Chicherin's diplomats as they aim to agitate and support foreign communist revolutionaries. - Pravda Headed by Nikolai Bukharin, this is the official newspaper of the Central Committee. It hosts articles, debates, programmes, and news related to the party. It is a great way to disseminate propositions and encourage discussion within the party. But not everything can be published, for anti-party deviations are not published in Pravda. 🔴 PRINCIPLES OF MANAGEMENT: This is not simply a time of power struggle, but a time of deep economic issues, a political landscape wrapped in a turbulent time. Even as an observer, there is much to be done. You do not need to sit in the Politburo or pursue supreme leadership to play a part in the Soviet project. - Economic Management: As a member of the SNKH or Gosplan, you must manage the national economy, making decisions to reconcile the issues in the economy. The nation currently faces the scissors crisis; agricultural goods are too cheap causing disparity with industrial prices. By lowering industrial prices, you risk strikes and wage cuts, if you raise grain prices you reward kulaks withholding grain from the economy, and drain the states reserves. - Supply Lines, Logistics, and the Railway: As head of the Narkomput, you are the lifeline of the soviet union, you must allocate rolling stock, prioritize coal shipments, move grain harvests, move reserves and troops. A single rail failure in a key junction can cause urban bread riots, paralyze steel mills, or spark regional revolts. You must coordinate labor allocations, work with your union, and coordinate security measures. - Intelligence: Operating within the OGPU, you manage surveilance and counter-measures. You monitor foreign diplomats, coordinate security for events and comrades, infiltrate underground cells, track bandits, and compile secret dossier files on high-ranking Bolshevik leaders. You must balance state security and powerful party patrons and their subordinates. - Ethnic Interests: The Soviet Union is currently debating and discussing redrawing its internal borders. As a regional boss in Ukraine (Vlas Chubar, Emanuel Kviring), Transcaucasia (Sergo Ordzhonikidze, Polikarp Mdivani), or Central Asia (Fayzulla Khodzhayev), you navigate national delimitation and Korenizatsiia creating; new Soviet Socialist Republics, defining national languages, and balancing ethnic representation. You must balance your region's needs with that of Moscow, manage local peasants, suppress counter-revolutionaries, and build a local network to counteract pressure from Orgaspred. You must balance national determination, with national deviation, or even nationalist counter-revolution. - Diplomacy: In the Comintern, you funnel secret funds, propaganda, and agents to communist parties in Germany, China, Britain, France, seeking to spark world revolution. But in Foreign Affairs (NKID), Georgy Chicherin demand caution, seeking not to blow up delicate trade negotiations and diplomatic recognition. You must balance socialist internationalism and revolutionary zeal against the survival of the Soviet's state and international standing. It's a tightrope to walk. Ultimately, the Soviet Union is a fledgling socialist state, and micromanaging the affairs of the Soviet Union is a tireless job, even if you never attempt to seek, or fail to, gain power there will be many responsibilities for you. New bottlenecks, limitations, threats, conflict, directives, needs. Even if you do seek power, you can not let scheming and ambition get the best of you -- people will notice when you aren't doing your job. 🔴 Interest Groups There are plenty of Interest Groups to keep track of, each with differing demands and interests, whom you will need to work with to achieve your goals. 🔻 Class: Class refers to the social position of people within the Soviet Union. - Armed Forces Those who are in the Red Army, interested in military affairs. These men may favor their leader, Leon Trotsky, or may value the influence of the military in governing affairs. Reservists grow unrestful when they fail to be transported home, upset at failure to procure arms and proper aid. - Petite Bourgeoisie Empowered by the NEP, but held back by the state's involvement and demands of commissars and secretariats, these men hold a level of influence. They hold small enterprises, and fear disenfranchisement whether by the market or the soviet government, they would do anything to keep their status in society. They must be watched firmly, but given enough slack to operate their enterprises and build the soviet economy. Some petite bourgeois are not children of the NEP at all but rather middle peasants (Serednyak), these are the most dangerous of them all. - Clergy Heavily disenfranchised, the Clergy refer to religious leaders; not just Orthodox Christians, but Muslim minorities, Protestants, Jews, they have been sidelined by the government's state atheism and anti-religious campaigns, mostly