Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
This game is not due to start until TUG completes.
This ruleset is open to revision and may change during the intergame period.
Rundown:
By this point you know the rules, but let me recap in case anyone's new:
-Multipolarity is a franchise based on soft power, and it is not uncommon for there to be tensions! However, be courteous to other players. Disputes should remain in character and never be personal.
-The GM is supreme, and may alter the map, rules and anything else at his whim. I try to be fair with exercise of these powers, however.
-In line with the above, the GM may issue penalties and bans with moderator consent.
-While you are free to use any information from chatrooms in your gameplay decisions, please do not post them in the thread, the social group, or any public place. It creates more tension and drama than it is worth.
-Please keep the basis of any and all diplomacy justified in some IC manner. Regardless of how strong your OOC grudge for another player or his nation choice may be, you need to give some logical IC reason for it. I'm not too strict, so please think of at least something.
World Map
Crash Course in MP3 History
Starting Out:
Veterans of MP1 and 2: if you start as a country different from your usual one, I will give a bonus. I want to avoid MP1 and MP2's issues leaking into this one if possible.
Choose 10 territories and a color. Then answer this template below; be as vague or as specific as you want:
Name:
Government: Scores brownie points with NPCs if you line up.
Currency: NPCs like to decide which currency to use based on your economic strength and alliances, bestowing benefits on you.
Economic Policy: 0-10, where 0 is zero regulations, and 10 is completely state-owned.
Social Policy: 0-10, where 0 is full libertarianism, whereas 10 is totalitaranism.
Failure to fill any of these will let the GM decide via his best judgement. You are free to clarify your positions on any stat.
Expansion:
Roleplay:
Economics:
Finance:
Diplomacy:
War:
WMD and their usage:
Espionage:
Revolts:
NPCs and their anatomy:
NGOs
Players may join the game as NGOs, organisations that are not tied to a piece of land. They operate out of one NPC (and may pick up others as time goes on) and control that NPC’s policies. They cannot mingle the finances between the two, but collect hefty tribute from the NPCs they rule over.
NGOs build bases for 10 gold a piece, and recruit 1 agent per turn from their bases. These agents can die, unlike government forces, but will always replenish so long as they have bases somewhere.
A special NGO is the Pirates, who operate fleets all over the world and target trade. Pirates are cowardly and attack the wealthiest convoys, but only if they are defensless. Building a large fleet to protect your trade ships is a must. They secretly control some ports and use these for safe haven. By getting rid of all pirate ports, you can seal the pirates’ fate.
This ruleset is open to revision and may change during the intergame period.
Rundown:
By this point you know the rules, but let me recap in case anyone's new:
-Multipolarity is a franchise based on soft power, and it is not uncommon for there to be tensions! However, be courteous to other players. Disputes should remain in character and never be personal.
-The GM is supreme, and may alter the map, rules and anything else at his whim. I try to be fair with exercise of these powers, however.
-In line with the above, the GM may issue penalties and bans with moderator consent.
-While you are free to use any information from chatrooms in your gameplay decisions, please do not post them in the thread, the social group, or any public place. It creates more tension and drama than it is worth.
-Please keep the basis of any and all diplomacy justified in some IC manner. Regardless of how strong your OOC grudge for another player or his nation choice may be, you need to give some logical IC reason for it. I'm not too strict, so please think of at least something.
World Map
Crash Course in MP3 History
Starting Out:
Veterans of MP1 and 2: if you start as a country different from your usual one, I will give a bonus. I want to avoid MP1 and MP2's issues leaking into this one if possible.
Choose 10 territories and a color. Then answer this template below; be as vague or as specific as you want:
Name:
Government: Scores brownie points with NPCs if you line up.
Currency: NPCs like to decide which currency to use based on your economic strength and alliances, bestowing benefits on you.
Economic Policy: 0-10, where 0 is zero regulations, and 10 is completely state-owned.
