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- Mar 14, 2011
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The Golden Bull
[don't post yet]
Starting out
Simply choose a nation to play. Besides in Europe and the area surrounding, you can play in the Americas. As nations are discovered through exploration, they become playable by a new player or a player who wants to switch up.
Economy
Base income per province is 2. This is increased through:
-Resources. They are found via rp, with a base increase of 1. Any further increase is based on how well the rp is. There is only one resource per province, which means separate rp excerpts are required for finding resources in multiple provinces.
-Trade. With resources, you can trade at a COT that is in trade range. Bonus from trading is dictated by how many resources you have, the quality of those resources, and the size of the COT.
-Buildings. As you research in certain fields, buildings that increase income become unlocked.
Centers of Trade
They are where trading takes place. The size is dictated by how many trade there. A nation may trade in two COTs at game start excluding COTs they may own. Trade leagues can be formed via RP. COTs of a leader of a trade league are worth more than regular trade leagues. It takes an investment of 10% of your income to set up trade in a COT(Or at least 1 if you don't have 10 income at least.)
Military
Land: Armies cost 3 pieces of income each. The land cap or force limit is dictated by the size of your nation. At game start, you may build 3 armies per province and may travel three provinces per turn. Army maintenance will be introduced after the first turn. Starting at ten armies, maintenance will be 1/10 of your total fielded armies. Armies can be un-fielded which will eliminate maintenance but it will take a turn to re-field them. Or, you can use old to immediately field them. Un-fielded armies are pretty much stagnant armies that cannot do combat. They can't kill or be killed until re-fielded. Note you may go over your limit, but maintenance will soar.
Naval: Navies also cost 5 each. Naval cap is dictated by how many ports you have. At game start, you may build 2 navies per port and may travel five sea provinces per turn. Starting at 5 navies, maintenance will be 1/5 of your total fielded navies. Navies may be un-fielded[see armies]. You may go over the limit but maintenance will soar.
War
War declarations MUST be made in public. In order to wage war you must have a valid Casus Belli. Casus Belli are reasons for starting a war. They are obtained mainly through diplomacy, but they can be fabricated if a nations stability and Prestige is low through espionage.
War is very different in this IOT than in others. Once you take a province, you dont own it yet. It is under occupation. Peace is made diplomatically and you may demand any province you have under occupation to be yours, as well as demanding the release of vassals or nations among other things. Winning war grants Prestige and can accrue Infamy. Successfully vassalization or demanding provinces without the correct type of Casus Belli will accrue infamy. Annexing a country will accrue infamy no matter what. You cannot annex a country more or less equal to your own, and must hit them down a notch or two in a series of wars to make them annex-able.
Cores
PM me if you want to know if you have a core on land you dont own. That is an exploitable Casus Belli. Cores are made outside your borders usually via random event or a secret mission. Inside your borders are made simply by holding the territory for several turns.
The Holy Roman Empire
The Holy Roman Empire is represented by the Emperor State which has a duty to protect the entire Empire. There are eight electors that elect the ruler of a Holy Roman state to be Holy Roman Emperor. NPC electors are influenced via a score that is influenced by relations and state of the candidates (Infamy and prestige). A nation may become THE- Holy Roman Empire by passing reforms that are voted upon by -ALL- Holy Roman Empire members. Disclaimer: You wont inherit all HRE lands with that. It makes you the permanent Emperor, but more on this if and when it actually happens.
Espionage
Espionage can be used to spy, cause havoc, and fabricate Casus Belli in other nations. There are no Spy units; instead there are simply prices of possible Espionage missions. Simply ask me whats available to be done in a nation.
Revolts
Revolts are caused by either espionage or extended and extensive bad stability. After about three-five turns after rebels win their last siege and still are not defeated, they become a nation or join an existing one.
Stability
70% of stability is the Neutral mark. Over this amount will grant bonuses, and under it will cause bad things to happen. For every 10% of your income invested in stability you increase stability by 1%. Stability corrodes when it is above the neutral mark by 5% of the current percentage unless income is being invested in it. Stability is affected by RP, war, diplomacy, and economy.
Diplomacy
Diplomacy is the most important part of this game. Official diplomatic options include:
-Declarations of War.
-Royal Marriages. Theocracies, Archbishoprics, Papacies, and Republics are not allowed to have these. Declaring war on a nation whom you have a royal marriage with will cause a stability drop.
