ilduce349
(Financial, Philo)
Start
The game will start in 1901 (after the game diplomacy). At the start of the game, select 5 territories (as this is a smaller map) maximum of 3 can have a supply center (the circles). In the creation, please post the name, a brief background, color (and flag if wanted) and economic system.
Economy
This is simple, each supply center generates 1 credit and 1 supplies. You can then spend credits on certain aspects of the game:
Expansion
Expansion can happen in one of 2 ways:
1. Colonial expansion: Colonial expansion costs 1 credit if non sc, 2 credits if sc. This is regardless of whether the sc is on a different continent or not.
2. Militaristic: Militaristic expansion means you move an army (or navy it its a coastal territory) into a territory and take it with your armed forces. This is generally frowned upon as you are declaring war on the person who you are invading (if it is neutral territory, then your declaring war on that territory).
When claiming/giving orders, it can become painful to post a map about every requests, each territory is numbered making posting orders easier. however the numbers are based on continent. So when giving an order like claiming a territory, don't ask for territory 1 ask for Europe Territory 1 (or in this case, Ireland).
Military
Each unit requires 1 credit to build, and 1 credit and 1 supply center to maintain.
For rules on how military movements come see here:
http://www.webdiplomacy.net/intro.php
It gives you the basic rules of diplomacy, which is what the combat engine I am using. I suggest reading that over a summary of mine for 2 reasons:
1. Its 23 lines, takes 2-3 minutes to read
2. Its got nice pictures to help
Stability
Stability is divided into 2 factors: Economic Stability and Political Stability:
Economic Stability is a 1-100 that tells you how good your economy is, determined at random. If it is really high, it may end up giving you an extra credit or so.
I will use a random number generator to determine if it goes up or down each round. It starting location and rate of change is determine based on which economic principle you use. Please note, it costs 10 economic stability to change your form of economics:
Traditional (Caste): Start: 70 Change: -1 for every supply center you gained in the last 3 years.
Command (Communism): Start: 60 Change: maximum of +/-1 for every 3 supply centers you have, to a maximum growth of 3 and minimum decline of 6. (RNG to decide)
Market (Capitalism): Start: 50 maximum+/- 15 per year. (RNG used to decide)
Mixed (Regulated Capitalism) Start: 50 Change: Maximum +/-10 per year (RNG used to decide)
If your economy is below 40, its considered a rescission. If its below 20 its a depression. The economy modify's your overall income for the year.
If
95-100 then receive an additional 5 credits to your income for every 10 credits in your income (rounded to the nearest)
85-94 receive 4 for every 10
75-84 receive 3 for every 10
65-74 receive 2
55-64 receive 1
45-54 no change
35-44 loose 1
25-34 loose 2
15-24 loose 3
5-14 loose 4
1-5 loose 5 (Don't worry, based on how I am calculating the change, the lower the numbers the more likely it is to rise, so its impossible to go below 0 (except traditional))
The change in numbers represent GDP growth/decline for the year.
Investing into the economy
You can invest money into the economy, every 2 credits you invest, your GDP will rise by one for the year (but must stay within borders bounded by your economic policy).
Trade
You can buy and sell supply centers off people. You can also establish a trade route, with will raise your GDP by 1. A trade route is enacted when both players agree to it in the thread. It is maintained as long as neither power is:
1. At war
2. Has an economic stability below 25.
Saving money
Money accumulates. If you don't spend money one year, you can spend it the following year. However Traditionalists cannot save money. Also Supplies cannot be saved.
Roleplaying
This will mainly be a roleplaying game. Don't come to play just for the strategic output, you will be required to write at least one story (minum 3 lines) a week concerning the country/government etc. Also DO NOT powergame, powergamers will loose political stability points.
Turn order
Each week will represent 1 year in game and will have 3 turns. Spring, Fall and Winter (I would call it builds, but it is where the GDP growth/decline, trade, etc is used). Spring and fall will last 1 day. Winter will last 2. Between each turn will be a day that gives the GM a chance to update the game.
CLARIFICATION: The Spring and fall are movement orders. No income or claims happen, just attacking/defending with armies.
Winter is where income and claims happen.
The map (The territories with circles in them represent supply centers)
Ok sign ups now starting. The first update will be on Monday. You have until then to post your starting claims.
Rules I think I forgot to mention:
1. Only your starting 3 supply centers can build units, this means the maximum amount of units you can build in a turn is 3.
2. Fleets have to be built in coastal supply centers.(A supply center that borders an ocean (or lake) tile)
3. Fleets can attack and invade coastal provinces
Year 1901
Current Map:
List of players:
Abaddon - The Ascardian Empire
Omega124 - Roman Republic of Italy
Domination - Communist China
NedimNapoleon - The National Socialist Republic of Bosnia
Lighthearter - Empire of the Rising Sun
Terrance888 - Gulf of Cartel
ZeletDude - German Empire
The game will start in 1901 (after the game diplomacy). At the start of the game, select 5 territories (as this is a smaller map) maximum of 3 can have a supply center (the circles). In the creation, please post the name, a brief background, color (and flag if wanted) and economic system.