Social Policy: 0-10, where 0 is full libertarianism, whereas 10 is totalitaranism.
Failure to fill any of these will let the GM decide via his best judgement. You are free to clarify your positions on any stat.
Expansion:
Spoiler :
Order your armies to attack a territory. That is all.
You must border it, however. You can claim overseas but must settle the coastline first, and must have one ship per overseas claim.
You must border it, however. You can claim overseas but must settle the coastline first, and must have one ship per overseas claim.
Roleplay:
Spoiler :
Roleplay helps keep the game from being a mechanical, dull nightmare. You will be rewarded for roleplay, as well, so if you have some spare time, don't hesitate to do some!
When at war, RPing your war plans will help your chances of victory. The more detailed, the better.
RP will sometimes have negative effects, but very rarely. Going around calling the world's nations names and having nothing to show for it but being embargoed will not bode well with your populace.
When at war, RPing your war plans will help your chances of victory. The more detailed, the better.
RP will sometimes have negative effects, but very rarely. Going around calling the world's nations names and having nothing to show for it but being embargoed will not bode well with your populace.
Economics:
Spoiler :
GDP * Tax Rate = Domestic Income
Domestic Income + Trade Revenue + Misc. Income = Total Income
Total Income + Vault = Spendable Income
Your Industry is a measure of your overall industrialisation. You can increase it by 1 for 25 gold.
You can adjust your tax rate, but doing so has consequences. Your nation's people get restless with higher taxes, especially if it is not re-invested in your economy. As a contrast, they get very happy with lower taxes, and while this will attract people and money from wealthier states, it starves your government of revenue.
Every state has an "Exchange factor" of 1-3. This basically increases/decreases money as it flows across the borders, representing the better buying power of money in poorer countries.
To avoid giving you a migraine, the process of supply and demand is very streamlined.
There are two resources: energy and raw materials. By default, energy is sold for 2 gold and raw materials for 1.
Your Industry converts 1 energy and 2 raw materials into 5 goods. Goods are automatically sold for 20 gold a pop, and your tax rate determines how much of that is sent to the government.
However, your resources have other uses. 1 raw materials unit is consumed to build an army unit. 1 energy must be spent each turn per 10 units to keep your armies and navies from becoming locked in place. Finally, 1 energy must be spent to support 1000 people. To translate: you are self-sufficient at the beginning with 3 energy and 7 raw materials. You must begin the process of expansion to begin population and economic growth.
Your population is primarily used for army size, but it does grow over time; every 100 people will result in 1 extra gold per turn.
Energy CAN be spent in fractions! Raw materials cannot. This is because every military unit requires 0.1 energy to maintain effectiveness.
Domestic Income + Trade Revenue + Misc. Income = Total Income
Total Income + Vault = Spendable Income
Your Industry is a measure of your overall industrialisation. You can increase it by 1 for 25 gold.
You can adjust your tax rate, but doing so has consequences. Your nation's people get restless with higher taxes, especially if it is not re-invested in your economy. As a contrast, they get very happy with lower taxes, and while this will attract people and money from wealthier states, it starves your government of revenue.
Every state has an "Exchange factor" of 1-3. This basically increases/decreases money as it flows across the borders, representing the better buying power of money in poorer countries.
To avoid giving you a migraine, the process of supply and demand is very streamlined.
There are two resources: energy and raw materials. By default, energy is sold for 2 gold and raw materials for 1.
Your Industry converts 1 energy and 2 raw materials into 5 goods. Goods are automatically sold for 20 gold a pop, and your tax rate determines how much of that is sent to the government.
However, your resources have other uses. 1 raw materials unit is consumed to build an army unit. 1 energy must be spent each turn per 10 units to keep your armies and navies from becoming locked in place. Finally, 1 energy must be spent to support 1000 people. To translate: you are self-sufficient at the beginning with 3 energy and 7 raw materials. You must begin the process of expansion to begin population and economic growth.
