Amendments - Leadership Points
Alright, I've decided to separate XPs used to make claims from XPs used in war and espionage. From now on, XPs are used for peacetime claims only. All other actions which previously required XPs now require Leadership Points, or LPs. All the costs remain the same - you still need a minimum of 1 LP to attack a province, additional LPs give you extra chances, and so on. Everyone gets 5 XPs and 5 LPs in peacetime; in wartime, everyone gets 10 LPs and no XPs.
Spying is the main reason I've decided to separate XPs and LPs. If you take a spy action using XP in peacetime, people may know because you've failed to claim the maximum five territories you're allowed each turn.
So to summarize: you can claim five territories each turn in peacetime, none in wartime. You get 5 LPs in peacetime, 10 in wartime, which you can use to attack other countries, defend your own countries, conduct spy missions, build nukes, and whatever else we may think of along the way.
Amendments - Spy Missions
Here's how it works. Here's a list of all the spy missions you can take against your rivals, in peacetime and wartime (you can suggest more if you want). Send me a PM of what you want to do, and you'll know if it succeed or fail at update time.
There are certain risks, of course. You may fail, or worse, you may be discovered, at which point your vile acts will be known to all the world. Also, they are rather pricey. The price listed here is the
minimum price of a spy action. Paying
double the minimum price will increase the chance of success by 10% and decrease the chance of discovery by 10%. Pay three times the normal cost and the chance of success is increased by 20% and of discovery is decreased by the same percentage. And so on. By the way, this caps at 90% success rate and 10% discovery rate.
Counter-espionage
Costs 1 LP
30% chance of success, 20% chance of discovery
The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.
Steal Enemy Plans
Costs 2 LP
20% chance of success, 10% chance of discovery.
Gain two extra RNG roll chance in every battle against the target for one turn.
Fund Rebellion
Costs 2 LP
20% chance of success, 50% chance of discovery.
Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.
Sabotage
Costs 3 LP
20% chance of success, 30% chance of discovery
The target loses the ability to claim land (peacetime) or attack another territory (wartime) for one turn.
Initiate Propaganda
Costs 4 LP
10% chance of success
A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.
Nuclear Sabotage
Costs 5 LP
10% chance of success, 40% chance of discovery.
Up to two nuclear missiles is destroyed (I flip a coin in the unlikely event of success).
Note: front page rules are now updated.