Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
Marians, Sons of Mars
Hello all and welcome to the newest forum game by the one and only TF! (Well, not only, but...)
Basic rules:
No trolling, flaming, etc.
Be respectful of your fellow players, OOC or IC.
Overall, the forum rules.
The time period isn't exact, but keep in mind we're starting more or less in the Ancient Age and working towards the Modern/Future Era. For an example, Military 20 is around the 1930s and 40s(hence the Blitzkrieg tech).
No powergaming or I'll eat you.
No RL politics. That is for the Off-Topic forum. Any politics brought up must be discussed within the scope of the game. I don't want to hear whether you think Obama's new healthcare policy is sexy or not; you can however, mention your state passing universal healthcare later down the line.
No arbitrarily trying to define what the game is. The game is supposed to be about manipulating NPCs to try and win. Read this for inspiration: http://www.civfanatics.com/civ3/strategy/managing_the_world.php
PLEASE, please, be realistic, and also avoid using the same nation you always do.
Now for the game rules, which are a bit complex but easy to get down with enough practice; some inspiration was taken from IOT V.
Read them please or I'll eat you.
Starting off:
You are free to claim ten territories on your first turn.
There will be a limit of ten players at the start to see how things go.
You start with 1 army, which is free.
Economy:
Ah, the backbone of your state. Economics is simple. Each territory you own gives you 1 unit of income each turn. Technology and maintenance modify this income.
Every turn, you spend your income as you see fit; anything leftover accumulates in the treasury. The Treasury is quite valuable; it gives you a quick supply of cash to offset deficits, and also gives you more options for deals.
If you have negative income per turn and are at zero gold in your treasury, your state will declare bankruptcy, a status that increases revolt risk and damages your economy for several turns. Avoid big spending!
Units and certain policies take money to maintain, and any gold per turn deals are also subtracted from your income. Infrastructure technology will improve your economy, as will trade deals with other states.
Military:
The base cost of a fleet or legion is 5 gold, and they take 1 gold per turn to maintain. This is modified based on certain factors - militaristic policies, for instance, reduce the cost.
Military units have morale, a constant factor across all units. This is modified based on your military technology, your policy choices, and events. Morale is added to your roll in every battle.
Land units do not show up on the map. Instead, each land unit represents an attack you can make each turn.
Naval units, on the other paw, do show up. They also have a base movement of one, and can only move through one coastal sea province a turn(base 1 + 1 for every 5 Military techs) accordingly; technology changes the exact amount they can move. However, open-ocean provinces consume 2 movement points. Naval units must be near a friendly port every five turns or be destroyed. Friendly ports include yours, your vassals, your allies, or anyone who has granted you a right of passage.
Blockades are a nifty way to tear your opponent up. If you control the seas, you can devastate them. You can block up to 50% of an enemy's gross income if you block their ports; you are not only stopping trade, but harassing the coastline, travel, and fishing. They also can't exploit any resources at sea(oil in the modern age). You take the full 50% by blockading all their coastline. If a country has 5 sea zones, for instance, and you block one, they lose 10%. 20% if you block two, and so on.
If you make it so they can't reach a trade partner via sea, and no land route exists because of war or denial of access(trade embargo), they no longer receive trading income from that one partner either.
War and Combat:
Technology:
National Policies:
National Powers:
War and Diplomacy:
Espionage:
Expansion:
NPCs:
Misc.
Revolt Risk - For every Revolt Risk, a roll is made each turn. If you score the total revolt risk or lower, you have a revolt. If your revolt risk is x, then x% of your provinces will rebel, or the number of armies you have, whichever is lower.
Things that increase revolt risk:
-Certain policies
-Every province over your province support limit(10 + 5x, where x is the Civic level you have); every unsustained province adds +1% to revolt risk
-Declaring war without a casus belli increases RR by 10%
-Centralisation
-Bankruptcy increases RR by 3% the first turn, 2% the second, 1% the third; Bankruptcy also triggers revolts in the fringes of your empire
Decreases risk:
-Policies
-Decentralisation
-Public Ownership
Tech Breakdown:
Religion:
Religions are unlocked over time, and start in random locations. Religions then spread with a base chance of 50%(+5% if you have trade with the nation, +10% if it's your state faith) until all pagan provinces are devoured.
