madtemplar0
The Prosecutor
The year is 1820.
Barely half a decade ago, Napoleon finished his conquest of Europe and her domains. His tyrannical rule lasted for just over a year, before an unnamed assassin killed him and most of his family. Rumor has it remnants of his breed are hidden, waiting to reclaim their land. However, in the four years since his demise, the world once again fell into chaos. New nations spurted forth from the wreckage of Napoleon’s Europe, and across the globe nations both old and new continue to strain for dominance. Many old powers fell along with their old economic friends across the great seas, while others adapted to the changing times. Now, select nations which had scrabbled for power have managed to gain footholds in this new world. Who will lead their nation to greatness?
Barely half a decade ago, Napoleon finished his conquest of Europe and her domains. His tyrannical rule lasted for just over a year, before an unnamed assassin killed him and most of his family. Rumor has it remnants of his breed are hidden, waiting to reclaim their land. However, in the four years since his demise, the world once again fell into chaos. New nations spurted forth from the wreckage of Napoleon’s Europe, and across the globe nations both old and new continue to strain for dominance. Many old powers fell along with their old economic friends across the great seas, while others adapted to the changing times. Now, select nations which had scrabbled for power have managed to gain footholds in this new world. Who will lead their nation to greatness?
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT.
3. Do not spam excessively. If you do something to annoy me, i.e. use millions of flashing smileys, I may have a meteor destroy your nation
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
6. Please write your orders in Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
7. Above all else, respect your fellow gamers.
Joining
Everything up to 1800 is canon. It is okay to say that America collapsed due to the new burden, and the Massachusetts Commonwealth formed as a splinter. However, it is not okay to say that Spain colonized the new world and that there is a Spanish-speaking theocracy ranging from Maine to Texas. I also reserve the right to remove any nonsensical nations. No Space Popes or Greek-Occupied Japan. Personal preference.
To join the game, you must provide:
1. A name for your nation.
2. A selection of provinces. You start with 30 provinces. See “expansion” for details about islands. Your provinces must be connected or on a coast (these can be two deep). Encircling blank regions will lead to the presence of a hostile NPC within. This is not good. Don’t do it.
3. Type of Government, and your Capital.
5. Demographics i.e. majority/minority ethnicities and religions.
6. Division of four starting units- either armies or frigates.
Optional:
-A flag.
-A history.
Map:
Spoiler :
Expansion
Passive
An army can be sent to see settlers into a province. This forms a Frontier. The army is not consumed in this process, but they cannot be used that turn for military purposes.
Aggressive
Aggressive expansion is done via warfare, seen below. Capturing an enemy province lowers its population by 20%.
Territories
There are four types of provinces:
-Major Centers
The big centers of your nation. You begin with your Capital being your only one. For every 15 provinces you gain beyond your initial 30, you may choose another major center. Major centers count as 200% population for a province and provide an Army unit’s equivalent to any military stationed there, when on the defense (the added army is for calculations only).
-Provinces
The meat of your empire. They have normal (100%) population and can be taxed. They can rise in revolt.
-Frontier
A newly settled province is considered a frontier. They have half the population of a normal province, and cannot rise in revolt. A province remains a frontier for one turn. Islands with squares around them count as permanent frontiers; islands with squares and a tiny triangle count as a full province after a turn like any land territory.
-Occupied
A newly captured province. Provinces last in this state for two turns. Occupied provinces count as 75% normal population. They are the first provinces to revolt if revolts are to occur.
National Modifiers
Prestige
Affects how much NPC’s like you, your likelihood for revolt, and your reputation in international and domestic dealings. Ranges from -50 to 50. Everyone starts at 0.
For every point above 0, a nation gains .25 extra gold per turn and their revolt risk is lowered by .5%. For every point below 0, a nation loses 1 population and their revolt risk increases by 1%.
Breaking any public Economic Agreement with war lowers prestige by 5 points. Breaking a public Defensive Pact with war lowers prestige by 10 points. Breaking a public NAP with war lowers prestige by 15 points. Breaking an Alliance with war lowers prestige by 20 points. Being caught performing espionage lowers prestige by 2 points. Losing a province lowers by 2.
Forming any Economic Agreement raises prestige by 3 points. Forming any Diplomatic agreement raises prestige by 4 points. Winning a battle in a defensive war raises prestige by 1 point. Prestige naturally grows at 1 point per session. NPC's are covered under NPC.
Revolt Risk
Revolt risk is how likely a nation’s provinces are to revolt. It is on a scale from 0 to 100. At 0, there is no chance for revolt. At 25, there is the chance for armed revolt, with its chance each turn being an RNG of the RR rating (i.e. 30 would mean a 30% chance of revolt, determined by RNG). At 70, there is a chance of Civil War where half your provinces raise against you. At 90, if you somehow get there, a coup takes place and your nation becomes an NPC unless another nation restores your seat of power.
Revolt risk naturally lowers by 1 point every session. Gaining a province peacefully lowers revolt risk by ½ a point. Being at peace lowers by 1 point each turn. Lowering taxes by .1 lowers revolt risk by 5, and in multiples of this lowering ratio. The same goes for Tariffs.
Revolt risk is gained by conquering enemy provinces. For each occupied province in your control, you gain 2 revolt risk. If a nation loses more than 15% of its population during a war, its revolt risk rises by 20. RR raises by 2 for each .01 taxes are raised. The same goes for Tariffs.
Economy
Every government needs money to spend.
Domestic Wealth
GDP makes up the meat of usable funds each turn. It is a function of population and industry. This calculation is then taxed, with a default tax being 20%.
The formula is:
Industry*population*tax rate
Each province starts at a population of 70. Population grows by 1 population/8 provinces/turn until it reaches 70/province again. Population is considered a national, not provincial, statistic; you start with 70*30 population, not 70 population in 30 provinces, if that makes sense.
Industry begins at 0.050. Each 1 gold invested in industry raises its value by .001.
Trade
Tariffed trade, along with taxed GDP, make up one’s spendable gold each turn. Tariffs are automatically set to 20%. Forming Free Trade Agreements with nations makes it as if your Tariff rate is raised by 10%, without the revolt risk that raise would cause. Trade is calculated as follows:
((Population*provinces)/7000)*tariff rate
You can bank money for as long as you want.
Technology
Army Tech- Affects Armies and Artillery. Level 6 allows for Artillery. Cost is 2.2n where n is tech level. Everyone starts at tech level 1.
Navy Tech- Affects aquatic vessels. Tech level 10 allows for Ironclads. Cost is 2.2n where n is tech level. Everyone starts at tech level 1.
Espionage Tech- Affects espionage and its missions. Majorly affects chances of success. Cost is 2.2n where n is the tech level. Everyone starts at tech level 1.
Investment may also be made in Economics, see there for more.
Investments carry from turn to turn; gold put into Army tech 3 is not lost the next turn, but rather the remainder is all that is required to complete its research.
Diplomacy
There are two types of diplomacy: public and private. Public diplomatic dealings are, obviously, public discussions about agreements and the like. Private diplomatic dealings are via PM and the like. Breaking one’s word on a public treaty affects Prestige, while Private ones do not necessarily- unless the backstabbed can provide evidence (via espionage act) that the backstabber backstabbed, the backstabber will not lose prestige for their action.
I will not list out diplomatic agreements. There are the usual Non-Aggression Pacts, Defensive Pacts, and Alliances. Economic ones are listed under Economy. If you come up with something else, we’ll figure it out.