Economy
This is simple, each supply center generates 1 credit and 1 supplies. You can then spend credits on certain aspects of the game:
Expansion
Expansion can happen in one of 2 ways:
1. Colonial expansion: Colonial expansion costs 1 credit if non sc, 2 credits if sc. This is regardless of whether the sc is on a different continent or not.
2. Militaristic: Militaristic expansion means you move an army (or navy it its a coastal territory) into a territory and take it with your armed forces. This is generally frowned upon as you are declaring war on the person who you are invading (if it is neutral territory, then your declaring war on that territory).
When claiming/giving orders, it can become painful to post a map about every requests, each territory is numbered making posting orders easier. however the numbers are based on continent. So when giving an order like claiming a territory, don't ask for territory 1 ask for Europe Territory 1 (or in this case, Ireland).
Military
Each unit requires 1 credit to build, and 1 credit and 1 supply center to maintain.
For rules on how military movements come see here:
http://www.webdiplomacy.net/intro.php
It gives you the basic rules of diplomacy, which is what the combat engine I am using. I suggest reading that over a summary of mine for 2 reasons:
1. Its 23 lines, takes 2-3 minutes to read
2. Its got nice pictures to help
Stability
Stability is divided into 2 factors: Economic Stability and Political Stability:
Economic Stability is a 1-100 that tells you how good your economy is, determined at random. If it is really high, it may end up giving you an extra credit or so.
I will use a random number generator to determine if it goes up or down each round. It starting location and rate of change is determine based on which economic principle you use. Please note, it costs 10 economic stability to change your form of economics:
Traditional (Caste): Start: 70 Change: -1 for every supply center you gained in the last 3 years.
Command (Communism): Start: 60 Change: maximum of +/-1 for every 3 supply centers you have, to a maximum growth of 3 and minimum decline of 6. (RNG to decide)
Market (Capitalism): Start: 50 maximum+/- 15 per year. (RNG used to decide)
Mixed (Regulated Capitalism) Start: 50 Change: Maximum +/-10 per year (RNG used to decide)
If your economy is below 40, its considered a rescission. If its below 20 its a depression. The economy modify's your overall income for the year.
If
95-100 then receive an additional 5 credits to your income for every 10 credits in your income (rounded to the nearest)
85-94 receive 4 for every 10
75-84 receive 3 for every 10
65-74 receive 2
55-64 receive 1
45-54 no change
35-44 loose 1
25-34 loose 2
15-24 loose 3
5-14 loose 4
1-5 loose 5 (Don't worry, based on how I am calculating the change, the lower the numbers the more likely it is to rise, so its impossible to go below 0 (except traditional))
The change in numbers represent GDP growth/decline for the year.
Investing into the economy
You can invest money into the economy, every 2 credits you invest, your GDP will rise by one for the year (but must stay within borders bounded by your economic policy).
Trade
You can buy and sell supply centers off people. You can also establish a trade route, with will raise your GDP by 1. A trade route is enacted when both players agree to it in the thread. It is maintained as long as neither power is:
1. At war
2. Has an economic stability below 25.
Saving money
Money accumulates. If you don't spend money one year, you can spend it the following year. However Traditionalists cannot save money. Also Supplies cannot be saved.
Roleplaying
This will mainly be a roleplaying game. Don't come to play just for the strategic output, you will be required to write at least one story (minum 3 lines) a week concerning the country/government etc. Also DO NOT powergame, powergamers will loose political stability points.
Turn order
Each week will represent 1 year in game and will have 3 turns. Spring, Fall and Winter (I would call it builds, but it is where the GDP growth/decline, trade, etc is used). Spring and fall will last 1 day. Winter will last 2. Between each turn will be a day that gives the GM a chance to update the game.
CLARIFICATION: The Spring and fall are movement orders. No income or claims happen, just attacking/defending with armies.
Winter is where income and claims happen.
The map (The territories with circles in them represent supply centers)
Spoiler :

Ok sign ups now starting. The first update will be on Monday. You have until then to post your starting claims.
Rules I think I forgot to mention:
1. Only your starting 3 supply centers can build units, this means the maximum amount of units you can build in a turn is 3.
2. Fleets have to be built in coastal supply centers.(A supply center that borders an ocean (or lake) tile)
3. Fleets can attack and invade coastal provinces
Year 1901
Current Map:
Spoiler :
List of players:
Abaddon - The Ascardian Empire
Omega124 - Roman Republic of Italy
Domination - Communist China
NedimNapoleon - The National Socialist Republic of Bosnia
Lighthearter - Empire of the Rising Sun
Terrance888 - Gulf of Cartel
ZeletDude - German Empire