The founder of the faith has the holy city. Whoever controls it gets +0.1 gold for every province converted to that faith. Every country besides the founder who has that faith as the state faith adds +1 to the holy city.
Hello all and welcome to the newest forum game by the one and only TF! (Well, not only, but...)
Basic rules:
No trolling, flaming, etc.
Be respectful of your fellow players, OOC or IC.
Overall, the forum rules.
The time period isn't exact, but keep in mind we're starting more or less in the Ancient Age and working towards the Modern/Future Era. For an example, Military 20 is around the 1930s and 40s(hence the Blitzkrieg tech).
No powergaming or I'll eat you.
No RL politics. That is for the Off-Topic forum. Any politics brought up must be discussed within the scope of the game. I don't want to hear whether you think Obama's new healthcare policy is sexy or not; you can however, mention your state passing universal healthcare later down the line.
No arbitrarily trying to define what the game is. The game is supposed to be about manipulating NPCs to try and win. Read this for inspiration: http://www.civfanatics.com/civ3/strategy/managing_the_world.php
PLEASE, please, be realistic, and also avoid using the same nation you always do.
Now for the game rules, which are a bit complex but easy to get down with enough practice; some inspiration was taken from IOT V.
Read them please or I'll eat you.
Starting off:
You are free to claim ten territories on your first turn.
There will be a limit of ten players at the start to see how things go.
You start with 1 army, which is free.
Economy:
Ah, the backbone of your state. Economics is simple. Each territory you own gives you 1 unit of income each turn. Technology and maintenance modify this income.
Every turn, you spend your income as you see fit; anything leftover accumulates in the treasury. The Treasury is quite valuable; it gives you a quick supply of cash to offset deficits, and also gives you more options for deals.
If you have negative income per turn and are at zero gold in your treasury, your state will declare bankruptcy, a status that increases revolt risk and damages your economy for several turns. Avoid big spending!
Units and certain policies take money to maintain, and any gold per turn deals are also subtracted from your income. Infrastructure technology will improve your economy, as will trade deals with other states.
Military:
The base cost of a fleet or legion is 5 gold, and they take 1 gold per turn to maintain. This is modified based on certain factors - militaristic policies, for instance, reduce the cost.
Military units have morale, a constant factor across all units. This is modified based on your military technology, your policy choices, and events. Morale is added to your roll in every battle.
Land units do not show up on the map. Instead, each land unit represents an attack you can make each turn.
Naval units, on the other paw, do show up. They also have a base movement of one, and can only move through one coastal sea province a turn(base 1 + 1 for every 5 Military techs) accordingly; technology changes the exact amount they can move. However, open-ocean provinces consume 2 movement points. Naval units must be near a friendly port every five turns or be destroyed. Friendly ports include yours, your vassals, your allies, or anyone who has granted you a right of passage.
Blockades are a nifty way to tear your opponent up. If you control the seas, you can devastate them. You can block up to 50% of an enemy's gross income if you block their ports; you are not only stopping trade, but harassing the coastline, travel, and fishing. They also can't exploit any resources at sea(oil in the modern age). You take the full 50% by blockading all their coastline. If a country has 5 sea zones, for instance, and you block one, they lose 10%. 20% if you block two, and so on.
If you make it so they can't reach a trade partner via sea, and no land route exists because of war or denial of access(trade embargo), they no longer receive trading income from that one partner either.
War and Combat:
Spoiler :
Without ships, you cannot transport soldiers overseas, nor can you hope to maintain a large colonial empire.
If enemy naval units occupy the same province, they obviously must fight. Battles are determined by RNG values between 1 and 25, but as time goes on, the maximum value increases based on the collective morale value of the world's armies. (For every 20 collective morale, the RNG maximum value increases by 1, to a cap of 100)
RNG works the same way for land battles, but it works differently: when an army engages in battle, it becomes unavailable the rest of the turn whether attacking or defending, victorious or defeated. If one side has more armies than an opponent at any given time due to forcing the foe to retire them all, it will take its next attacked provinces free due to no opposition. Keep this in mind. Also, when you can't pay for an army, you have a one-turn grace period before it is disbanded; this grace period covers the fact war can be chaotic.
With ships, you can blockade bodies of water. Blockades eliminate up to 50% of the enemy's income, depending on how many of their ports are blockaded.