Your population is primarily used for army size, but it does grow over time; every 100 people will result in 1 extra gold per turn.
Energy CAN be spent in fractions! Raw materials cannot. This is because every military unit requires 0.1 energy to maintain effectiveness.
Finance:
Spoiler :
Money doesn't just sit in a vault gathering dust. As soon as it's off the printing presses there's no shortage of what your state can spend it on.
You start with 100 in each technological field. Technology can at maximum double each turn.
-Trade tech. Improving your infrastructure for overseas trade is great if you intend to be a peaceful power. Every gold into trade = 1 point of trade.
-Armies. 5 gold, 1 raw materials and 1 manpower yields 1 army. Armies are necessary to expand into territory and hold what you have. Armies must be given missions each turn: Attack or defend.
-Navies. 10 gold, 1 raw materials and 0.2 manpower yields 1 navy. Navies control the seas and can block off areas for you. They also can shell inland. They have the following missions: Attack, Defend, Transport, Bombard.
Every military unit requires 0.1 energy to maintain effectiveness, as a warning.
-Influence. 1 gold = 1 influence. Influence is basically a cumulative measure your PR machine, the use of your language, the prevalence of your culture, and the like. It accumulates naturally with roleplay and diplomacy, and helps NPCs determine their relationship with you. It also influences the chances of random countries liking or hating you.
-Army tech. Effectiveness of armies.
-Navy tech. Effectiveness of navies.
-Espionage tech. Determines how many spies you have and how effective they are.
There is a national debt meter, which is a measure of how much money you owe. You may repay this at your leisure, but keep in mind the effects of a credit downgrade are devestating.
There is a stimulus that keeps anyone from falling too far behind. However, it will be impossible to be fully competent in a category without constant investment.
You start with 100 in each technological field. Technology can at maximum double each turn.
-Trade tech. Improving your infrastructure for overseas trade is great if you intend to be a peaceful power. Every gold into trade = 1 point of trade.
-Armies. 5 gold, 1 raw materials and 1 manpower yields 1 army. Armies are necessary to expand into territory and hold what you have. Armies must be given missions each turn: Attack or defend.
-Navies. 10 gold, 1 raw materials and 0.2 manpower yields 1 navy. Navies control the seas and can block off areas for you. They also can shell inland. They have the following missions: Attack, Defend, Transport, Bombard.
Every military unit requires 0.1 energy to maintain effectiveness, as a warning.
-Influence. 1 gold = 1 influence. Influence is basically a cumulative measure your PR machine, the use of your language, the prevalence of your culture, and the like. It accumulates naturally with roleplay and diplomacy, and helps NPCs determine their relationship with you. It also influences the chances of random countries liking or hating you.
-Army tech. Effectiveness of armies.
-Navy tech. Effectiveness of navies.
-Espionage tech. Determines how many spies you have and how effective they are.
There is a national debt meter, which is a measure of how much money you owe. You may repay this at your leisure, but keep in mind the effects of a credit downgrade are devestating.
There is a stimulus that keeps anyone from falling too far behind. However, it will be impossible to be fully competent in a category without constant investment.
Diplomacy:
Spoiler :
There are a variety of ways to conduct diplomacy around the world.
Client states are the epicenter of MP’s diplomacy; a client is a minor country that is in your “camp” and supports your foreign policies.
Minor nations can be cliented for 25% of their GDP (50% if already cliented). All values are rounded up.
Clients have four grades of loyalty:
-Tributary. Created through threat of force. They resent you and will break off if you ever get into a large war. Can be bought off at the normal price.
-Ally. Purchased, they are friendly but break off if they reach 50% of your GDP. May send troops. Can be bought off.
-Coup. Imposed through a coup, they break off if they reach 75% of your GDP. Always send troops. Can be bought off.
-Revolution. Due to your benevolence, rebels have taken this country. They will never abandon you. Eager to repay the favor, they always assist you with all they can spare. Immune to purchase.