-Offer Alliance. These are mutual defense and attack treaties. If a nation asks you to help them in a war and you are not in a big conflict yourself yet you decline, your Prestige shoots down, possibly among other things, and the alliance is broken; not to be re-made easily either. War cannot be declared on a nation you have an alliance with.
-Issue Embargo. These cut off two countries centers of trade, thus eliminating a source of income for one but weakening the strength of the COT for the other.
-Offer Trade Agreement. This increases your productivity by 10% of your partners trade income but decrease your trade income by 20% of your partners productivity.
-Offer Vassalization. This means diplomatically vassalizing a nation. You must have a Royal Marriage and Alliance with a nation to offer Vassalization, along with high relations.
-Expand Influence. This grants you a Casus Belli on any nation who diplomatically engages this nation, whether it is a war declaration or an alliance offer. You may only expand influence in countries significantly weaker than you militarily and economically.
-Military Access. This means your troops can travel around the others() lands and they can travel through yours. War cannot be declared on a nation in which you have troops stationed due to Military Access. Declaring war without canceling military access a turn before will result in massive stability loss.
-Sending a gift. This is a one-time relation-booster.
-Diplomatic Insult. This is a one-time relation-killer that consumes a point of prestige. This will give the insulted country a Casus Belli.
-Claim Thrown. This is something that can be done to a country with low Prestige and stability. The country with their thrown being claimed has a few turns to increase their Prestige and stability before they are forced into a personal union with the claimers country. If multiple countries claim a thrown, a war of succession WILL begin between the claimers. The claimee(And maybe their allies) in this case would be fighting everyone.
-Integration. After many years of good relations, the leader of a Personal Union may integrate the lower party into their nation.
-Demand Annexation. After many years of good relations, the leader of a Vassal state may demand the lower state to be annexed. Relations are hurt big if it is unsuccessful and the leader may receive a stability hit if it is successful. The leader also receives a prestige bonus and accrues infamy if it is successful.
Infamy and Prestige
These affect how nations feel about you outside of the regular relations rating. High Prestige will make nations more likely to accept your proposals, while high infamy will do the opposite. Prestige and Infamy both corrode at 5% per turn except on turns they are increased.
Research
Government: This field is for decreasing cost of increasing stability, dealing with Espionage, and decreasing revolt risk. Researching this can make stability easier to increase and allow buildings that allow for better espionage chance and decreased revolt risk.
Production: This field is for increasing non-trade income. Researching this will grant bonuses to income and allow buildings to do the same upon construction.
Trade: This field is for increasing trade income. Researching this will grant bonuses to trade income as well as buildings that increase the quality of resources.
Land: This field is for increasing land combat effectiveness and colonization. Researching this will allow for better troops and buildings for making troops cheaper and travel further, and allow for better success rates in exploring and colonization via land.
Naval: This field is for increasing naval combat effectiveness and colonization. Researching this will allow for better navies and buildings for making them cheaper and travel further, and allow for better success rates in exploring and colonization via sea.
Countries 5 provinces large and under pay 10x per tech for all fields, x being the level.
Countries 6-10 provinces large must pay 15x.
Countries 10-20 provinces large must pay 25x.
Countries 20-35 provinces large must pay 40x.
Countries 35-55 provinces large must pay 60x.
Will continue as your countries grow larger.
Nation-Forming
Like in EU3, you can form nations from your own. Brandenburg and TO can form Prussia. England or Scotland can form Britain. German states could form Germany, etc. Ask me for specific conditions on specific nations to be formed.
Forced Nation-Forming
If you are kicked out of your homeland but have colonies elsewhere, you will be forced to become the nation of that region. For example, say Spain finally unites Iberia by warring and asking all of Portugal after peace terms. Portugal is not destroyed however, as it has colonies in Brazil. Portugal would then be forced to become the nation of Brazil. The player would have to rp this major change. If they fail to, they will experience nasty stability hits and immediate secession across his lands.
Exploring and Colonizing
To expand past Europe, you must use these two. You can only do this by sea at land tech 15, and no land tech is required to colonize by land. Funding exploration gives you a 5% chance of lifting fog for every 1 income you put into it. Funding colonization gives you 1% chance of colonization for every 1 income you put into it. After the first successful colonization, you must succeed at colonization three more times before it becomes a regular province. After the first success, it has a 10% base success chance before funding, 20% base success chance after that, 35% after that, and 50% after that.