Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
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.
-When submitting orders, please send all in one PM and/or post. I will only count whichever one has the most detail in it.
-The GM is supreme, and may alter the map, rules and anything else at his whim.
-Please follow the IOT Forum Rules.
-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.
-OOC insults are strictly forbidden. They will be treated as IC belligerence, which carries penalties. Do not do it.
World Map
Crash Course in MP3 History
Starting Out:
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 in minor countries for 10 gold a piece, and wield as many agents as they have bases. Like government agents, they do not die.
NGOS may build bases in major countries for 10% of the local GDP, but receive 2% of the GDP after that per turn. Assistance from the harboring country is recommended.
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.
-When submitting orders, please send all in one PM and/or post. I will only count whichever one has the most detail in it.
-The GM is supreme, and may alter the map, rules and anything else at his whim.
-Please follow the IOT Forum Rules.
-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.
-OOC insults are strictly forbidden. They will be treated as IC belligerence, which carries penalties. Do not do it.
World Map
Crash Course in MP3 History
Starting Out:
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. OOC bickering will be treated as this, so don't do it.
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. OOC bickering will be treated as this, so don't do it.
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.
To avoid giving you a migraine, the process of supply and demand is very streamlined.
There are two resources: energy and raw materials. Each occupied province randomly generates one of them per turn. Resources are first consumed by the nations they are in, and excesses are sold to international markets at varying prices.
Your Industry converts 1 energy and 2 raw materials into 1 good. Goods are automatically sold for 50 gold a pop at game start, but this amount increases over time (based on your industrial development), and your tax rate determines how much of that profit is sent to the government.
You can buy more resources off the international market, however, they will not arrive until the following turn.
However, your resources have other uses. 1 raw materials unit is consumed to build an army or navy unit. 1 energy must be spent each turn per 10 units to keep your armies and navies from becoming locked in place. 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.
Unspent resources not specified to be kept in reserve will be used by your industry.
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.
To avoid giving you a migraine, the process of supply and demand is very streamlined.
There are two resources: energy and raw materials. Each occupied province randomly generates one of them per turn. Resources are first consumed by the nations they are in, and excesses are sold to international markets at varying prices.
Your Industry converts 1 energy and 2 raw materials into 1 good. Goods are automatically sold for 50 gold a pop at game start, but this amount increases over time (based on your industrial development), and your tax rate determines how much of that profit is sent to the government.
You can buy more resources off the international market, however, they will not arrive until the following turn.
However, your resources have other uses. 1 raw materials unit is consumed to build an army or navy unit. 1 energy must be spent each turn per 10 units to keep your armies and navies from becoming locked in place. 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.
Unspent resources not specified to be kept in reserve will be used by your industry.
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. They can destroy trade shipping at a rate of 10 trade per navy (they must eliminate the target's navy first).
-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 to all creditors, public and private. You may repay this at your leisure, but keep in mind the effects of a credit downgrade are devastating.
Money that is not taxed goes into your banks, which you can borrow from.
Money taken out as loans incurs an interest rate, at first a generous 5% but this quickly adds up as your debt accumulates. The total amount owed is seen in your debt column.
If you do not make regular payments, your credit will end up downgraded. Banks will charge higher rates, or may even deny you loans.
Debt up to 100% of GDP - AAA; loans at 10%
Debt up to 150% of GDP - AA; loans at 15%
Debt up to 175% of GDP - A; loans at 20%; 5% chance of denial on each unit of gold
Debt up to 200% of GDP - B; loans at 30% interest; 10% chance of denial on each unit
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. They can destroy trade shipping at a rate of 10 trade per navy (they must eliminate the target's navy first).
-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 to all creditors, public and private. You may repay this at your leisure, but keep in mind the effects of a credit downgrade are devastating.
Money that is not taxed goes into your banks, which you can borrow from.
Money taken out as loans incurs an interest rate, at first a generous 5% but this quickly adds up as your debt accumulates. The total amount owed is seen in your debt column.
If you do not make regular payments, your credit will end up downgraded. Banks will charge higher rates, or may even deny you loans.
Debt up to 100% of GDP - AAA; loans at 10%
Debt up to 150% of GDP - AA; loans at 15%
Debt up to 175% of GDP - A; loans at 20%; 5% chance of denial on each unit of gold
Debt up to 200% of GDP - B; loans at 30% interest; 10% chance of denial on each unit
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 50% (100% if already cliented) of their income. All values are rounded up.
