christos200
Never tell me the odds
Basic Stuff
If you're malicious, rude, etc. you will be expelled and I won't be afraid to report you to the mods. Use some common sense, and follow the rules of the IOT, OT, and CFC forums, please. I reserve the right to veto any action.
Lastly, put all orders in red.
Joining
You claim 10 territories of East asia. Also the year is 1560 and every turn is 20 years at first, at 1700 10 years, at 1900 4 years and at 1960 1 year.
When you join, post:
A map with the 10 territories you are claiming
Name
Flag
Type of Government and Economic System- monarhy or fedualism. Democracy will come later in the game.
Capital
Religion
History
Expansion
Each territory you have gives you one expansion point, EP and two leadership point, LP
Peaceful
You can expand by giving in a territory 2 LP's. There is a 50% chance that a territory will join you if you give the LP's
Agressive
You can also attack countries, NPC or human. First, you must declare war on them, either secretly or in public. If you DoW secretly, there is a 25% chance of success adjusted by the quality of roleplay material you provide. If you are caught, you get no bonus, but if you are not, you get a bonus in attacking the first turn.
Attacks are done by via random number generator comparing armies or navies, whichever are attacking.
You can attack from 1 to 5 territories.
Uses of LP's
Armies and Navies
Each army and each navy cost 1 LP.
Armies allow you to attack territories contiguous with your land. A navy can attack any coastal territory provided it can move there. A navy can also transport an army, thereby allowing that army to attack non-contiguous but coastal territories.
Uses of EP's
Buildings
You can built some buildings. Here is a list of them:
1) Religious temple: Needs 4 EP's. It gives you + 2 Stability
2) Market: Needs 12 EP's. Gives you 4 more LP's in all territories and 2 more EP's in each territory.
3) Theater: Needs 14 EP's for two turns. It gives you + 6 Stability
4) Fedual council: Needs 30 EP's and fedualism. it gives 15 Stability
5) Imperial council: Needs 30 EP's and monarhy. it gives 15 Stability
6) Workshop: Needs 20 EP's. It gives +10% strenght to your armys.
7) Port: Needs 20 EP's. It gives + 4 EP's and + 2 LP's
Those can be built later in the game:
8) Barracks: Needs 18 EP's for three turns. It gives riflemen which gives you 50 % bonus in fights.
9) Senate: Needs democracy and 50 EP's. It gives you + 20 Stability
All buildings, except 6, 8,9,4 and 5, can be built up to 7 times. 4,5,8,9 can be built one time and 6 two times.
Trade
Every single trade agreement you have nets you 1 EP per turn
Rebellion!
Various random events can happen to your country depending on the state of world affairs, your roleplays, and other people's roleplays.
Of particular interest is the rebellion. Any province not controlled by you at the beginning of turn 1 has the potential to rebel. There is a base 5% chance per turn of rebellion, but that is modified by other factors. The chances of rebellion are decreased by:
When a territory rebels, an NPC forms and takes it over, but the person from whom it rebels has that one opportunity to swtich to that new nation. I will also role to see if neighboring provinces join the rebelling province, with a base chance of 20%, modified by the factors above.
Stability Points:
Stability is a highly important aspect of your empire. A high stability rate will give you bonuses to your empire, while an unstable empire is at risk of collapsing. The stability levels are as follows:
· Strong (80 Stability Points [SP]): Less rebelions by 80 % and 10 extra LP's
· Stable (40 SP): + 5 extra LP's
· Neutral (30 SP): - 1 LP and 10% chances for revolutions.
· Civil War(0 SP): an empire will have 50% chance of half their empire revolting.
Winning wars will give you + 10 Stability while losing wars gives you -10 Stability. Also every 2 territories give you - 2 stability and random events will give you negative stability.
Espionage
LPs can also be used in spy missions, both in peacetime and wartime. 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. This caps at 90% success rate and 10% discovery rate.
Counter-espionage
Costs 4 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 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 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 7 LP
20% chance of success, 30% chance of discovery
The target loses 5 EP for one turn.
Sow Mistrust
Costs 15 LP
Lowers the targeted nation's stability by -10.
Assasinate Leader
Costs 20 LP
Lowers the targeted nation's stability by -20.
Democracy:
Until 1900 everyone has to choose between fedualism or monarhy. After 1900 you can amke a democratic revolution.
Democracy will give you: + 5 EP's and LP'S, lower the losing wars negative Stability from -10 Stability to - 2 Stability and + 5 Stability.
If you want to do a revolt you must choose 1/3 of your empire territories and you will start with 1/2 of your army. The rest territories will go to a NPC which will be at always war with you. These NPC represents the king or fedual lords. Also this NPC can ask all other players or NPC's for help. If they agree they will attack you.
During the civil war you have no Stability and no income. Each territory you take over gives you 2 armies and 1 navy.
Other nations must recognise the rebels or the NPC. Also they stop all trade with you or trade to the NPC. There is a 20 % chance that every turn 1 NPC territory will revolt and becomes yours. You can also ask for help but remember that your allies may keep some of your old territories for themshelfs.
In order to return back to normal game you have to win the NPC.
In democracy you can built the Senate
Europeans
At 1740 the europeans will come. They will have at first only 3 armies and 3 navys each but because they will have riflemen they will have a 50% bonus against your armies and navys. After 4 european colonies are created you can built Barracks. At 1950 the remaining colonies will become indepedent NPC's
Map:
If you're malicious, rude, etc. you will be expelled and I won't be afraid to report you to the mods. Use some common sense, and follow the rules of the IOT, OT, and CFC forums, please. I reserve the right to veto any action.