Some more information - such as chance of NPC intervention - is located here: http://forums.civfanatics.com/showpost.php?p=10091616&postcount=402
If enemy naval units occupy the same province, they obviously must fight. Battles are determined by RNG values between 1 and 25, but as time goes on, the maximum value increases based on the collective morale value of the world's armies. (For every 20 collective morale, the RNG maximum value increases by 1, to a cap of 100)
RNG works the same way for land battles, but it works differently: when an army engages in battle, it becomes unavailable the rest of the turn whether attacking or defending, victorious or defeated. If one side has more armies than an opponent at any given time due to forcing the foe to retire them all, it will take its next attacked provinces free due to no opposition. Keep this in mind. Also, when you can't pay for an army, you have a one-turn grace period before it is disbanded; this grace period covers the fact war can be chaotic.
With ships, you can blockade bodies of water. Blockades eliminate up to 50% of the enemy's income, depending on how many of their ports are blockaded.
Some more information - such as chance of NPC intervention - is located here: http://forums.civfanatics.com/showpost.php?p=10091616&postcount=402
Technology:
Spoiler :
Technology represents how advanced your nation is, and it's divided into several branches - Civics, Military, Infrastructure, Diplomacy. You can choose a national specialty, which makes everything in that category 10% cheaper. Your national specialty also grants you the first level of that tech free of charge.
Every level of technology costs x * 10, with x being the level one is seeking.
Civics represented advances in your government, legal framework, etc. Civics' primary bonus is that it unlocks certain national powers. Every level of civics allows you to control 3 more provinces without contributing to the overextension revolt risk.
Military represents your discipline, resources, manpower, and overall the quality of your army. Every military advance level increases your morale by 0.5.
Infrastructure represents the economic backbone of your nation, such as the consumer base as well as the hard goods such as roads and utilities. Infrastructure eases your expansion, and increases income.
Diplomacy increases your chances of successful negotiations with NPCs, by 0.5% per level, increases how many agreements you can have, and unlocks agreements
Every level of technology costs x * 10, with x being the level one is seeking.
Civics represented advances in your government, legal framework, etc. Civics' primary bonus is that it unlocks certain national powers. Every level of civics allows you to control 3 more provinces without contributing to the overextension revolt risk.
Military represents your discipline, resources, manpower, and overall the quality of your army. Every military advance level increases your morale by 0.5.
Infrastructure represents the economic backbone of your nation, such as the consumer base as well as the hard goods such as roads and utilities. Infrastructure eases your expansion, and increases income.
Diplomacy increases your chances of successful negotiations with NPCs, by 0.5% per level, increases how many agreements you can have, and unlocks agreements
National Policies:
Spoiler :
National policies are the exact framework of your nation. You can move a single policy one point in any direction every 5 turns. National policies are on a scale from -5 to 5. At the start, you list your national policy positions, but they must be -2, -1, 0, 1, or 2. You also get a "flavor" policy, where a SINGLE policy can be set to any value you want.
If you've played Europa Universalis, these policies should be familiar. Negative policy on the left, positive on the right. No effects from 0.
Land vs. Naval. Every negative number decreases the cost of land units by 0.2 and raises the cost of navies 0.2; morale for armies is increased by 0.1, while navies suffer a -0.1 morale penalty. Every positive number does the opposite.
Offensive vs. Defensive. Every offensive number increases your roll in offensive battles by 2%, but weakens your defensive battles' rolls by 1%. Every defensive number increases defensive rolls by 2% but weakens offensive rolls by 1%.
Protectionism vs. Free Trade. Protectionism increases income by 2% for each point, while Free Trade makes Free Trade Agreements more profitable, to the tune of an extra 5% to all money generated by FTAs for each point. Protectionism also hurts relations with NPCs by 1 point regardless of where you stand - it reduces RR by 0.2% per level, whereas Free trade increases it by 0.5% per level.
Centralisation vs. Decentralisation. Centralisation increases income by 5% every level, but increases revolt risk by 1% as well. Decentralisation decreases income by 4% each level, but reduces revolt risk by 1.5%. It comes down to what's more important - money or stability.
Public vs. Private Ownership. Public ownership decreases revolt risk by 1% for each point, but reduces economic output by 1%. Private Ownership increases economic output by 2%.
Quality vs. Quantity. Each point towards quantity gives you a free army or navy, but each point towards quality increases morale by 4%.