Embargoes cut trade between your nations and cause a hit based on your trade status by the adding of 0s to the math. Blockades go the direct route and kill trade entirely; however they are effectively an act of war.
You can send and receive aid to other nations; financial assistance can only amount to 10% of your finance. You may gift as much technology as you wish to one nation per turn; it is thus possible to tech trade. Tech sales, to prevent the formation of cartels, are prohibited.
Armies can move one province per turn through wild lands. They can move limitlessly through settled territory, but require a military access treaty.
Client states are the epicenter of MP’s diplomacy; a client is a minor country that is in your “camp” and supports your foreign policies.
Minor nations can be cliented for 25% of their GDP (50% if already cliented). All values are rounded up.
Clients have four grades of loyalty:
-Tributary. Created through threat of force. They resent you and will break off if you ever get into a large war. Can be bought off at the normal price.
-Ally. Purchased, they are friendly but break off if they reach 50% of your GDP. May send troops. Can be bought off.
-Coup. Imposed through a coup, they break off if they reach 75% of your GDP. Always send troops. Can be bought off.
-Revolution. Due to your benevolence, rebels have taken this country. They will never abandon you. Eager to repay the favor, they always assist you with all they can spare. Immune to purchase.
Embargoes cut trade between your nations and cause a hit based on your trade status by the adding of 0s to the math. Blockades go the direct route and kill trade entirely; however they are effectively an act of war.
You can send and receive aid to other nations; financial assistance can only amount to 10% of your finance. You may gift as much technology as you wish to one nation per turn; it is thus possible to tech trade. Tech sales, to prevent the formation of cartels, are prohibited.
Armies can move one province per turn through wild lands. They can move limitlessly through settled territory, but require a military access treaty.
War:
Spoiler :
When all else fails, sometimes conflict is the only way to settle a dispute. Once you have your units set to their various missions, conflict will ensue wherever you give the order. As you battle for victory, maintaining a fleet is a must; whoever controls the trade routes has a much greater chance of victory.
Your ability to raise troops is determined by your manpower. By default, only 1% of your citizenry signs up each turn. When at war, that increases to 2%. You can institute a draft and raise that to 3% per turn, but people grow increasingly dissatisfied when you send their sons and daughters off to what should be a quick affair.
Each of your units killed adds +0.2% to your revolt risk. As casualties mount, dissatisfaction will grow over the lost blood and treasure. Enough discontent will actually result in a forced peace treaty to stave off a revolution.
In combat, your technology determines victory, and your numbers how many losses are inflicted.
If a navy bombards the opponent, they have a 10%+your percent above the great power average of killing 1 population and damaging factories.
Captured territories will see their factories destroyed and/or damaged, so the economic benefit of territory gain is minimal. It is a better idea to conquer territory and declare it a puppet state to avoid protracted occupation.
Your ability to raise troops is determined by your manpower. By default, only 1% of your citizenry signs up each turn. When at war, that increases to 2%. You can institute a draft and raise that to 3% per turn, but people grow increasingly dissatisfied when you send their sons and daughters off to what should be a quick affair.
Each of your units killed adds +0.2% to your revolt risk. As casualties mount, dissatisfaction will grow over the lost blood and treasure. Enough discontent will actually result in a forced peace treaty to stave off a revolution.
In combat, your technology determines victory, and your numbers how many losses are inflicted.
If a navy bombards the opponent, they have a 10%+your percent above the great power average of killing 1 population and damaging factories.
Captured territories will see their factories destroyed and/or damaged, so the economic benefit of territory gain is minimal. It is a better idea to conquer territory and declare it a puppet state to avoid protracted occupation.
WMD and their usage:
Spoiler :
There is one type of WMD: the eco-friendly kind. Incredibly devestating, but also perfectly green.
Thanks to advances such as Chaos Fusion, WMD technology is so rapid there are no ballistics necessary to fire it, and there are no defense mechanisms capable of intercepting it. It is up to you what your WMD is, though.