In MP3, you receive a client bonus akin to about 10% of client net income. You will also get first priority on buying their resources, and may deny them to others.
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 of 25%.
-Ally. Purchased, they are friendly but break off if they reach 50% of your GDP. May send troops. Can be bought off. 50% loyalty bonus.
-Coup. Imposed through a coup, they break off if they reach 75% of your GDP. Always send troops. Can be bought off. 75% loyalty bonus.
-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. Revolutionary governments also form from extensive generosity. Immune to purchase.
-Puppet. A state conquered by your forces and released. Cannot be purchased, but is more unstable than a revolutionary state due to some discontent locals. Still not as bad as an occupation zone, however.
Embargoes cut trade between your nations and cause a hit based on your trade status by removing the participants from eachother's markets. 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 50% (100% if already cliented) of their income. All values are rounded up.
In MP3, you receive a client bonus akin to about 10% of client net income. You will also get first priority on buying their resources, and may deny them to others.
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 of 25%.
-Ally. Purchased, they are friendly but break off if they reach 50% of your GDP. May send troops. Can be bought off. 50% loyalty bonus.
-Coup. Imposed through a coup, they break off if they reach 75% of your GDP. Always send troops. Can be bought off. 75% loyalty bonus.
-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. Revolutionary governments also form from extensive generosity. Immune to purchase.
-Puppet. A state conquered by your forces and released. Cannot be purchased, but is more unstable than a revolutionary state due to some discontent locals. Still not as bad as an occupation zone, however.
Embargoes cut trade between your nations and cause a hit based on your trade status by removing the participants from eachother's markets. 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.
Standard bonuses:
Defender always has 20% chance of victory.
Amphibious assault gives +10% to defender.
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.
Killed units raise 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 5 population and damaging factories.
Captured territories will see their factories destroyed and/or damaged, as well as periodic partisan uprisings, 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.
You must have one army to defend each province, or they shall be occupied as part of an overrun, unless armies are coming through a chokepoint. Casualties are inflicted based on number and your margin of success in battle. Occupied territories lose 5% of their population and 75% of their Industry; the amount may be more or less depending on roleplay. Each occupied territory adds +2% to the occupied zone’s revolt risk, so large occupied zones require large armies to keep.
Occupied territory has a % chance of assimilation each turn, ranging from 5-10% depending on your Influence.
Standard bonuses:
Defender always has 20% chance of victory.
Amphibious assault gives +10% to defender.
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.
Killed units raise 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 5 population and damaging factories.
Captured territories will see their factories destroyed and/or damaged, as well as periodic partisan uprisings, 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.
You must have one army to defend each province, or they shall be occupied as part of an overrun, unless armies are coming through a chokepoint. Casualties are inflicted based on number and your margin of success in battle. Occupied territories lose 5% of their population and 75% of their Industry; the amount may be more or less depending on roleplay. Each occupied territory adds +2% to the occupied zone’s revolt risk, so large occupied zones require large armies to keep.
Occupied territory has a % chance of assimilation each turn, ranging from 5-10% depending on your Influence.
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. T1 WMD are 25 gold a piece, T2 are 50.
To develop WMD, invest money. That money out of 500 determines your chance of researching it. So 10 invested is 2% chance of developing, 50 is 10%, etc.
WMD can only be used tactically barring extraordinary circumstances, as determined by the GM.
When used against provinces, the damage WMD does is (Tier – 1)^2 + 1.
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. T1 WMD are 25 gold a piece, T2 are 50.
To develop WMD, invest money. That money out of 500 determines your chance of researching it. So 10 invested is 2% chance of developing, 50 is 10%, etc.
WMD can only be used tactically barring extraordinary circumstances, as determined by the GM.
When used against provinces, the damage WMD does is (Tier – 1)^2 + 1.
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 1 more spy for every 20 tech you reach; 100 is 5 spies, 120 is 6, etc. To determine success/failure, the average of three rolls is taken; offenders have an automatic 10% chance of victory and defenders have 30%.
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 1/4 of the difference between you with the rest RNG'd.
-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 1/4 of the difference between you with the rest RNG'd.
-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 income.
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 income.
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 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 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 in minor countries for 10 gold a piece, and wield as many agents as they have bases. Like government agents, they do not die.
NGOS may build bases in major countries for 10% of the local GDP, but receive 2% of the GDP after that per turn. Assistance from the harboring country is recommended.