Openminded vs. Closeminded. Openminded increases revolt risk by 0.5% per level, but decreases tech cost by 2%. Closeminded decreases revolt risk by 0.5%, but increases tech cost by 4% per level. Closeminded nations also get +5% to their province support per level.
If you've played Europa Universalis, these policies should be familiar. Negative policy on the left, positive on the right. No effects from 0.
Land vs. Naval. Every negative number decreases the cost of land units by 0.2 and raises the cost of navies 0.2; morale for armies is increased by 0.1, while navies suffer a -0.1 morale penalty. Every positive number does the opposite.
Offensive vs. Defensive. Every offensive number increases your roll in offensive battles by 2%, but weakens your defensive battles' rolls by 1%. Every defensive number increases defensive rolls by 2% but weakens offensive rolls by 1%.
Protectionism vs. Free Trade. Protectionism increases income by 2% for each point, while Free Trade makes Free Trade Agreements more profitable, to the tune of an extra 5% to all money generated by FTAs for each point. Protectionism also hurts relations with NPCs by 1 point regardless of where you stand - it reduces RR by 0.2% per level, whereas Free trade increases it by 0.5% per level.
Centralisation vs. Decentralisation. Centralisation increases income by 5% every level, but increases revolt risk by 1% as well. Decentralisation decreases income by 4% each level, but reduces revolt risk by 1.5%. It comes down to what's more important - money or stability.
Public vs. Private Ownership. Public ownership decreases revolt risk by 1% for each point, but reduces economic output by 1%. Private Ownership increases economic output by 2%.
Quality vs. Quantity. Each point towards quantity gives you a free army or navy, but each point towards quality increases morale by 4%.
Openminded vs. Closeminded. Openminded increases revolt risk by 0.5% per level, but decreases tech cost by 2%. Closeminded decreases revolt risk by 0.5%, but increases tech cost by 4% per level. Closeminded nations also get +5% to their province support per level.
National Powers:
Spoiler :
National Powers are separate from policies in that they have no penalties, only bonuses. You can get rid of National Powers at any time, but this will increase your revolt risk for several turns.
You can have one power for every 5 Civic techs you have researched.
The Powers and their requirements are:
Civic Powers (influence the overall state of your society)
Authoritarianism (available from the start) You can change sliders every 2 turns
Bill of Rights (Civics 10) - 2% RR
Representation (Civics 15) -3% RR
Cosmopolitanism (Civics 20) - Your revolt risk for being over the province support limit is reduced by 75%
Military Powers (influence your military prowess)
Great Tacticians (Civics 5, Military level 5) - Adds 10% to all rolls
Military Culture (Civics 10, Military 10) - Cost of recruiting units reduced by 0.5; maintenance reduced by 0.5. +2% to all rolls
Efficient Manpower (Civics 15, Military 15) - You can make 50% more attacks each turn, rounded down
Blitzkrieg (Civics 20, Military 20) - Every victorious army can attack again, and will have 5% added to its roll
Infrastructure Powers (influence income and spending)
Hard Work Ethic (available from the start) - +5% to national income
Superior Engineers ( Civics 3, Infra 7) - +10% to national income
Government Subsidies ( Civics 15, Infra 10 ) - Infrastructure becomes 10% cheaper, national income +1%
National Bank ( Civics 20, Infra 20) - Treasury produces interest of 20%, capping at 100
Diplomatic Powers
Skilled Orators (available from the start) - All NPCs add 1 to their opinion of you
Merchant Lobby (Civics 5, Diplomacy level 5) - +20% to income from trade
Imperialism (Civics 15, Infra 20, Military 15) - No casus belli is required to tear someone a new orifice. NPCs have their reputation of you damaged by 2 so long as you have this.
You can have one power for every 5 Civic techs you have researched.
