INTRODUCTION
It is the dawn of the 20th century and a more enlightened Europe faces the world. As peace broke out all across the continent with the close of the Franco-Prussian War of 1870, Europe has had a long 30 year nap to retire from the dogs of war and focus on their people. Now, as nations richer and stronger come to power, Europe trembles with fear as a continent ready to burst teeters on the brink of destruction in the modern century.
You will navigate your country through the beginning years of the bloddiest period in human history. I present to you, On The Brink: HNES3.
GAME RULES
Invited players get first pick. If not all invited players choose to join, then uninvited players may pick a nation.
INCOME
Each nation will recieve 2 gold per center territory and 1 gold per non-center territory. All nations start with 9 gold except Russia who starts with 11 gold. Gold can be exchanged between nations so long as a provision is given in the orders. You cannot build centers in your provinces.
PRODUCTION
While you can gain income from provinces far away, you may only build units in your original 3 Center Provinces or in the adjacent seas.
ARMIES AND FLEETS
Armies and Fleets cost 3 gold each. Armies occupy land territories, colored in either tan or a nation's color to represent the nation's ownership of that territory. Fleets occupy sea zones, which do not change color and are not a source of income as territories are. Several nations' fleets may occupy a sea zone so long as they are at peace. If Nation A does not have a Right of Passage (see DIPLOMACY) agreement with Nation B, and Nation B's troops enter a territory which is occupied by an army or armies of Nation A, the two will begin combat.
TERRITORIES
Each territory may be occupied by armies. An army placed in an unclaimed territory will win over the territory for your nation, and you will recieve income from the territory depending on whether or not it has a center in it. If two nations have armies occupying an unclaimed territory, the territory will go to the nation with the most armies in the territory and the losing nation's forces returned to the territory from whence they came. If the forces are equal, a "standoff" will occur, and both nation's forces will retreat to the provinces from whence they came. A "Center" is a black dot with a white rim. If an army controlled by you enters an unoccupied territory controlled by another nation, the territory will become yours. If it is occupied, however, combat will begin. Switzerland is impassable.
MOVEMENT
Armies and Fleets may move one (1) province per turn. Armies can be convoyed by fleets at 2 armies to the fleet, however a fleet can only load and move in one turn, not unload. Similarly, they may move and unload in one turn, however, the army uses its movement point when it loads or onloads from the ship. Naval combat is always resolved first, and if a naval battle in which fleets carrying armies are sunk, the armies are not unloaded and both the ship(s) and the army/armies are lost.
COMBAT
Each army or fleet gets 1 roll of the die per combat round. In the beginning, an army or fleet will only get a "kill" when a 1 is rolled on the die. However, as technology increases, the unit may kill on as high as a "5" or below. For each kill one unit is removed from the opposing side's forces (fleets carrying armies will be killed last in naval battles). In the event of a draw in which all units on both sides are lost in the final round of battle, the province remains with the defender or remains unclaimed.
DIPLOMACY
The following Diplomatic agreements are allowed:
Right of Passage
Mutual Protection Pact
Defensive Protection Pact
Peace Treaty in which monetary and territorial exchanges are made.
Diplomatic Status:
Peace
War
TECHNOLOGY
If your nation researches a technology level, it's forces will become stronger.
Technology Level 1
Cost: 0 gold
Forces Kill on 1 or below
Technology Level 2
Cost: 20 gold
Forces Kill on 2 or below
Technology Level 3:
Cost: 30 gold
Forces Kill on 3 or below
Technology Level 4
Cost: 40 gold
Forces Kill on 4 or below
Technology Level 5
Cost: 50 gold
Forces Kill on 5 or below
WINNING THE GAME
The first player to control 17 Center Provinces will win the game!
INVITED PLAYERS
Dexter
The Troquelet
Kennelly
NATIONS
In alphabetical order:
Austria-Hungary - Skilord
Italy - Giovanni Wine
France - uknemesis
Germany - AnarchyRulz
Russia - RoddyVR
Turkey - Naervod
United Kingdom - Jason the King
MAP
http://www.civfanatics.net/uploads3/HNES3S01.gif
It is the dawn of the 20th century and a more enlightened Europe faces the world. As peace broke out all across the continent with the close of the Franco-Prussian War of 1870, Europe has had a long 30 year nap to retire from the dogs of war and focus on their people. Now, as nations richer and stronger come to power, Europe trembles with fear as a continent ready to burst teeters on the brink of destruction in the modern century.
