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"THE SPEECH"

Your Big Leader can give "The Speech," spending one or more IFPs on it. The more IFPs you spend, the more likely it is to succeed, and the greater its effects will be if you do. This aspect of how "The Speech" works is one reason why giving yourself unlimited IFS is going to throw the game balance completely out of whack. Another important gameplay effect is that you'll always have something useful to do with your IFPs. What follows is a partial list of topics for "The Speech," all of which cover areas that fall within the bailiwick of the denizens of the Halls of Power, i.e. domestic policy-makers:

Okay, this is a working list, but we're getting pretty close. In addition to being able to supplement most government policies by expending additional IFPs to ensure their passage over "The Opposition" and bureaucratic inertia (and also to give them a stronger, longer lasting effect over future turns) which is simulating "speeches" stumping for that particular policy (and political arm-twisting), we have some "big ticket items" that require their own separate "The Speech" subjects. These are listed below. (We leave it up to you guys to surmise the game effects of each, but they should be fairly obvious in most cases.)

Foreign Relations

  • Casus Belli
  • Propaganda
  • Legitimacy
  • Immigration

Lower HFOG

  • Fire Bureaucrats
  • Cut Red Tape
  • Civic Appeal

Govt. Workings

  • Improve Factional Loyalties
  • Change Govt. Centralization
  • Change Govt. Agenda

Unrest & Revolts

  • Appeal for Calm
  • Diplomatic Solution

Anti-Corruption

  • Spiritual Awakening
  • Purge Local Officials
  • Zero Tolerance

Domestic Affairs

  • "Best of times"

The War Effort

  • Appeal to Patriotism
  • Rally the Populace

Secrecy

  • "Ever vigilant"
  • "Sentinels of journalism"




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