CoPLXNES-II: The New World

Plexus

Architeuthidae puericomedentis
Joined
Dec 29, 2001
Messages
7,015
Location
Chumash Land
Great thanks go to Jason The King, who deserves just as much credit for these rules as I do.

1500 AD, financed by the King and Queen of Azteca, Karankawan Chirxtl Tlon discovered the new world, landing in the land the natives called Iberium. He quickly named the colony "New Azteca", in honor of his benefactors. Thinking he has found a West-East route to India, he names the native peoples 'Indians'. News of this 'New World' spreads to the other nations of the Americas, and nations prepare for colonization.

Economy
Your economy is perhaps the most important thing to your nation; it is what keeps your country going. There is no economy stat. Yes, this is revolutionary. You gain money from your taxes and trading, the real way. Your mother country does produce money, of course. Aztecs, Maya, Inca, Iroquois, Sioux, Arawak, Haida and Delaware each have a 5c per turn value, while the rest of America has a 3c per turn value.

COLONIZING

Colonizing of New World
This is a whole new aspect to the game, should make this game quite interesting and unique. You have two things to build in the initiative: a fort or a trading outpost. But first you must get the army and merchants there. To transport an army to build the fort, it costs 10 credits and then is represented by an icon on the map. Transporting the army to Europe or Africa takes a turn, and is subject to raids by other nations and pirates, as well as rough weather. It is recommended you send it with a fleet. You may navigate through rivers represented on the map, but is subject to raids from the natives, and you may move the army that will build the fort over the ground as well, but is very dangerous. Once a desirable location is found, you may unload and build a fort. The fort will be fully manned, 500 soldiers, at start. Same thing goes for a trade outpost, which is sent and bought like a fort, but is unmanned at start, and can only hold a maximum of 100 soldiers and is not a added bonus of defending. The trade outpost allows you to trade with the natives, so long as you are not offensive anywhere near them. Trade will be described later.

Forts
Forts are what assert your control over an area of land in the new world. They can hold a maximum of 500 soldiers, and adds a defensive bonus incase a hostile natives want to attack, or an American colony. A fort is also the beginning point of a series of improvements you can make to change your territory into a full-fledged colony. Following this is a list of what you can add to a fort once you have established one:
Harbor: This is the first thing you can add on, so to make it possible for everything else to be added. Costs 5c.
Colonial Town: This is the second improvement to the fort. The town is the beginning of your colony, and is needed before anything else is added. Each turn you have a town the population grows. Also produces 2c a turn for the mother country. Costs 15c.
Town Improvements: You may specify these as anything you want; town centers, churches, schools, etc., they will all count for the same thing. This boosts the moral of your people in your colony and their loyalty to you, generating one moral point per turn. If a colony is left without these, rebellions and mobs are very likely to happen. These cost 15c at start.
Militia: This costs a population level from the town it is made, and helps guard the town. Each increase is by 100 men. Costs 5c.
City: To have a city, the town must have a 15 population level. A city produces an extra 2c so the colony produces a full 4c a turn. A city is definitely in need of Town Improvements, or it will rebel quickly, and may get other towns to do the same around it. A city costs 25c to establish.
Note: A fort’s radius can support numerous towns, but the defense of them will decrease. You may have fort radius’ overlap to help guard the towns better. You can bet native resistance will be harsh, and when they attack towns the population, moral, and improvements may be destroyed.

Tax
You may increase tax upon your colonies for a boosted economy, but it isn’t that easy. You may tax a population 1 to 10 size town for 1c per turn, but this also takes a moral point (earned from your improvements) per turn. If you have a size 11-20 town, you may tax for 2c per turn, etc.

Trading
You may trade in three different ways with your colonies, with your trading outposts, or with other European nations. For every trading post, you gain 1c per turn, but they are susceptible to native demands for money before they continue to trade, and attacks. To trade with your colonial towns/cities, you must pay 10c and you gain 2c per turn. To trade with a European nation, it costs 30c and you gain 2c per turn. You trade routes are done through ships with your colonies, and are can be cut off if not guarded. If done by land (from your American Civ to another American Civ) then it is a bit harder to cut off, but still able to.

