NedimNapoleon
Weird Little Human
Viva La Revolucion! The revolution has spread to our humble and small Islands, its up to you to make your tiny island a power, do you want to be a warlord or a diplomat, have a tourist economy or weed plantations, you can make a difference
Starting out: Claim 7 provinces, no stupid nations (Corporations allowed), post details and a flag, I will make a post and you'll see whats necessary
Role playing and events: The game will start out in 1963, I will tell you the whole story when the game starts. Its set in the Caribbean so I want realistic roleplaying, no fantasy-weird-foreign nations. Events, Tailless is going to have events in his IOT (Iron & Blood) so Im going to test it out, events aren't going to be common, but they are going to have major impacts on your state, events are going to be Caribbean wide, so everyone will know and other nations may be effected by events in one nation.
Expansion: Everyone gets 5 XP (xpansion points) every turn, you use them to claim provinces, you can also trade XP's and you may get bonus XP from events, missions and good roleplaying. You may not expand using XP's during war. If war is declared in the middle of an update, you cannot use the XP but you can trade it for IP to finance your war
Missions: I will send everyone missions occasionally, missions are a bit different,you only know about them, they only affect you and etc. Missions will involve everything from seizing a territory to giving IPs to something or supporting a faction. You may be awarded IP's or reduced RR (Revolt Risk) but If you fail RR will increase
Revolt Risk: Everyone will start with 0.5 Revolt Risk, you can increase or decrease RR with missions, events, wars... But you also increase your RR if you expand beyond your core territory, core territory is your Island, peninsula, example:
You have a nation on Cuba, you expand into Florida your RR will increase by 0.5 per territory, that is a constant value. If your RR goes over 3 I will do a RNG 1-75 , if the number is above 50 you get a revolt or something like that, if your RR goes over 5 1-100 RNG you get a bigger revolt.
Industrial Points: Each territory gives you 1,its the games currency
Factions:When you start you must pick a faction, there are three
Communist: Reduces revolt risk .25 every turn
Capitalist: +2 IP every turn
Nationalist: Easier Missions
Espionage: Espionage is vital to this game, it will be your first weapon
Revolt: costs 5 IPs, starts a rebellion, will spread until stomped by an army 40% chance of succeeding 70% of discovering the funder (the guy who sent orders to do this)
Secession: costs 10 IP, 3 provinces will secede from the mother state and become your vassal, 15% chance of succeeding, 75% chance of discovery
Nuclear Espionage: costs 10 IP, gives you X% of Nuclear completion, the more the countries Nuke completion is the more % you get to your Nuke completion. 30% chance of success 80% discovery chance
Nuclear Sabotage: costs 25 IP, destroys the enemies nuclear arsenal, 5% of succeeding, 70% discovery chance
Fund opposing faction: Costs 15 IP, if it succeeds the enemy player will get really hard and stupid missions that he will not be able to do and the RR will rise steadily, success chance 50%, discovering 50%
Warfare: RNG combat, Roleplaying the battle will give you more +2 RNG (1-10) points (only one gets that, who role plays it the better), more armies, more rolls, armies are pooled, navies aren't, same style of warfare. Armies cost 1 IP, pooled, Navies cost 2 IP, each navy will be represented by an icon
Nuclear Research: I only put nuke reasearch, its the best and hell we're playing with the caribbean. there are three nuke tiers, investing in the first one, 1 IP=1% of completion, tier 2, 2 IP = 1% and tier three 5IP = 1%. Nukes can be used in two ways, against armies and against provinces.
Tier 1 (Atom Bomb):
vs Army - destroys 30% of the army
vs Province - halts IP production for 2 turns
vs Cost - 20 IP per bomb
Tier 2 (Hydrogen Bomb):
vs Army - destroys 60% of the army
vs Province - halts production for 3 turns
vs Cost - 40 IP per bomb
Tier 3 (Nuclear MOAB)
vs Army - destroys 99.99% of the army
vs Province - make it a nuke zone (like neutral but unclaimable)
vs cost -75 IP per bomb
If 10 MOABs go of, the Caribbean becomes a Nuclear graveyard.
Major Buildings:
Golden statue to El Presidente - 100 IP, no RR
Satellite - 50 IP, only one faction because your ideals are spoken through its broadcast (no more funding factions)
Major Port - 75 IP - +5 IP every turn, navy success chance in battle +30%
Offshore Banks - 120 IP, +20 IP every turn, only allowed if Capitalist Faction, made for Rich Europeans and Americans who want to avoid taxes
CLAIMS THREAD
Theme Song, must hear:
Link to video.