In
the New York Times today, there's an article with a 30,000 foot consideration of how coups succeed or fail. I thought it might be an interesting little resource for players or GMs of games in which regime change is a factor. It studies several cases and draws a few lessons, like this one:
Quote:
Originally Posted by nytimes
Turkey’s debacle underscored that a coup is less a military operation than a collective action problem.
The elites who determine a coup’s outcome are typically too numerous and dispersed to communicate directly. And they are risk-averse. The coup leaders’ task is to persuade each elite that all the others will join in, spurring them to move in unison.
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So it might offer suggestions for modeling the coup problem, both in instigating and in defending, should that sort of adventure interest anyone hanging around here.