You require 1 factory per WMD you produce, though, and that factory can't be used for peaceful goods. WMD price is to be detailed here after their development.
To develop WMD, invest money. That percentage out of your current level determines your chance of researching it. So 10 invested in level 1 (worth 100) has a 10% chance of developing. 10 in level 2 (200) has a 5% chance, and so on.
Thanks to advances such as Chaos Fusion, WMD technology is so rapid there are no ballistics necessary to fire it, and there are no defense mechanisms capable of intercepting it. It is up to you what your WMD is, though.
You require 1 factory per WMD you produce, though, and that factory can't be used for peaceful goods. WMD price is to be detailed here after their development.
To develop WMD, invest money. That percentage out of your current level determines your chance of researching it. So 10 invested in level 1 (worth 100) has a 10% chance of developing. 10 in level 2 (200) has a 5% chance, and so on.
Espionage:
Spoiler :
You start with 5 spies, who do not die. You may allocate them to attack/defend as you wish (you have a limit of three offensive missions per turn). You will have 5 more spies for each hundredth tech you reach; 100 is 5 spies, 200 is 10, etc. By default each side has a 20% chance of winning.
Missions that can be performed are as follows:
-Stage coup (minor powers only). Replaces the government with one loyal to you. Does not work on rebels.
-Disrupt financial system. Causes a 5% hit to their Industry. May spread to other countries.
-Steal technology. Naming a specific non-espionage tech, success will give you that tech in full.
-Incite rebellion. Triggers the revolt risk and its associated penalties.
-Sow discontent. 10% revolt risk added.
-Suitcase. Detonates a nuclear weapon in the enemy territory. Only T1s can be used for such.
-Search for bases. Finds any NGO bases in your territory; you must move to terminate the bases.
Missions that can be performed are as follows:
-Stage coup (minor powers only). Replaces the government with one loyal to you. Does not work on rebels.
-Disrupt financial system. Causes a 5% hit to their Industry. May spread to other countries.
-Steal technology. Naming a specific non-espionage tech, success will give you that tech in full.
-Incite rebellion. Triggers the revolt risk and its associated penalties.
-Sow discontent. 10% revolt risk added.
-Suitcase. Detonates a nuclear weapon in the enemy territory. Only T1s can be used for such.
-Search for bases. Finds any NGO bases in your territory; you must move to terminate the bases.
Revolts:
Spoiler :
Due to poor wars, irresponsible spending, and other factors, your people can grow dissatisfied. The results are as follows:
1-25%: Forced tax cut
26-50%: Protests cut into Industry.
51-75%: Armed uprisings attempt to overthrow your government. Armed uprisings can be disbursed by agreeing to their grievances.
75+: Coup. Your government will be placed under GM control for a turn. The coup will address whatever has had your people been so mad to begin with.
Fortunately you have a revolt risk meter to assist you in gauging your people's approval or lack thereof.
For minor nations, there’s always a 5 or 10% chance of revolt. The result can manifest as a civil war, a coup or tax cuts at random.
1-25%: Forced tax cut
26-50%: Protests cut into Industry.
51-75%: Armed uprisings attempt to overthrow your government. Armed uprisings can be disbursed by agreeing to their grievances.
75+: Coup. Your government will be placed under GM control for a turn. The coup will address whatever has had your people been so mad to begin with.
Fortunately you have a revolt risk meter to assist you in gauging your people's approval or lack thereof.
For minor nations, there’s always a 5 or 10% chance of revolt. The result can manifest as a civil war, a coup or tax cuts at random.
NPCs and their anatomy:
Spoiler :
There are two kinds of NPCs – major and minor.
A major NPC has more prominence than a minor and will pursue a more active, fleshed out foreign policy. At game start there are only five – the mercantile empires. When a player drops from the game, they may request their state become a major NPC; otherwise it shall be dissolved into minor NPCs.
