User Guide

You can wreck your good name by breaking treaties and committing atroci-
ties. If your integrity is towards the “treacherous” end of the scale, other fac-
tions are less likely to make deals with you, and more likely to break any
treaties that do exist.
PLANETARY COUNCIL
The final tool of diplomacy on Planet is the Planetary Council. You can convene
this body at any time, once you have the comm frequencies of all the factions.
No leader can call the council more than once every 20 years (except the plan-
etary governor, who can call the council every ten years), and at each meeting
it can consider only one proposal. (Electing a leader does not count against
this limit, however.) No single proposal can be considered more than once
every 20 years.
The first order of business for the council is probably electing a Planetary
Governor. This post mostly consists of chairing council meetings, but the
Governor does gain an increase to trade and better intelligence against the
other factions. The most direct power of the Planetary Governor is the power
of veto over any council actions—the governor’s veto can only be overridden
if all of the other leaders unite against it. In the vote for Planetary Governor,
it is entirely acceptable to cast your vote for yourself. When an election is
called, you see whom each faction is publicly supporting for the election, but
this may not be who they actually vote for.
In votes for Planetary Governor (and later, in votes for Supreme Leader), each
faction is given a variable number of votes in council depending on its popu-
lation. The voice of a larger, richer faction counts for far more than the voice
of the small and weak. Only the leaders with the two largest vote totals are
eligible to stand for Planetary Governor or Supreme Leader.
Other council actions are decided by simple majority vote (subject to veto by the
Planetary Governor). Matters that may be brought before the council include:
CONTROLLING SOCIETY
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