Taking a Loan
You may take a loan from the banks within your country to speed up colonization. You may purchase a loan, only one at a time, in increments of 20c. The interest cost on the loan is plus 10, and you must pay back the loan in 20 turns of taking it out. So if you take a load of 20 credits, you must pay the bank back 30 credits within twenty turns.

MILITARY

Army
Your army will be in numbers, and you will be able to train them. To increase your army, it costs 1c if your army is under 5,000 men, 2c if it is from 5,001 to 10,000 and 3c for every size over that. When you increase, you increase by 500 men.

Army Training
This includes the equipment the army uses as well. To have a well-trained force, you must purchase a general, which costs 30c. The general can command a 1,000 man-force; you can call your elites or something. You can also find a general after a big victorious battle. To increase your training (from poor to moderate), it costs 5c, and reduces by a random number generated from a die. To have a moderately trained force, you must have a stable economy. If you do not have a stable economy for a while, your troops will go to poorly trained (or you may do poorly trained if you wish by stating it). If you are poorly trained, then you can increase your army for 1c, no matter the size.

Navy
There are two different ships you can have, a Frigate and a Galleon. The galleon can transport armies, 500 per galleon, to anywhere (remember it takes a turn to get to the new world). The galleons are weak in attack and defense. The Frigates are your attack ships. You may increase your galleon fleet by 2 ships for 2c; to increase your Frigate fleet by 5 ships it costs 3c.

Naval Training
You may purchase an Admiral, which can command a fleet of 20 frigates as an expeditionary force. You may also find a general after a large victorious sea-battle. The rest of the fleet will remain moderately trained at all times.

Natives
Major tribes are represented on the map and are definitely the hardest thing for settlers. They put up stiff resistance and will kill your men, and topple fortresses if not looked after properly. They can also raid towns, and empty your treasury. Some may form alliances against Americans, in which case you are really screwed. News of known natives will be updated each update. You may send soldiers to destroy villages.

Inca
Guarani
Chibcha
Arawak
Maya
Aztecs
Seminole
Timicua
Cherokee
Choctaw
Natchez
Karankawa
Kiliwa
Navajo
Chumash
Apache
Miwok
Ute
Sioux
Cheyenne
Osage
Shawnee
Delaware
Iroquois
Huron
Algonquin
Cree
Haida
 
Inca Empire
Leader: ???/NPC
Color: Blue
Military:
Army: 500 Troops/Fort Monrovia, 500 Troops/Fort Knysna
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c

Guarani
Leader: ???/Dexter
Color: Pink
Military:
Army: 1500 Troops/Guarani, 800 Troops/Fort Portici
Elite Army: /Location
Navy: 8 Frigates; 2 Galleons/Guarani, 1 Frigate/Fort Portici
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 17c

Chibcha
Leader: ???/human-slaughter
Color: Dark Gold
Military:
Army: 500 Troops/Chibchaia, 500 Troops/Fort Agulhas
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 24c

Arawak
Leader: ???/TheSilentPuma
Color: Neon Green
Military:
Army: 500 Troops/Fort Hwlffordd, 500 Troops/Fort Gibraltar, 1000 Troops/Arawakia
Elite Army: /Location
Navy: 5 Frigates/Arawakia
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 5c

Maya
Leader: NPC
Color: Dark Green
Military:
Army: 500 Troops/Fort Rabat, 500 Troops/Fort Bordeaux
Elite Army: /Location
Navy: 5 Frigates/Mayan Coast
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 10c

Aztec Empire
Leader: NPC
Color: Red
Military:
Army: 3000 Troops/Azteca, 500 Troops/Fort A Coruña, 500 Troops/Fort Camariñas
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 9c

Seminole
Leader:
Color: Yellow Orange
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 26c

Timicua
Leader:
Color: Indigo
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Cherokee
Leader: NPC
Color: Dark Teal
Military:
Army: 500 Troops/Fort Lisboa, 500 Troops/Fort Ceuta
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 15c

Choctaw
Leader:
Color: Neon Pink
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Natchez
Leader:
Color: Cyan
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Karankawa
Leader:
Color: Navy
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Kiliwa
Leader:
Color: Yellow
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Navajo
Leader:
Color: Orange
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Apache
Leader:
Color: Dark Yellow
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Miwok
Leader:
Color: Teal
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Ute
Leader:
Color: Lavender
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Sioux
Leader: NPC
Color: Dark Fuscia
Military:
Army: 6,782/Siouxland
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c