Minor NPCs are the weak nations of the world, too small and/or poor to make a large mark outside their region. They mostly focus solely on expansion and internal development, but sometimes aggressive leaders take hold of them and they will attempt to glorify their banana republic. NPCs keep their spies for themselves at all times.
The most notable feature of NPCs besides their various rankings is their DEFCON meter. Unlike the actual DEFCON meter, it runs from 1 to 10, with 1 being the lowest and 10 the highest. This represents how much of their budget will be going towards defense purposes.
NPCs have an opinion of any nation at any time, easily calculated by the difference between their stats and yours:
1-3: Friendly relations. These states will send military assistance if you are attacked.
4-7: Warm relations. These states will send aid if you are attacked. They will most certainly embargo an attacker not just out of principle, but due to how much they like you.
8-13: Neutral.
14-17: Cold. These states dislike you and will probably fund your enemies.
18-20: Frozen. These states hate you, will attack you if you are ever down, and will embargo you by default.
NPCs also have a hidden meter that determines their overall attitude in foreign affairs. Usually intervention manifests as a small condemnation and an embargo, but some states may send soldiers into a conflict.
While staying at Social 5 and Fiscal 5 makes it impossible for a state to hate you, events tend to hit those who stay in the center due to their lack of picking a clear side. Choose the moderate positions at your own risk.
NPCs have the following levels of authority; you may exercise authority or not:
-NGO
-Suzerain
-GM
Things such as troop grants, etc. will be on a case by case basis.
A major NPC has more prominence than a minor and will pursue a more active, fleshed out foreign policy. At game start there are only five – the mercantile empires. When a player drops from the game, they may request their state become a major NPC; otherwise it shall be dissolved into minor NPCs.
Minor NPCs are the weak nations of the world, too small and/or poor to make a large mark outside their region. They mostly focus solely on expansion and internal development, but sometimes aggressive leaders take hold of them and they will attempt to glorify their banana republic. NPCs keep their spies for themselves at all times.
The most notable feature of NPCs besides their various rankings is their DEFCON meter. Unlike the actual DEFCON meter, it runs from 1 to 10, with 1 being the lowest and 10 the highest. This represents how much of their budget will be going towards defense purposes.
NPCs have an opinion of any nation at any time, easily calculated by the difference between their stats and yours:
1-3: Friendly relations. These states will send military assistance if you are attacked.
4-7: Warm relations. These states will send aid if you are attacked. They will most certainly embargo an attacker not just out of principle, but due to how much they like you.
8-13: Neutral.
14-17: Cold. These states dislike you and will probably fund your enemies.
18-20: Frozen. These states hate you, will attack you if you are ever down, and will embargo you by default.
NPCs also have a hidden meter that determines their overall attitude in foreign affairs. Usually intervention manifests as a small condemnation and an embargo, but some states may send soldiers into a conflict.
While staying at Social 5 and Fiscal 5 makes it impossible for a state to hate you, events tend to hit those who stay in the center due to their lack of picking a clear side. Choose the moderate positions at your own risk.
NPCs have the following levels of authority; you may exercise authority or not:
-NGO
-Suzerain
-GM
Things such as troop grants, etc. will be on a case by case basis.
NGOs
Players may join the game as NGOs, organisations that are not tied to a piece of land. They operate out of one NPC (and may pick up others as time goes on) and control that NPC’s policies. They cannot mingle the finances between the two, but collect hefty tribute from the NPCs they rule over.
NGOs build bases for 10 gold a piece, and recruit 1 agent per turn from their bases. These agents can die, unlike government forces, but will always replenish so long as they have bases somewhere.
A special NGO is the Pirates, who operate fleets all over the world and target trade. Pirates are cowardly and attack the wealthiest convoys, but only if they are defensless. Building a large fleet to protect your trade ships is a must. They secretly control some ports and use these for safe haven. By getting rid of all pirate ports, you can seal the pirates’ fate.