Joining:
to join you must specify your nations name and cliam 1 territory. Choose a government type and economic policy. Perhaps give some info about your nation, it's history, so on. You then have an option of choosing the dominant Religion of your nation.
Claims:
you can claim up to 2 territories per turn by spending 5 EPs (economic points) to expand into the region. Disputed claims must be resolved between players (a vote will be taken).
Government:
you will need to chose one of these government types to join, they will affect how your nation runs itself.
Democracy: +1 culture per territory, +1 EC per territory, 50% less chance of rioting within your homeland, igher chance of revolting if foreign dictatorships occupy it. Low chance of random event.
Imperialism: expansion costs only 3 EC, +3 to RNG combat while on offensive, -25% upkeep on miltary. medium chance of random event
Oligarchy: +3 culture in capital, +10 RNG bonus defending capital, +5 ECpt in capital. low chance of random event
Theocracy: +2 culture per territory of state Religion, +10 RNG if all your cities are of state Religion. high chance of random event
Monarchy: start with 50 culture, + 1 culture in each territory. high chance of random event.
Economic Policy:
Capitalism: +3 ECpt for every 2 territories, is more likely to experience a market crash
Mixed system: +2 ECpt for every 3 territories, is less likely to experience a market crash
Communism: - 10% EC, will not experience market crash, not applicable in Theocracy, Monarchy
Religion:
every province has a major religon (minorities don't matter) the ones you can chose for your first city are: Christianity, Judaism, Islam, Buddhism, Hinduism, Daoism, Pagan, Personality cult, you can make your nation Secular, or you can make your own Religion.
even with Free religions, one faith is usually dominiant, so revolt in Provinces of other faiths is something to look out for.
Joining:
to join you must specify your nations name and cliam 1 territory. Choose a government type and economic policy. Perhaps give some info about your nation, it's history, so on. You then have an option of choosing the dominant Religion of your nation.
Claims:
you can claim up to 2 territories per turn by spending 5 EPs (economic points) to expand into the region. Disputed claims must be resolved between players (a vote will be taken).
Government:
you will need to chose one of these government types to join, they will affect how your nation runs itself.
Democracy: +1 culture per territory, +1 EC per territory, 50% less chance of rioting within your homeland, igher chance of revolting if foreign dictatorships occupy it. +1 science point per turm, Medium chance of random event.
Imperialism: expansion costs only 3 EC, +3 to RNG combat while on offensive, -25% upkeep on miltary. Low chance of random event
Oligarchy: +3 culture in capital, +10 RNG bonus defending capital, +5 ECpt in capital. low chance of random event
Theocracy: +2 culture per territory of state Religion, +10 RNG if all your cities are of state Religion. high chance of random event
Monarchy: start with 50 culture, + 1 culture in each territory. high chance of random event.
Economic Policy:
Capitalism: +3 ECpt for every 2 territories, is more likely to experience a market crash
Mixed system: +2 ECpt for every 3 territories, is less likely to experience a market crash
Communism: - 10% EC, will not experience market crash, not applicable in Theocracy, Monarchy
Religion:
every province has a major religon (minorities don't matter) the ones you can chose for your first city are: Christianity, Judaism, Islam, Buddhism, Hinduism, Daoism, Pagan, Personality cult, you can make your nation Secular, or you can make your own Religion.
even with Free religions, one faith is usually dominiant, so revolt in Provinces of other faiths is something to look out for.
Science:
you can Invest in science, 1 EC=1 science point. Also, other buildings and events will affect science
Culture:
Buildings and events increase cultural output.
Victory:
victory (if the game lasts long enough) can be acheived in many ways.
Domination: control over 50%of the territories.
Cultural: gain 5000 culture points
Science: gain 5000 science points
Combat:
1 army= 1 EC
1 fleet= 2 EC
1 Air strike=3 EC (weakens defenses and morale)
combat is decided by RNG (random number Generator) which goes from 1-100, although certain things will give one side an advantage in combat.
Navies are assigned to a sea and in order to land troops must be sure that there is an undefended sea territory to land them. If not they must engage the enemy nay in combat.
Armies can also be used to put down revolts. But beware, a serious rebellion can become a civil war.
Rebellions and Civil wars:
If Stability goes down to about 20% or less a civil war is a serious possibilty, parts of the army will defect, and it will be lead under a new leader, opposed to your reign! The ruling government is usually in a better position then the rebels, though.
Ordinary rebellions can be a problem too, you dan chose to appease them or put them down. Apeasing them might force you to give up a province.
The year is 2050, extremist Ideologies are prevalent, as the old superpowers have collapsed in the last decades, new nations have tried to take their places. The world has been racked by wars in the past few years, and chaos reigns, but a small handful of nation are on a path to bring order to the world through any means necessary. Many predict the next few years to be a time of hardship and bloodshed across the world.