The Powers and their requirements are:
Civic Powers (influence the overall state of your society)
Authoritarianism (available from the start) You can change sliders every 2 turns
Bill of Rights (Civics 10) - 2% RR
Representation (Civics 15) -3% RR
Cosmopolitanism (Civics 20) - Your revolt risk for being over the province support limit is reduced by 75%
Military Powers (influence your military prowess)
Great Tacticians (Civics 5, Military level 5) - Adds 10% to all rolls
Military Culture (Civics 10, Military 10) - Cost of recruiting units reduced by 0.5; maintenance reduced by 0.5. +2% to all rolls
Efficient Manpower (Civics 15, Military 15) - You can make 50% more attacks each turn, rounded down
Blitzkrieg (Civics 20, Military 20) - Every victorious army can attack again, and will have 5% added to its roll
Infrastructure Powers (influence income and spending)
Hard Work Ethic (available from the start) - +5% to national income
Superior Engineers ( Civics 3, Infra 7) - +10% to national income
Government Subsidies ( Civics 15, Infra 10 ) - Infrastructure becomes 10% cheaper, national income +1%
National Bank ( Civics 20, Infra 20) - Treasury produces interest of 20%, capping at 100
Diplomatic Powers
Skilled Orators (available from the start) - All NPCs add 1 to their opinion of you
Merchant Lobby (Civics 5, Diplomacy level 5) - +20% to income from trade
Imperialism (Civics 15, Infra 20, Military 15) - No casus belli is required to tear someone a new orifice. NPCs have their reputation of you damaged by 2 so long as you have this.
War and Diplomacy:
Spoiler :
Ah, the meat and potatoes of the game. Diplomacy has many options. While there are informal agreements like gold exchanges, there are hard-coded ones that can be used to your advantage.
War is straightforward. However, you must have a casus belli or else revolt risk will skyrocket. The Casus Belli are simple:
-Embargo or Blockade; if the enemy is blocking your movement or embargoing you, feel free to give them a piece of your mind
-Belligerence; if the enemy waged a war without a casus belli, you get one against them
-Balance of Power; if the enemy is 25% stronger than any opponent, you can try to take them down a notch. Strength is measured by multiplying the number of armies by the national morale, which is a total of various bonuses, and by adding 1/4 their income to this number. Ask the GM if this casus belli is valid before going to war.
-Overlapping Claims; if you both claimed the same province and can't work out a peaceful resolution, you can try and take it by force of arms
-War of Liberation; you can attack your opponent if they've recently vassalised or annexed a state by force
-Guarantee of Independence; if your enemy attacks someone who you've guaranteed, or who is your ally or vassal, you have permission to strike them down to protect your honor.
-Religious difference; if you're of different state faiths(unless you don't have a state faith), you can go to war with heretics and heathens alike for free. This angers members of the target faith.
-Dishonoring an agreement. Dishonoring alliances(except guarantees since they were one-sided), defaulting on loans, etc. all cause this
While signing peace with NPCs, you can force them to become vassals or annex them if you control all their territory. Annexation POs other NPCs though so be warned.
---
Now for diplomatic agreements:
For NPCs, you can read up on your chances of success with NPCs here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355
Trade Agreement. These agreements regulate trade and can be made from the start. You can have only one at first, but can make a new one every 2 Civics tech you have. Your income increases by 10% of the target nation's.
Guarantee of Independence - If someone attacks the country guaranteed, you have a free casus belli against them. If you don't back up the Guarantee, you lose face with NPCs, to the tune of 2 points for 20 turns.
Royal Marriage/State Ties - Increases relations with NPCs.
Alliance - You will go to war jointly, offensive or defensive. These can be tangled, and you can choose to dishonor an alliance. Dishonoring one will hurt your reputation enormously though with NPCs and humans.
Defensive Pact - You agree to protect eachother, but ONLY if one party is attacked first.
Vassal State - Unlikely a human will accept this, but you must have a royal marriage AND Alliance with the target. Read the link above to see the exact amount.
Annexation - You can annex any state that is a vassal. State must be a vassal or be under your control completely in war.
Note - No matter the number of agreements, you are limited in who you can contact by distance at the start; by default you can only contact countries that border you. Your total tech level adds 5 pixels per tech.
War is straightforward. However, you must have a casus belli or else revolt risk will skyrocket. The Casus Belli are simple:
-Embargo or Blockade; if the enemy is blocking your movement or embargoing you, feel free to give them a piece of your mind
-Belligerence; if the enemy waged a war without a casus belli, you get one against them
-Balance of Power; if the enemy is 25% stronger than any opponent, you can try to take them down a notch. Strength is measured by multiplying the number of armies by the national morale, which is a total of various bonuses, and by adding 1/4 their income to this number. Ask the GM if this casus belli is valid before going to war.