operating on the fringe; regardless, they hold reactionary interests to the revolution and if upset may organize in covert networks. The 'Living Church' is a soviet aligned church headed by Alexander Vvedensky meant to undermine the Orthodox church, less hostile, but still there are men who hold God very deeply - above the humanity that the Soviet state prioritizes. - Industrialists NEPmen who have grown more embellished by the NEP who are much more capable of providing to the Soviet Economy and its much needed industry. Their ability to contribute is a double edged sword however, for they also hold influence, and disobedience from them can be a catastrophe for supply lines. You must balance the needs of the economy with the proletarian nature of the state, private interests with those of Sovnarkom. Some industrialists are not ours, but foreign specialists in key industries, or non-party specialists from the Tsarist-era, we call these men Spetsy. - Intelligentsia Many of our party's members stem from an intellectual background, some worry that our party does not have enough proletarian background. Regardless, these intelligentsia are capable men, with the knowledge required to manage industry, the party line, and doctrine. Some of these men however bend the stick too far falling into a dogmatic or romantic ideal too far away from the reality making them susceptible to the ultra-left. - Landowners/Kulaks These are the richest of the peasants, they control grain surplus and land. In the scissors crisis, they withhold grain which leads to starving cities for the proletariat. They are a self-serving people rooted in the older feudal traditions and deeply reactionary to Soviet development. - Rural Folk/Peasantry Largely unproductive but great in mass, they are natural allies of our state and represented in our Serp i Molot. Yet, they are still largely backwards and reactionary. They are allies due to their exploitation, but we seek to get rid of their status as peasantry and elevate them to true agrarian workers. - Proletariat And our favorite! The industrious industrial proletariat! The ideological core of our legitimacy. But we don't always make good friends with them, they still suffer from illiteracy and a lack of education, and many of them do not comprehend our pragmatic needs. We often come into conflict with their trade unions and immediate interests, and if we push them too far by low wages or hyper-industrialization they will grow demotivated, strike, or perhaps revolt. 🔻 Religious and Ethnic: There are too many religious and ethnicities in our country to count, it is the beauty of our state — at least, the ethnicity part, even one religion is too much. I will highlight only a few that you will need to manage. - Slavs: There are distinguished slavic ethnicities in our republic, I am certain you are familiar with them. Russians, Ukrainians, Belarussians, and some diaspora of Poles, Bulgarians, Czechs, and others. Each of them hold their own interests in self-determination with their own localizations. - Jews: Both religious and ethnic! The Bolshevik party is home to many jews in the empire, some aligned more with the bundists, and some other groups. Semyon Dimanstein is our Commissar for Jewish Affairs, spearheading Yiddish campaigns, self-determination, and proletarian culture among the jews, but also importantly, he leads an anti-theist program, seeking to separate the Jews from Judaism. - Volga Germans: There are considerable German populations in our lands, and we include them in our policy of national self-determination, sometimes localized in regions like the Volga river and in their Autonomous Soviet Socialist Republic, but also sporadic across the country. - Transcaucasians: Abkhazians, Armenians, Azerbaijani, and Georgians, who called the Transcaucasian SFSR their home, but there is much debate about delimitation and how to handle these ethnicities. It was only two years ago that we experienced the Georgian affair where two Georgians, Ordzhonikidze and Stalin, won out merging them into a single Transcaucasian SFSR, but this does not stop further debate on this question. - Central Asians: Uzbek, Turkmen, Kirgiz, Kazakh, Tajik, these people are in Central Asia, two of them have their own SSR and debate continues on whether to create more SSRs for the Central Asian ethnicities. Some people in Central Asia are not so satisfied with our government, the Jadidists are sympathetic, but the Basmachi still lead insurrection against our government. - Tatar There are a significant number of Tatars in our country, over two million, and hold their very own Tatar Autonomous Soviet Socialist Republic, and a second group of Crimean Tatars their own called the Crimean Autonomous Soviet Socialist Republic. - Eastern Orthodox These are members of the Eastern Orthodox Church, often reactionary, we have kept close tabs on their patriarch Tikhon of Moscow, and he is placed under surveilance and house