Cheyenne
Leader:
Color: Sky Blue
Military:
Army: 7,621/Cheyenneia
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 6c

Osage
Leader:
Color: Dark Cyan
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Shawnee
Leader:
Color: Brown
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Delaware
Leader: ???/Jason The King
Color: Gold
Military:
Army: 2000 Troops/Delaware, 500 Troops/Fort Southampton, 500 Troops/Fort London, 500 Troops/Fort Fulbjerg
Elite Army: /Location
Navy: 5 Frigates/Delaware Coast, 5 Frigates/Atlantic
Elite Navy: /Location
Economy: 7cpt
Loans: 30c/19t
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 7cpt
Treasury: 7c

Iroquois
Leader: Chief Hiawatha/Naervod
Color: Purple
Military:
Army: 1000 Troops/Iroquois Land, 500 Troops/Fort Trá Lí, 500 Troops/Fort Brest
Elite Army: /Location
Navy: 5 Frigates; 2 Galleons/Iroquois Coast
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 5c

Huron
Leader:
Color: Moss Green
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Algonquin
Leader:
Color: Dark Brown
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Cree
Leader:
Color: Grey Blue
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 32c

Haida
Leader: ???/Sheep
Color: Green
Military:
Army: 2000 Troops/Haida, 500 Troops/Atlantic
Elite Army: /Location
Navy: 10 Frigates/Haida
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 10c
 
Levels of Resistance: Low, Moderate, High, Extreme.

INCA
a. Fort Monrovia (Liberia)
Native Resistance - High
b. Fort Knysa (South Africa)
Native Resistance - Low

CHIBCHA
a. Fort Agulhas (South Africa)
Native Resistance - Moderate

ARAWAK
a. Fort Hwlffordd (Wales) [H]
Native Resistance - Moderate
b. Fort Gibraltar (Gibraltar)
Native Resistance - Moderate

MAYA
a. Fort Rabat (Morocco)
Native Resistance - Moderate
b. Fort Bordeaux (France)
Native Resistance - Low

AZTEC
a. Fort A Coruña (Spain) [H]
Native Resistance - Moderate
b. Fort Camariñas (Spain)
Native Resistance - Moderate

CHEROKEE
a. Fort Lisboa (Portugal)
Native Resistance - Moderate
b. Fort Ceuta (Morocco) [H]
Native Resistance - High

DELAWARE
a. Towne of Southampton (England)
Native Resistance - Low
Population - 3
b. Fort Fulbjerg (Denmark)
Native Resistance - Low
c. Fort London (England)
Native Resistance - Moderate

IROQUOIS
a. Fort Trá Lí (Ireland) [H]
Native Resistance - High
b. Fort Brest (Brittany)
Native Resistance - Low

HAIDA
a. Fort Androka (Madagascar) [H]
Native Resistance - Moderate

GUARANI
a. Fort Portici (Italy)
Native Resistance - High
 
Delaware
Leader: Jason the King
Color: Gold
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c


WOOOOOOOOT!
 
Cherokee
Leader:
Color: Dark Teal
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c
 
Iroquois
Leader: Chief Hiawatha/naervod
Color: Purple
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c
 
Aztec Empire
Leader: Emperor Montezuma IV
Color: Red
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c

Story and diplomacy to come later

ORDERS
Send a fort crew to Spain
Send a fort crew to France
 
Arawak
Leader:
Color: Neon Green
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c
 
To: Delaware
From: Cherokee Nation

Would you like an alliance?


Orders
- send fort crew to Gibraltar
- send fort crew to Ireland
 
Inca Empire
Leader:
Color: Blue
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 5cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 5cpt
Treasury: 20c
 
Orders:
Send a fort crew to South Africa
Send a fort crew to Modern day liberia
 
Chibcha
Leader: Human-Slaughter
Color: Dark Gold
Military:
Army: /Location
Elite Army: /Location
Navy: /Location
Elite Navy: /Location
Economy: 3cpt
Loans:
Towns:
Cities:
Colonial Trade:
International Trade:
Indigenous Trade:
Tax:
Income: 3cpt
Treasury: 20c

Orders: Send a fort crew to west africa africa
 
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