Lastly, put all orders in red.
Joining
You claim 10 territories of East asia. Also the year is 1560 and every turn is 20 years at first, at 1700 10 years, at 1900 4 years and at 1960 1 year.
When you join, post:
A map with the 10 territories you are claiming
Name
Flag
Type of Government and Economic System- monarhy or fedualism. Democracy will come later in the game.
Capital
Religion
History
Expansion
Each territory you have gives you one expansion point, EP and two leadership point, LP
Peaceful
You can expand by giving in a territory 2 LP's. There is a 50% chance that a territory will join you if you give the LP's
Agressive
You can also attack countries, NPC or human. First, you must declare war on them, either secretly or in public. If you DoW secretly, there is a 25% chance of success adjusted by the quality of roleplay material you provide. If you are caught, you get no bonus, but if you are not, you get a bonus in attacking the first turn.
Attacks are done by via random number generator comparing armies or navies, whichever are attacking.
You can attack from 1 to 5 territories.
Uses of LP's
Armies and Navies
Each army and each navy cost 1 LP.
Armies allow you to attack territories contiguous with your land. A navy can attack any coastal territory provided it can move there. A navy can also transport an army, thereby allowing that army to attack non-contiguous but coastal territories.
Uses of EP's
Buildings
You can built some buildings. Here is a list of them:
1) Religious temple: Needs 4 EP's. It gives you + 2 Stability
2) Market: Needs 12 EP's. Gives you 4 more LP's in all territories and 2 more EP's in each territory.
3) Theater: Needs 14 EP's for two turns. It gives you + 6 Stability
4) Fedual council: Needs 30 EP's and fedualism. it gives 15 Stability
5) Imperial council: Needs 30 EP's and monarhy. it gives 15 Stability
6) Workshop: Needs 20 EP's. It gives +10% strenght to your armys.
7) Port: Needs 20 EP's. It gives + 4 EP's and + 2 LP's
Those can be built later in the game:
8) Barracks: Needs 18 EP's for three turns. It gives riflemen which gives you 50 % bonus in fights.
9) Senate: Needs democracy and 50 EP's. It gives you + 20 Stability
All buildings, except 6, 8,9,4 and 5, can be built up to 7 times. 4,5,8,9 can be built one time and 6 two times.
Trade
Every single trade agreement you have nets you 1 EP per turn
Rebellion!
Various random events can happen to your country depending on the state of world affairs, your roleplays, and other people's roleplays.
Of particular interest is the rebellion. Any province not controlled by you at the beginning of turn 1 has the potential to rebel. There is a base 5% chance per turn of rebellion, but that is modified by other factors. The chances of rebellion are decreased by:
- Built happines builtings.
- Winning wars (Each capital controlled other than your own decreases the probability by five percentage points)
- Being at peace (War increases it by 10 percentage points)
- Wrting good roleplays (depends on quality)
- Having strong Stability
When a territory rebels, an NPC forms and takes it over, but the person from whom it rebels has that one opportunity to swtich to that new nation. I will also role to see if neighboring provinces join the rebelling province, with a base chance of 20%, modified by the factors above.
Stability Points:
Stability is a highly important aspect of your empire. A high stability rate will give you bonuses to your empire, while an unstable empire is at risk of collapsing. The stability levels are as follows:
· Strong (80 Stability Points [SP]): Less rebelions by 80 % and 10 extra LP's
· Stable (40 SP): + 5 extra LP's
· Neutral (30 SP): - 1 LP and 10% chances for revolutions.
· Civil War(0 SP): an empire will have 50% chance of half their empire revolting.
Winning wars will give you + 10 Stability while losing wars gives you -10 Stability. Also every 2 territories give you - 2 stability and random events will give you negative stability.
Espionage
LPs can also be used in spy missions, both in peacetime and wartime. 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. This caps at 90% success rate and 10% discovery rate.
Spoiler List of Possible Espionage Actions :
Counter-espionage
Costs 4 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 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 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 7 LP
20% chance of success, 30% chance of discovery
The target loses 5 EP for one turn.
Sow Mistrust
Costs 15 LP
Lowers the targeted nation's stability by -10.
Assasinate Leader
Costs 20 LP
Lowers the targeted nation's stability by -20.
Democracy:
Until 1900 everyone has to choose between fedualism or monarhy. After 1900 you can amke a democratic revolution.
Democracy will give you: + 5 EP's and LP'S, lower the losing wars negative Stability from -10 Stability to - 2 Stability and + 5 Stability.
If you want to do a revolt you must choose 1/3 of your empire territories and you will start with 1/2 of your army. The rest territories will go to a NPC which will be at always war with you. These NPC represents the king or fedual lords. Also this NPC can ask all other players or NPC's for help. If they agree they will attack you.
During the civil war you have no Stability and no income. Each territory you take over gives you 2 armies and 1 navy.
Other nations must recognise the rebels or the NPC. Also they stop all trade with you or trade to the NPC. There is a 20 % chance that every turn 1 NPC territory will revolt and becomes yours. You can also ask for help but remember that your allies may keep some of your old territories for themshelfs.
In order to return back to normal game you have to win the NPC.
In democracy you can built the Senate
Europeans
At 1740 the europeans will come. They will have at first only 3 armies and 3 navys each but because they will have riflemen they will have a 50% bonus against your armies and navys. After 4 european colonies are created you can built Barracks. At 1950 the remaining colonies will become indepedent NPC's
Map:
Spoiler Mini IOT Eastern Asia :