You will navigate your country through the beginning years of the bloddiest period in human history. I present to you, On The Brink: HNES3.
GAME RULES
Invited players get first pick. If not all invited players choose to join, then uninvited players may pick a nation.
INCOME
Each nation will recieve 2 gold per center territory and 1 gold per non-center territory. All nations start with 9 gold except Russia who starts with 11 gold. Gold can be exchanged between nations so long as a provision is given in the orders. You cannot build centers in your provinces.
PRODUCTION
While you can gain income from provinces far away, you may only build units in your original 3 Center Provinces or in the adjacent seas.
ARMIES AND FLEETS
Armies and Fleets cost 3 gold each. Armies occupy land territories, colored in either tan or a nation's color to represent the nation's ownership of that territory. Fleets occupy sea zones, which do not change color and are not a source of income as territories are. Several nations' fleets may occupy a sea zone so long as they are at peace. If Nation A does not have a Right of Passage (see DIPLOMACY) agreement with Nation B, and Nation B's troops enter a territory which is occupied by an army or armies of Nation A, the two will begin combat.
TERRITORIES
Each territory may be occupied by armies. An army placed in an unclaimed territory will win over the territory for your nation, and you will recieve income from the territory depending on whether or not it has a center in it. If two nations have armies occupying an unclaimed territory, the territory will go to the nation with the most armies in the territory and the losing nation's forces returned to the territory from whence they came. If the forces are equal, a "standoff" will occur, and both nation's forces will retreat to the provinces from whence they came. A "Center" is a black dot with a white rim. If an army controlled by you enters an unoccupied territory controlled by another nation, the territory will become yours. If it is occupied, however, combat will begin. Switzerland is impassable.
MOVEMENT
Armies and Fleets may move one (1) province per turn. Armies can be convoyed by fleets at 2 armies to the fleet, however a fleet can only load and move in one turn, not unload. Similarly, they may move and unload in one turn, however, the army uses its movement point when it loads or onloads from the ship. Naval combat is always resolved first, and if a naval battle in which fleets carrying armies are sunk, the armies are not unloaded and both the ship(s) and the army/armies are lost.
COMBAT
Each army or fleet gets 1 roll of the die per combat round. In the beginning, an army or fleet will only get a "kill" when a 1 is rolled on the die. However, as technology increases, the unit may kill on as high as a "5" or below. For each kill one unit is removed from the opposing side's forces (fleets carrying armies will be killed last in naval battles). In the event of a draw in which all units on both sides are lost in the final round of battle, the province remains with the defender or remains unclaimed.
DIPLOMACY
The following Diplomatic agreements are allowed:
Right of Passage
Mutual Protection Pact
Defensive Protection Pact
Peace Treaty in which monetary and territorial exchanges are made.
Diplomatic Status:
Peace
War
TECHNOLOGY
If your nation researches a technology level, it's forces will become stronger.
Technology Level 1
Cost: 0 gold
Forces Kill on 1 or below
Technology Level 2
Cost: 20 gold
Forces Kill on 2 or below
Technology Level 3:
Cost: 30 gold
Forces Kill on 3 or below
Technology Level 4
Cost: 40 gold
Forces Kill on 4 or below
Technology Level 5
Cost: 50 gold
Forces Kill on 5 or below
WINNING THE GAME
The first player to control 17 Center Provinces will win the game!
INVITED PLAYERS
Dexter
The Troquelet
Kennelly
NATIONS
In alphabetical order:
Austria-Hungary - Skilord
Italy - Giovanni Wine
France - uknemesis
Germany - AnarchyRulz
Russia - RoddyVR
Turkey - Naervod
United Kingdom - Jason the King
MAP

http://www.civfanatics.net/uploads3/HNES3S01.gif