-Overlapping Claims; if you both claimed the same province and can't work out a peaceful resolution, you can try and take it by force of arms
-War of Liberation; you can attack your opponent if they've recently vassalised or annexed a state by force
-Guarantee of Independence; if your enemy attacks someone who you've guaranteed, or who is your ally or vassal, you have permission to strike them down to protect your honor.
-Religious difference; if you're of different state faiths(unless you don't have a state faith), you can go to war with heretics and heathens alike for free. This angers members of the target faith.
-Dishonoring an agreement. Dishonoring alliances(except guarantees since they were one-sided), defaulting on loans, etc. all cause this
While signing peace with NPCs, you can force them to become vassals or annex them if you control all their territory. Annexation POs other NPCs though so be warned.
---
Now for diplomatic agreements:
For NPCs, you can read up on your chances of success with NPCs here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355
Trade Agreement. These agreements regulate trade and can be made from the start. You can have only one at first, but can make a new one every 2 Civics tech you have. Your income increases by 10% of the target nation's.
Guarantee of Independence - If someone attacks the country guaranteed, you have a free casus belli against them. If you don't back up the Guarantee, you lose face with NPCs, to the tune of 2 points for 20 turns.
Royal Marriage/State Ties - Increases relations with NPCs.
Alliance - You will go to war jointly, offensive or defensive. These can be tangled, and you can choose to dishonor an alliance. Dishonoring one will hurt your reputation enormously though with NPCs and humans.
Defensive Pact - You agree to protect eachother, but ONLY if one party is attacked first.
Vassal State - Unlikely a human will accept this, but you must have a royal marriage AND Alliance with the target. Read the link above to see the exact amount.
Annexation - You can annex any state that is a vassal. State must be a vassal or be under your control completely in war.
Note - No matter the number of agreements, you are limited in who you can contact by distance at the start; by default you can only contact countries that border you. Your total tech level adds 5 pixels per tech.
Espionage:
Spoiler :
Details on Espionage can be found at http://forums.civfanatics.com/showpost.php?p=10097727&postcount=448
Expansion:
Spoiler :
Each province, regardless of size, costs 1 point to claim
You can claim 5 provinces each turn after the starting turn
Every 5 Infrastructure allows one more claim per turn
Territories over 10 pixels away from any other territory of yours cost 2 points to claim; this is the distance penalty. These territories are colonies and have special rules.
You require one port for every 2 colonial territories
When ten colonial territories are next to eachother, it also will cost only one point to expand from there; you will also require only 1 port to sustain this bloc of colonies.
To prevent early colonies, every tech level you have allows you to expand 5 pixels away from your nearest possession. So you must tech up first before building a large empire overseas. This is separate from the distance penalty, and so while you can "hop" around the world per se, it will still cost you quite a bit to do so - 2 territories per turn.
If you have Army 3 and Infra 1, for example, your tech level is 4, so you can colonise up to 20 pixels away.
You can claim 5 provinces each turn after the starting turn
Every 5 Infrastructure allows one more claim per turn
Territories over 10 pixels away from any other territory of yours cost 2 points to claim; this is the distance penalty. These territories are colonies and have special rules.
You require one port for every 2 colonial territories
When ten colonial territories are next to eachother, it also will cost only one point to expand from there; you will also require only 1 port to sustain this bloc of colonies.
To prevent early colonies, every tech level you have allows you to expand 5 pixels away from your nearest possession. So you must tech up first before building a large empire overseas. This is separate from the distance penalty, and so while you can "hop" around the world per se, it will still cost you quite a bit to do so - 2 territories per turn.
If you have Army 3 and Infra 1, for example, your tech level is 4, so you can colonise up to 20 pixels away.
NPCs:
Spoiler :
NPCs return in the game. They can be taken over by new players, but there are many reasons not to: for one, NPCs are built to be (relatively) weak as Hell.
NPCs used to be solely used to block expansion; here, they are meant to be proxy battles between human players, who represent major powers. NPCs can love you or hate you, but if you can manipulate enough of them, you can build an empire that is not only powerful, but that is sustainable.
NPCs don't have hardcoded opinions, but act dynamically based on how you've treated them. Shower them with gifts and help them in times of need and they just might return the favor. Abuse them and they'll be happy to hit you when they get the chance. NPC opinion is detailed here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355
NPCs used to be solely used to block expansion; here, they are meant to be proxy battles between human players, who represent major powers. NPCs can love you or hate you, but if you can manipulate enough of them, you can build an empire that is not only powerful, but that is sustainable.