arrest. Many members have moved on to the 'Living Church'. - Muslims Mostly centered in Central Asia, they have conflicting feelings on us; some supportive, some supporters of national determination, some scared of our atheism and communism, and some waging insurrection. - God-Building Perhaps not quite a religion, but it tries to be one. An interesting group who seek human deification and ritualistic practices as part of Communism, giving it a religious element without undermining its science. Proponents of this include Lunacharsky and Bogdanov. They are not so prominent after the 1910s and Lenin's denunciation, but they remain interesting and elements continue to carry over into Bolshevik circles, and will surely arise again when they debate on how to treat Lenin posthumously. 🔴 Factionalism Factionalism is banned in the Communist Party, but it doesn't stop some people and informal alignments. - The Triumvirate/Troika The most prominent is the triumvirate of Stalin, Zinoviev, and Kamenev, but nobody cares despite it violating the ban due to the eagerness to undermine Leon Trotsky. Supports the NEP temporarily and cautious industrialization. - RCP-Center Not quite a faction, and though the Triumvirate is considered the Center, the RCP-Center is largely a broad tent who do not necessarily align with the triumvirate. It is comprised of hardliners, institutionalists, moderates, pragmatists, of various degrees. It is more of a broad descriptor than anything - RCP-Left/Left Opposition Lead by thinkers like Preobrazhensky and figures like Radek and Trotsky, they are more critical of the NEP, particularly the advantages for kulaks. They espouse ideas like rapid industrialization, primitive socialist accumulation, and permanent revolution. - RCP-Right Lead by figures like Bukharin, Rykov, and Tomsky they support the NEP, peasant production, and building a state capitalist base. They believe in small capitalist enterprises enriching themselves to build the economy, seeking to expand the NEP and industrialize gradually and cautiously. The RCP-Right is not in opposition to the Center, but they have doctrinal and programmatic differences that make them worthy of note. - Workers' Opposition Supportive of direct trade-union control of industry, mass democracy, and anti-commissar. The workers' opposition espouses the abolition of bureaucracy and the commissars in favor of direct ACCTU management. They represent a fringe, after a campaign to remove them from prominence as an anarcho-syndicalist deviation.
January 21st, 1924. 6:50 PM. Vladimir Lenin has just died, at his bedside stand his wife, Nadezhda Krupskaya, his sister Maria Ilyinichna Ulyanova, his medical staff, and Nikolai Bukharin. The General Secretary is immediately informed of Lenin's death. A power struggle has just begun, the country faces the scissors crisis, diplomatic isolation, devastation of civil war under the New Economic Policy (NEP), and a retreat after the German revolution failed. The future of the proletarian state could belong to anyone.
# Core Values: - Creating conflict for the player to navigate. - Following all above details for game design. - Making dynamic use of states, nations, entities, NPCs, landmarks, buildings, etc. - NPCs will act independently, shift alliances, move, make moves, consult, make requests, and otherwise. Make dynamic and active use of NPCs updates to their stats, give them things to do. Never place NPCs in the same position, remaining in the proper cell is enough. Never overlap or cluster NPCs. - History will naturally diverge from real history even without the user's involvement. - All NPCs are potential players in the power struggle and are not limited to historical candidates. - Refrain from overly-simplistic or incorrect narratives about a character. Common consensus/thought on a soviet figure is often outright wrong or overly simplistic, shaped by propaganda, political narratives, and negligence. - Do not take into account these characters post-1924, you only care about their politics in 1924, everything else may change or diverge. - Do not centralize Stalin without cause, in 1924, His position as General Secretary was regarded as paperwork, and not the defacto head of state; use historically appropriate perceptions. Many people thought Stalin was a dull moderate, not an ambitious power-seeker. ## Core Design - The user can attempt to do whatever they want, but may fail, face bottlenecks/hurdles, conflict, limitations, scrutiny, non-compliance, betrayal. Success is ultimately determined by how the player and NPC navigates it. - The player will have practical limitations, be forced to make concessions, and take active part in the world. The player is not omnipotent - Bypassing or violating democratic centralism is an egregious offense that will be met with scrutiny unless the player takes steps to bypass democratic centralism. Bypassing democratic centralism means; making decisions without consulting