Have We Entered a New Phase? – Mechanicists or Mechanics Taking Over

Day 698, 09:14 Published in USA USA by Rheinlander von Phalz
18 October 2009, Day 698 of the New World. Politicians routinely have to juggle differing viewpoints, affiliations, and ideologies. One large field of debate, which many Congressional hopefuls make reference to in their platforms, is how strongly dependent political positions should be on the mechanics of the eWorld. The set of rules of the eWorld – organizations, initiative, wellness, money markets, value added tax, etc – are not open to change by politicians; politics are constrained by mechanics, not the other way around.

In times now past, debates were more heavily grounded in ideology. A Congressman would identify with his political affiliation more strongly than today, and political parties formed around ideologies. Remnants of that time can still be seen in the names of some of the parties – the Libertarian Party, the Conservative Party, the Federalist Party, the Democratic Party, The Green Party (formerly “US Green Party,” name change may have been made by a party president widely recognized as illegitimate), and the Republican Party.

The mechanics of the eWorld became stronger and stronger considerations as time went on. Candidates for Congress now openly identify as mechanicists (and sometimes actually are). Many of the parties have moved away from their ideological basis towards mechanical considerations. The Federalist Party is a good example of this, as is the Libertarian Party; an article from a member of that party recently appeared and declared, “turns out we’re not libertarians.”

The Democratic Party is the strongest example of leaning towards game mechanics. After reorganization by the former United States president, Harrison Richardson, and the former President of Singapore, ExoM7, the Democratic Party is now solely focused on game mechanics.


Political parties are becoming more similar under mechanics.

Mechanical consideration was the genesis of what has become known as “fortress strategy,” which is presently employed by the United States. Extremely large population is concentrated in one or two regions, drastically reducing the number of hospitals that need to be produced and creating undefeatable walls and attack costs that will break a nation’s bank. Most regions of the rest of the country, sometimes called the Wasteland, are not very important from a mechanical point of view.


Population distribution, seen here shortly after the establishment of a Q5 hospital in California, is a prime example of fortress strategy

While the mechanics movement has been relatively popular and successful, reaching numerous political parties, backlash against it has begun to appear. This is not from ignorance of mechanics or fortress strategy, as is often displayed in some Congressional platforms and causes resignation on occasion, but knowing rejection of them.

“America was beautiful back when it had scattered hospitals, even if that strategy sucked. It at least felt like the government cared and the country was real.”

One may then ask why we use fortress strategy or have become more inclined towards game mechanics. Certainly it was not a drive to make America less beautiful. Competition is often the spur of innovation, and the United States has had to adjust itself to meet the demands of its competitors, the PEACE Global Community. If we had hospitals less than quality five in multiple regions, those citizens would have less damage capability than the Florida and California residents. Why damage capability matters is our conflict with PEACE. A more “beautiful” country, where people can live wherever they want, is a country that Hungary and Indonesia can conquer. A strong America, versed in the realities of the eWorld, is one they cannot.

“The game mechanics have taken over this country. If that is what you all want then fine. I'm sure we'll have great fortresses and strategic planning, but it has gotten to the point where Congress is just a big efficiency calculator and rubber stamp for the various groups that really control the eUSA.”

Game mechanicists did not take over the country. The trend towards mechanical considerations has been present for a long time. It was really game mechanics that took over people and the country, not individual agents with some twisted political agenda. If our opponents are practicing something we are not, getting stronger while we idle, we suffer ourselves a disadvantage. Mechanicists did not take over the country; the eWorld took over the thoughts of the mechanicists.