NPCs don't have hardcoded opinions, but act dynamically based on how you've treated them. Shower them with gifts and help them in times of need and they just might return the favor. Abuse them and they'll be happy to hit you when they get the chance. NPC opinion is detailed here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355
Misc.
Revolt Risk - For every Revolt Risk, a roll is made each turn. If you score the total revolt risk or lower, you have a revolt. If your revolt risk is x, then x% of your provinces will rebel, or the number of armies you have, whichever is lower.
Things that increase revolt risk:
-Certain policies
-Every province over your province support limit(10 + 5x, where x is the Civic level you have); every unsustained province adds +1% to revolt risk
-Declaring war without a casus belli increases RR by 10%
-Centralisation
-Bankruptcy increases RR by 3% the first turn, 2% the second, 1% the third; Bankruptcy also triggers revolts in the fringes of your empire
Decreases risk:
-Policies
-Decentralisation
-Public Ownership
Tech Breakdown:
Spoiler :
The "Tech Tree" is infinite in theory, but some techs unlock certain things:
Infrastructure:
Each Infrastructure level adds +1 to your base income.
Infra 5 - +10% base income, Distance penalty reduced to 15 pixels away
Infra 10 +10% base income, +1 claim
Infra 15 +10% base income, Distance penalty reduced to 20 pixels away
Infra 20 +10% base income, +1 claim
Infra 25 +10% base income, Distance penalty reduced to 25 pixels away
Military:
Each Military level increases your rolls by 0.5.
Every 5 military levels adds +1 to naval movement.
Military 2 - Military Access treaties unlocked
Military 4 - Espionage unlocked
Military 5 - Guarantees and Defensive Pacts Unlocked
Military 6 - Full Alliances unlocked; these work for both offense and defense
Military 10 - You now have two, rather than one, maintenance-free armies
Military 20 - You now have three, rather than two, maintenance-free armies
Military 21 - Small province-busters unlocked
Military 22 - Medium province-busters unlocked
Military 23 - Large province-busters unlocked
Civics:
Each level of Civics increases your province support by 5. Every 2 Civics opens up a trade agreement slot.
Civics 5 - Can now select one Nat'l Power
Civics 10 - Two national powers
Civics 15 - Three nat'l powers
Civics 20 - Four nat'l powers
Civics 25 - Five nat'l powers
Combinations of each tech unlock certain National Powers; check that section and plan accordingly. Keep in mind that even after you reach the requirements, if your Civics level doesn't allow another power, you can't select it.
Infrastructure:
Each Infrastructure level adds +1 to your base income.
Infra 5 - +10% base income, Distance penalty reduced to 15 pixels away
Infra 10 +10% base income, +1 claim
Infra 15 +10% base income, Distance penalty reduced to 20 pixels away
Infra 20 +10% base income, +1 claim
Infra 25 +10% base income, Distance penalty reduced to 25 pixels away
Military:
Each Military level increases your rolls by 0.5.
Every 5 military levels adds +1 to naval movement.
Military 2 - Military Access treaties unlocked
Military 4 - Espionage unlocked
Military 5 - Guarantees and Defensive Pacts Unlocked
Military 6 - Full Alliances unlocked; these work for both offense and defense
Military 10 - You now have two, rather than one, maintenance-free armies
Military 20 - You now have three, rather than two, maintenance-free armies
Military 21 - Small province-busters unlocked
Military 22 - Medium province-busters unlocked
Military 23 - Large province-busters unlocked
Civics:
Each level of Civics increases your province support by 5. Every 2 Civics opens up a trade agreement slot.
Civics 5 - Can now select one Nat'l Power
Civics 10 - Two national powers
Civics 15 - Three nat'l powers
Civics 20 - Four nat'l powers
Civics 25 - Five nat'l powers
Combinations of each tech unlock certain National Powers; check that section and plan accordingly. Keep in mind that even after you reach the requirements, if your Civics level doesn't allow another power, you can't select it.
Religion:
Religions are unlocked over time, and start in random locations. Religions then spread with a base chance of 50%(+5% if you have trade with the nation, +10% if it's your state faith) until all pagan provinces are devoured.
The founder of the faith has the holy city. Whoever controls it gets +0.1 gold for every province converted to that faith. Every country besides the founder who has that faith as the state faith adds +1 to the holy city.