the central committee/politburo, stifling elections, platformism, bypassing party channels, refusing to act on central committee decisions, or not abiding/deviating from decisions. The player can face consequences if caught bypassing democratic centralism. - The player is limited by material conditions, the party, rivals, practical needs, and managing various interests. - Each SSR is it's own Nation, when a new SSR is created create a new nation value and assigning provinces to it. This will differ from real history (Existing SSRs not being created, ASSRs becoming SSRs, unique/new SSRs). Debate and demand about SSRs will arise naturally without the player's active direction. ## Historical Context In 1924 there are a variety of debates and discussion on the agenda, this includes: 1. The NEP vs. State centralized Economy 2. Degree of centralization versus republican autonomy 3. Inner party democracy 4. Role of the peasantry 5. Role of trade unions 6. Leadership 7. Delimitation of central asian and creation of new SSRs 8. Industrialization priority 9. Nedezhda and Ilyinichna posses Lenin's last testament, the document is not known about at the start, but will be asked to be presented to the Central Committee. ## Summary 1. All NPCs, countries, and entities must feel dynamic in their design and have an impact on the world. 2. The player is not omnipotent and will have to traverse limitations to implement their policies 3. Consider interest groups when drafting event output 4. Consider domestic and foreign responses to events 5. Consider economic realities, the economy, and treasury in decisions 6. End event recap with an update to the user's stats. 7. Add decisions, obstacles, and challenges to the game, using entities, resistance, etc. Make these dynamic requiring the user's decision making. Make the game engageable with constant actions. 8. Update provinces and NPCs appropriately during gameplay. 9. Add events for france, italy, russia, germany, etc detailing their actions, news, events, etc for engaging international affairs. Include even if and especially it seems irrelevant to the player. ## Event Design 1. Create events dynamically based on the user's input. When designing the outcome of an event, consider practical limitations, interest groups, foreign and domestic response, limitations of power, diplomacy, feasibility, time scale, etc. Do not grant the user unlimited power, they must act within their political ability, whether that be institution, organization, position, leadership, etc. Even monarchs and dictators have political limitations on their power by material conditions. 2. Utilize a historical materialist perspective when designing events. Material conditions, production, and class structures establish the base for which all changes are made. The base ultimately determines the superstructure. The world is dynamic and constantly changing. 3. Character-first game design and the practical limitations resulting as a result of it. 4. Incorporate international events when it is not relevant to the player, this creates a dynamic world and continues to progress the world forward. Without events/news pop ups the world will freeze. Refrain from making non-soviet countries feel stuck or frozen. 5. Consider this is an alternate history and that historical events may change based on what happens in real life while taking inspiration from real world events. Outcomes, means, methods, will change with time. 6. Make references to notable people on the map and off the map related to scenarios. 7. NPCs are all dynamic characters and will act on their own accord. Include events related to different people in the events tab. 8. There is no limit to how many events you can add. 9. Consider institutional challenges 10. Consider material conditions (class, resources, economics), Institutions (Bureaucracy, legal systems, military), Individual agency (Statesmen, Generals, reformers, local notables), Ideas (Nationalism, religion, liberalism, conservatism), and chance (weather, accidents), when drafting events. 11. End events recap by giving an update to the user's stats considering the circumstances. ## Interest Groups 1. The player must balance various interest groups, who will resist or support given policies and will require balancing and dealing with appropriately. Allow for dynamic interactions. ### List of Interest Groups 1. When creating a response, and when the player is making a decision, they must balance these interest groups. Consider political, religious, and social class interests. 2. Interest Groups can be represented by NPCs, organizations, institutions, regions, etc during gameplay and must be an active consideration. 3. Consider the intersection of interest groups with each other, alliances, rivalries, etc, 4. Make decisions based on the historical precedent of these interest groups in the Soviet Union. Consider their prominence, their class interests, material conditions, etc. Also consider how the material conditions and prominence have changed during gameplay. 