EU3IOT: The Golden Bull[GAME THREAD]

Tyo

HANDS HIGH TO THE SOUND
Retired Moderator
Joined
Mar 14, 2011
Messages
4,131
The Golden Bull
Golden_Seal.jpg
[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 COT’s at game start excluding COT’s they may own. Trade leagues can be formed via RP. COT’s 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 nation’s stability and Prestige is low through espionage.
War is very different in this IOT than in others. Once you take a province, you don’t 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 don’t 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 won’t 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 what’s 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 partner’s trade income but decrease your trade income by 20% of your partner’s 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 claimer’s 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.
 
Current Maps
Spoiler :
Ivycv.png

QaiZo.png

HRE Map
Spoiler :
8oHw0.png

HRE key:
Dark Green=Member-states
Light Green=Electors
Yellow-Green=Emperor
Core Map
Spoiler :
eprqq.png

Multiple colors means multiple cores.
There is a green country in Libya; don't mind it in the core map. It is actually part of the brown country. It will be taken out later.
 
1356: The Golden Bull
no events to discuss at the moment.
Europe
Spoiler :
Ivycv.png

Americas
Spoiler :
QaiZo.png

Stats:
Spoiler :
uuw6m.png
eja1r.png
XEe25.png
Xw2vp.png
2H5UA.png
T0kBE.png

EJGM1.png


Casus Belli:
France has the Reconquest Conquest Belli on England, all its vassals. 0% Infamy, 200% Prestige for conquest of Cored provinces.
Granada has the Reconquest Casus Belli on Spain.
Provence has the Reconquest Casus Belli on France, Avignon.
Serbia has the Reconquest Casus Belli on Montenegro, Bulgaria.
Naples has the Reconquest Casus Belli on Sicily.
Florence has the Reconquest Casus Belli on Milan.
Byzantines has the Reconquest Casus Belli on Achaea, Venice, Bulgaria, Ottomans, Knights, Epirus, Saruhan, Mentese.
Ottomans has the Reconquest Casus Belli on Saruhan, Mentese, Eretnids, Dulkadir.
Sweden has the Reconquest Casus Belli on Denmark, Tuetonic Order.
Lithuania has the Reconquest Casus Belli on the Teutonic Order.
Teutonic Order has the Reconquest Casus Belli on Lithuania.
Novgorod has the Reconquest Casus Belli on Moscowy.
Silisa has the Reconquest Casus Belli on Bohemia.
Bohemia has the Reconquest Casus Belli on Silisa.
Burgundy has the Reconquest Casus Belli on Bar.
Quito has the Conquest Casus Belli on Chimu. 25% Infamy, 200% Prestige for conquest of provinces, full annexation.[upon annexation, gains core on [Chimu]
Aymara has the Conquest Casus Belli on Qusco.[upon annexation, gains core on Qusco]
Saxony has the Conquest Casus Belli on Meissen.[upon annexation, gains core on Messen]
The Hansa has the Conquest Casus Belli on Saxe-Lauenburg.[upon annexation, gains core on Saxe-Lauenburg.]
Venice has the Conquest Casus Belli on Aquileia.[upon annexation, gains core on Aquileia]
Utrecht has the Conquest Casus Belli on Gelre.[upon annexation, gains core on Gelre]
Kan Pech has the Conquest Casus Belli on Mayapan.[upon annexation, gains core on Mayapan]
Golden Horder has the Horde Casus Belli on Lithuania, Moldovia, Genoa, Ryazan, Moscowy, Novgorod. 50% Infamy, 100% Prestige for conquest of provinces, annexation, vassalization, Change Religion.
All those of X religion has the Holy War Casus Belli on all those with Y religion.
Post away!
 
So... any of the guys in my immediate vicinity interested in becoming client states?
 
Well, the closest thing is vassalage and that can't be done without super-good relations and a royal marriage and a military alliance. Or you can invade them and make them be your vassal.
 
Pommerania signing in.
 
Same as France's IIRC. 0% infamy and 200% prestige on any core provinces taken in a peace deal.
 
Well, the closest thing is vassalage and that can't be done without super-good relations and a royal marriage and a military alliance. Or you can invade them and make them be your vassal.

Can't I just threaten the orange guys?
 
Generally NPCs won't answer a request of vassalge if they aren't being occupied by you or you two are really good friends. But sense a threat could plausibly work due to the Mamluks' huge strength, I'll do a roll for it tomorrow.

What does TO's CB on Lithuania entail?
Same as France's IIRC. 0% infamy and 200% prestige on any core provinces taken in a peace deal.

Yup.
 
The Hanseatic Cities of Lubeck, Bremen, and Hamburg are here.
Shouldnt my income be more than 6, seeing as I lead a trade league and have the continent's most lucrative CoT?
 
The rest of your money is on a boat to appease me.
 
Trade isn't taken account until next turn, mostly because then you'd be lucky if this update was released this week at all.
 
Can someone do a map-country key so I don't go "ARGH WHO AM I INVADING!?" every few turns?
 
Brohemia here to troll.
 
@AA I'll make one tomorrow.
 
Pommerania - 8 ducats total
3 into 1 army
4 towards Trade tech 1
1 towards setting up trade in Lubeck
 
Yay. At last.

Where is the CoT map???
How do we know the wealth of each CoT?
 
Back
Top Bottom