Empires of Joy

Offering to trade/share techs with Japan, India, and Russia. Anyone who else wants my fortresses is certainly welcome to make an offer.

The People's State of India accepts this generous offer and offers to share knowledge of our Indian Iokril Factories in return. We also offer them to Japan and Russia

I think I forgot to confirm in thread, but yeah, Japan confirms trade with Pagans and India. Also extending a tech exchange offer to Russia.
 
Update on Game Update

As the final claims round comes to an end, I'm putting the finishing touches on the starting stats. Thanks to the power of Excel, the management of the game's 523 provinces has been surprisingly easy.

Rule Changes

1. Iokril production has not been doubled. Raw materials input raised back to 2 from 1.
2. Once sign-ups and pre-game tech trading is locked, I will implement the Super Secret Rule I've been holding in the cards for, like, two weeks.
3. Expect the game to start a little later than expected. Decamper's Heirs to Heaven stat sheet has given me ideas on how to make my stat sheet look aesthetically pleasing. At least, not hard on the eyes.

Interesting notes at game start.

1. Everybody begins with 50 Factories.
2. All colonies have maxed out RM Mines.
3. Provinces with resources have additional buildings for the matching deposit.
4. Being over the building limit increases input costs in a province. Being 1 over in a 10 cap province = 10% increase in input costs. 1 over in a 5 cap would be 20%, and so on.
5. Core provinces begin with 3 Inf, 2 Arty. Secondaries begin with 2 Inf, 1 Arty. Colonies begin with 1 Inf.
6. Everybody begins with a small stockpile of Munitions.
7. Every non-core province begins with 2 Separatists. Separatists have a randomly generated level of starting militancy ranging from 1 to 4.
****
 
Sorry, I'm going to be dropping at this point
 
Rule Changes and Updates

-Fortifier now increases provincial defensive control rating by 15% instead of decreasing military building costs.
-Investor is now a -10% Input Cost bonus instead of -15% Civilian Building Cost reduction
-Military Pioneer is now +10% Military Research. Militant Science was removed.
-Jingoist is +10% Stability down from +15%
-The Production Targets NF now affects Munitions and Shipbuilding
-Reeducation Camps NF removed.
-Friendly Business reduces Input Costs by 10% instead of 15%.
-Economic Systems removed.
-Improved ideology descriptions. Merged Socialists/Communists
-Added Munitions and Shipbuilding to the rules. Fixed spelling errors.
-Factories now require 2 Raw Materials again. More advanced factories will never demand more or less raw materials.
-Hasnine and Seskine now only provide 1 Research instead of 5 since the opportunity cost of spending those resources on research is already a lot lower than spending IPs.

Major Changes

Military units and buildings now have switching costs! You can now upgrade your hordes of starting infantry to mechanized infantry quickly and relatively cheaply!

Going over regional Building Capacity increases input costs and lowers military capacity. At 100% over building capacity, the province's military capacity is lowered to 0 and input costs are increased 100%.

Going over regional Military Capacity increases upkeep costs of all military units.

Rules and building/units sheet updated.
 
-Hasnine and Seskine now only provide 1 Research instead of 5 since the opportunity cost of spending those resources on research is already a lot lower than spending IPs.
Then why use them instead of stockpile them for when they're useful for things other than research? I'd say 2 or 3 science each, not 1.

Going over regional Building Capacity increases input costs and lowers military capacity. At 100% over building capacity, the province's military capacity is lowered to 0 and input costs are increased 100%.

Going over regional Military Capacity increases upkeep costs of all military units.

We're all at or over cap. Is us being piss poor WAD?
 
Sorry, I'm going to be dropping at this point

If i may, i will take over his nation, but i will make changes:

Empire Name: Mathalamus Empire
Ruler Name: Mathalamus, aged 25.
Heir Name: Matthew, aged 1.
Ruler Traits: People's Champion, Fortifier
Heir Trait: People's Champion
Government: Autocracy
Economic System: Free market.

Capital province: Paris

National flavor: a free society, with strong military traditions, first focus is the civilians, improving overall quality of life. everyone is equal in the eyes of the law, and free to live their own lives without interference.

i think i got everything except national focus. let me know if i need to add anything else.
 
I'm sorry, but the nagging voice in the back of my head is too loud to accept the changes inherent in that sign-up. It is less of a continuation of Nuke's country as a complete erasure of it from the game, even though lore wise, I'm including it.

Anyway, sign-up approval kindly denied.

We're all at or over cap. Is us being piss poor WAD?

The caps have been readjusted so they're higher. Military cap is lower. Don't worry.

Then why use them instead of stockpile them for when they're useful for things other than research?

[That's the point.]
 
Former Empire Name: Imperio du Soleil
Former Informal Name: Soleil

Empire Nation Name: The People's Republic of Gran Catalunya
Informal Name: Catalunya; Catalonia
Ruler Name: Alexandre Ramon Peralta
Ruler Traits: Charismatic Leader, Military Pioneer
Capital province: Catalonia
Government: Oligarchy
Government Description: Socialist Republic. Each province is subdivided into seven regions, with an elected official of the people for each region. One of these seven serves as a delegate for the province, and is sent to the capital to serve as its representative. Delegates and Regional Officers are elected (or commonly re-elected) every four years for their office. Every twenty years, one of the delegates is elected President, and thus serves as the executive leader of the nation; it is written in the national constitution that only one term is permitted as President.
 
Welcome aboard, Sam.

Minor change: Frontier Spirit has been rebalanced. I was going to raise it to 10, but that would still make it a trait that runs out of uses quickly. Frontier spirit is now based on average provincial population. At the moment, the average province population is ~8. Any province below 8 (all colonies at the moment) will receive the bonus.
 
To whom? If you want some mech infantry I'm up for the trade
 
Then I'll confirm trade with this post (?)

Blue Supercarriers for Tagalog Mech Infantry
 
Again, take some of these mech off my hands, if you want some
 
Would Pulias be interested in trading its PICs for my Pagan Fortresses?
 
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