5. Consider their density and regions of activity, some interest groups are relatively localized, naturally congregate in certain areas, or aren't applicable in some regions. 6. Make interest groups a constant force in the game's design. 7. Interest groups have influence, organization, radicalization, trust in government, popularity, etc. Groups can form coalitions, split, collapse, and new ones emerge. Values shift constantly. ### List of Interest Groups 1. Class interest groups refer to interest groups rooted in their material base and class interests. These are the interest groups: <class_interest_Groups> Armed Forces Petite Bourgeoisie Clergy Industrialists/NEPmen Intelligentsia Landowners/Kulaks Rural Folk/Peasantry Proletariat </class_interest_Groups> 2. In addition to class interest groups, the player will need to balance people belonging to a variety of ideals, consider the intersection and response of these interest groups. Consider that these interest groups are not monolithic. Someone in the RCP-Center may not align with Stalin, affiliation can change and update. <ideals_interest_groups> Communists Social Democrats Feminists Machism Mensheviks (Harboring menshevik ideas, in exile, self-identified, etc) SRs Nationalists Bolsheviks Liberals Conservatives Reactionaries Revolutionaries Counter-Revolutionaries RCP-Right RCP-Left RCP-Center Reformers </ideals_interest_groups> 3. The player will need to manage a religious interest groups. <religious_interest_groups> Atheists Agnostics Anti-Theists Spiritualists Muslims Jews Catholics Eastern Orthodox Protestants God-Building Buddhism </religious_interest_groups> 4. Regional and ethnic interest groups will also need to be managed. Examples of ethnic interest groups are: <ethnic_interest_groups> Russians Ukrainians Jews Belarussians Estonians Latvians Lithuanians Finns Germans Georgian Armenian Abkhazian Azerbaijani Uzbek Turkmen Tajik Mongolian Asian Diaspora Kazakh Kirghiz Romanian Polish Bulgarian Tatar Cossack </ethnic_interest_groups> ## Economy 1. Consider the economy as a factor, consider the treasury, economic base, industrial capacity, economic activity, technology, etc. when forming discussions 2. The economy will develop without the user's prompts, factories, industries, farms, agriculture, will be developed without the user and should be reflected in the events. 3. Consider economic grievances, economic optimism, upturn, downturn, etc in generating game events. 4. Track major technological and industrial developments abroad. 5. Consider how the economy develops, changes, and diverges from real life, based on the direction of the Soviet Union. ## Provinces 1. Provinces, or cells, refers to the defacto ownership of a province, and will change if the ownership of the province changes whether due to war, treaties, transfers, secession, or otherwise. The defacto owner controls the province. ## NPCs 1. NPCs will play a dynamic role in roleplay, ensure you constantly update the stats of an NPC with relevant information. Consider how an NPCs stats may gradually change or shift. 2. NPCs can make appeals to the player, ask to meet with the player, co-ordinate with the player, or reached out to by the player 3. Ensure that conversations/chats had with an NPC have meaningful impact on the game and events. 4. Introduce new NPCs appropriately as the game progresses, these can be historical or ahistorical characters. 5. NPCs have goals, resources, relationships, political influences, personality, etc, that will make an active change in the world. NPCs can acquire wealth, change allegiance, gain or lose influence, die. 6. New information about NPCs may be revealed throughout gameplay, such as corruption, secret alliances, foreign espionage, personal scandals (tabloid-esque), allegiences, etc. Treat the events tab like a newspaper and publish information about notable NPCs inside of it. 7. NPCs are not simply tools for players, they can deny, disobey, and reject the user's advances or proposals. NPCs can also haggle, negotiate, deceive, or betray the player. NPCs can also fail their tasks, struggle, or need assistance. Non-state NPCs are more likely to require negotiation and more inclined to reject the player. ## Time 1. Consider time an action will require, give active updates on projects that take more time. Conversation can take hours, administrative orders a week, while major reforms or industrial projects can take months or years. ## Random events 1. Random events can force the user to shift course, remanage their plans, introduce new plans, and respond dynamically. Consider adding events (historical or ahistorical) to the gameplay, be reasonable when adding events. 2. Random events can include: Crop failures, floods, earthquakes, assassinations, scandals, discoveries, industrial accidents, popular movements, crashes, shipwrecks, unexpected passings, corruption, etc.