Civ'ed
I ain't gotta explain a thing
Necessary translation of title: "I Shall Sail", famous bit of dialogue from any Flying Dutchman worth his salt
Right, little IOT idea to see how much I can actually achieve. I'm not saying I'm instaquitting life and the universe if I don't get any signups, just seeing if I can actually fulfill a role that isn't a player country.
To join, give a name, flag, and pick 10 contiguous provinces on the map:
I'm accepting silly stuff provided you play humans. No xeno scum, please.
The Year is 2200 AD, following a great storm and cataclysm which amongst others brought the Flying Dutchman back. We're thus running on the idea that around 70% of Indian-Atlantic Ocean ship disasters are caused by the Flying Dutchman.
Each player gets five Focus Points each turn. Focus points can be spent into:
Expansion - Claim one province per Focus Point, with overseas costing 2 focus points. If at war, can be used to designate provinces you're attacking.
Military - Each point spent into Military gives 500 men to the army. Armies cross oceans by turning into boats, but
Technology - mostly for RP purposes, but can get you special bonuses as fits the smaller stats list. Diffusion is natural, unless you have embargoes in place on other nations.
Trade - For each trade point, a trade network can be established with another nation, provided they spend a point as well.
Banking has no effect. Each point spent into military, technology or trade is permanent, unless armies are destroyed. Expansion is of course not permanent. Everyone starts with a point each permanent value.
War and combat
Assume military level after-cataclysm is roughly back on flintlock rifle level. Of course, anything lower than that has pretty much the same stats. So a bunch of LARPers won't have any less military skill than Prussia.
Combat basically works as follows:
Men vs Men, greater army wins, UNLESS military tech, which tends to be of the form "each soldier counts as 2" or somesuch. Deaths end up in increments of 500, as that's how each army is created. destruction is randomized and possible on a total of 6 levels:
any expansions claimed during wartime will thus be attached to your nation.
Naval battles turn the number of men in your army into a number like 500 to 5, 1000 to 10, etc, but otherwise follow the same principle. The Flying Dutchman is still a thing.
Stats are simple, and once again, story-driven IOT.
Right, little IOT idea to see how much I can actually achieve. I'm not saying I'm instaquitting life and the universe if I don't get any signups, just seeing if I can actually fulfill a role that isn't a player country.
To join, give a name, flag, and pick 10 contiguous provinces on the map:
Spoiler :

I'm accepting silly stuff provided you play humans. No xeno scum, please.
The Year is 2200 AD, following a great storm and cataclysm which amongst others brought the Flying Dutchman back. We're thus running on the idea that around 70% of Indian-Atlantic Ocean ship disasters are caused by the Flying Dutchman.
Each player gets five Focus Points each turn. Focus points can be spent into:
Expansion - Claim one province per Focus Point, with overseas costing 2 focus points. If at war, can be used to designate provinces you're attacking.
Military - Each point spent into Military gives 500 men to the army. Armies cross oceans by turning into boats, but
Technology - mostly for RP purposes, but can get you special bonuses as fits the smaller stats list. Diffusion is natural, unless you have embargoes in place on other nations.
Trade - For each trade point, a trade network can be established with another nation, provided they spend a point as well.
Banking has no effect. Each point spent into military, technology or trade is permanent, unless armies are destroyed. Expansion is of course not permanent. Everyone starts with a point each permanent value.
War and combat
Assume military level after-cataclysm is roughly back on flintlock rifle level. Of course, anything lower than that has pretty much the same stats. So a bunch of LARPers won't have any less military skill than Prussia.
Combat basically works as follows:
Men vs Men, greater army wins, UNLESS military tech, which tends to be of the form "each soldier counts as 2" or somesuch. Deaths end up in increments of 500, as that's how each army is created. destruction is randomized and possible on a total of 6 levels:
- 100% - No armies left.
- 75% - only a quarter of the army left.
- 50% - Half the Army survives.
- 25% - minor defeat, with a lot of men surviving.
- 10% - only 10% have died.
- 0% - No deaths
any expansions claimed during wartime will thus be attached to your nation.
Naval battles turn the number of men in your army into a number like 500 to 5, 1000 to 10, etc, but otherwise follow the same principle. The Flying Dutchman is still a thing.
Stats are simple, and once again, story-driven IOT.