Rules and Mechanics
Posted: 04:44:32 Sunday, 16 December, 2018
The goal of Fall of Lenin is for the players to cooperatively maintain their own governments and the stability of the socialist bloc during the rule of Mikhail Gorbachev. Only the European communist states, with the exception of the USSR, will be playable at first, but this may open up if all slots are filled.
A player is eliminated if their ruling party is deposed in any way, be it by internal uprising, foreign intervention, or simply losing an election. The game proper is lost if all players are eliminated, if Socialist Bloc Stability falls to 0, or if NATO threat reaches 10.
Socialist Bloc Stability represents the unity and cohesion of all nations within the socialist sphere. As Soviet hegemony weakens and nations within the bloc grow unstable or leave, this number will decrease. It can be increased by showing self-reliance outside Soviet control, expanding the socialist bloc, and increasing internal stability of the bloc members. The lower the number gets, the more likely it becomes for internal dissent to crop up for players, and for NPCs to liberalize or otherwise experience negative effects. When the number reaches zero, the game is lost.
NATO Threat measures the threat posed by NATO to the socialist bloc, and their willingness and ability to actively pursue hostile actions against it. This number will increase as the Soviet Union deepens cooperation with the West and begins to give up on the Brezhnev Doctrine, as well as when players perform hostile or otherwise diplomatically dangerous actions. It can be decreased by liberalizing, developing the military or nuclear weapons, and initiating detente with the West. The higher NATO threat becomes, the greater Western pressure on socialist countries will become, be it through diplomacy, espionage, or through military intervention. Most responses can be mitigated by membership in a Warsaw Pact led by a strong nation. When NATO Threat reaches 10, the game is lost.
The leader of the country will be appended with the name of their player. Despite this, a player may swap their leader without losing control of their country, so long as it does not trigger too much instability.
The party of the country cannot be removed, or else the player will be eliminated. The party has a name and ideology, both of which can be changed. However, such changes may come at great costs for the nation and the rest of the socialist camp.
Popular Support is a measure of how much the average citizen supports the current government. A high Popular Support will delay or prevent popular demonstrations and uprisings, as well as allow for the population to be drawn on in events. Low Popular Support increases the chance of popular demonstrations and uprisings, and may also hurt Inner Party Support as party officials see the winds of change. Popular Support can be improved by improving the Economy or providing the people with their demands in events. It can be lowered when the Economy is harmed, as well as when the Military is used too harshly or frequently against the population. If Popular Support reaches 0, the player is eliminated in a popular uprising.
Inner Party Support is a measure of how much the inner party officials support your current line. A high Inner Party Support will allow you to pass internal reforms more easily, and will make it more likely that party officials side with you in actions and events. A low Inner Party Support will result in greater resistance to all your actions, and may harm your Military or Economy scores as the party actively works against you. It can be increased by performing actions in line with the party's ideology and improving all the other country scores, especially Popular Support. Inner Party Support will decrease by going against or trying to change the party ideology, conducting internal reforms, and decreases in all the other country scores, especially Popular Support. If Inner Party Support reaches 0, the player is eliminated in a party coup.
Military is a measure of a country's military strength, both quantity and quality, and effects the country's ability to project military force both internally and externally. A high Military will help protect a country from external threats, lower the impacts of high NATO Threat, and make cracking down on internal threats more effective. On the other hand, low Military will leave the country more vulnerable to invasion, NATO interference, or internal dissent. It can also be decreased by using the military too frequently without devoting more resources to it. If Military reaches 0, the player is eliminated in a military coup.
Economy is a measure of a country's economic strength, as well as the prosperity of its citizens. A high Economy allows for more money to be used in actions and events, give the nation more international influence, and make people happier. A low Economy makes people unhappy, reduces the resources that can be devoted to actions or events, and reduces international influence. If Economy reaches 0, the player is eliminated in a plot arranged by business leaders.
COMECON Status indicates what level of association the country has with the COMECON. More COMECON members help the economies of all member countries, and allow these countries to pool their resources together in actions or events. Adding countries to the COMECON will help Socialist Bloc Stability, while countries leaving the COMECON will hurt Socialist Bloc Stability. COMECON membership can also help reduce the negative impacts of a low Economy score. The COMECON leader has final say on where COMECON resources are allocated, and who may or may not join.
Warsaw Pact Status indicates what level of association the country has with the Warsaw Pact. More Warsaw Pact members help the militaries of all member countries, and allow these countries to coordinate their forces in actions or events. Adding countries to the Warsaw Pact will lower NATO Threat, while countries leaving the Warsaw Pact will increase NATO Threat. Warsaw Pact membership can also help reduce the negative impacts of a low Military score. The Warsaw Pact leader has final say on where Warsaw Pact troops are sent, and who may or may not join.
Nuclear Capacity indicates whether your country can produce nuclear weapons, whilst Nuclear Arsenal indicates whether it is possesses and can use such weapons. Having only one of either will increase NATO Threat, whilst having both will lower it. Note that pursuing nuclear weapons will result in great international resistance, and neither NATO nor the USSR will approve should they learn of such efforts.
Actions are efforts that can be taken on the initiative of a player with their country. Each country receives one action per quarter year, and may use it as they wish. Many actions will require a certain internal score to complete, and may hurt these indicators in being enacted. Actions can also help other indicators, and have a chance of succeeding modified by a relevant score or the associated situation. The COMECON or Warsaw Pact can be used to allow countries to pool their strength together to perform one Action, consuming the quarterly Action for both, but increasing the chances of a favorable outcome.
Events are situations which are presented by the GM, either to individual players or the world at large. An Event lasts a quarter, and any player may respond to the event however they wish without consuming their quarterly action. Once the quarter passes, this chance is lost, however. Depending on how the Event is interacted with, it may have different effects. Events can be both positive and negative. The chances of responses having favorable outcomes are modified by similar metrics as Actions.