Spoiler:
Joining:
to join you must specify your nations name and cliam 1 territory. Choose a government type and economic policy. Perhaps give some info about your nation, it's history, so on. You then have an option of choosing the dominant Religion of your nation.
Claims:
you can claim up to 2 territories per turn by spending 5 EPs (economic points) to expand into the region. Disputed claims must be resolved between players (a vote will be taken).
Government:
you will need to chose one of these government types to join, they will affect how your nation runs itself.
Democracy: +1 culture per territory, +1 EC per territory, 50% less chance of rioting within your homeland, igher chance of revolting if foreign dictatorships occupy it. +1 science point per turm, Medium chance of random event.
Imperialism: expansion costs only 3 EC, +3 to RNG combat while on offensive, -25% upkeep on miltary. Low chance of random event
Oligarchy: +3 culture in capital, +10 RNG bonus defending capital, +5 ECpt in capital. low chance of random event
Theocracy: +2 culture per territory of state Religion, +10 RNG if all your cities are of state Religion. high chance of random event
Monarchy: start with 50 culture, + 1 culture in each territory. high chance of random event.
Economic Policy:
Capitalism: +3 ECpt for every 2 territories, is more likely to experience a market crash
Mixed system: +2 ECpt for every 3 territories, is less likely to experience a market crash
Communism: - 10% EC, will not experience market crash, not applicable in Theocracy, Monarchy
Religion:
every province has a major religon (minorities don't matter) the ones you can chose for your first city are: Christianity, Judaism, Islam, Buddhism, Hinduism, Daoism, Pagan, Personality cult, you can make your nation Secular, or you can make your own Religion.
even with Free religions, one faith is usually dominiant, so revolt in Provinces of other faiths is something to look out for.
Science:
you can Invest in science, 1 EC=1 science point. Also, other buildings and events will affect science
Culture:
Buildings and events increase cultural output.
Victory:
victory (if the game lasts long enough) can be acheived in many ways.
Domination: control over 50%of the territories.
Cultural: gain 5000 culture points
Science: gain 5000 science points
Combat:
1 army= 1 EC
1 fleet= 2 EC
1 Air strike=3 EC (weakens defenses and morale)
combat is decided by RNG (random number Generator) which goes from 1-100, although certain things will give one side an advantage in combat.
Navies are assigned to a sea and in order to land troops must be sure that there is an undefended sea territory to land them. If not they must engage the enemy nay in combat.
Armies can also be used to put down revolts. But beware, a serious rebellion can become a civil war.
Rebellions and Civil wars:
If Stability goes down to about 20% or less a civil war is a serious possibilty, parts of the army will defect, and it will be lead under a new leader, opposed to your reign! The ruling government is usually in a better position then the rebels, though.
Ordinary rebellions can be a problem too, you dan chose to appease them or put them down. Apeasing them might force you to give up a province.
Events:
events can be good or bad, and have many differnt effects. Some events can be responded to in different ways, but some are fixed. Government, Religion, Culture, Science, and War all have affects on events.
Buildings: can be built in capitol
-Barracks: +5 RNG bonus to land units/ 5 EC
-Drydock: +5 RNG bonus to navies/ 6 EC
-University: +3 science per turn/ 5 EC
-Monument: +3 culture per turn/ 5 EC
-Nuclear Program: allows the construction of nukes!/ 15 EC
Defenses: can be built anywhere on land (visible on map)
-light defenses: + 5 RNG bonus to defenders/ 4 EC
-heavy defenses: + 15 RNG bonus to defenders/ 10 EC
Nukes: cause devastation on a territory/ 9 EC
If there are no more questions I'll start it soon.
There is a tech tree system, but it follows a Vicky2-like model (most of the IOT is drawn from Vicky2). This means that there is a set item that needs tech X to research, and all inventions associated with it require that tech.
There are these groups:
Army: Soldiers, Soldier efficiency, manpower
Navy: Ship advances, naval limit
Commerce: XP gain, trade deals with NPCs
Industry: Buildings.
Each has their own tech tree, and each tier of techs is better. There are 4 (IV) tiers. TECHS ARE NOT CUMULATIVE BECAUSE THIS IS NOT NECESSARY.
SpoilerTier I techs :
Army: Conscripts (+ 10 manpower gain per province)
Navy: Press Gangs (- 10 manpower wasted on ships)
Commerce: No standard (+ 10 XP gain)
Industry: Guild System (allows tier I buildings)
SpoilerTier II techs :
Army: Grande Armee (+ 20 manpower gain, + 10 soldier efficiency)
Navy: Royal Navy (- 20 manpower waste on ships, Naval limit increased by 1.
Commerce: Silver Standard (+ 20 XP gain, discounts on BASIC goods when trading with NPCs)
Industry: Scientific Management (allows tier II buildings)
SpoilerTier III techs :
Army: Nationalist Discipline (+ 30 manpower gain, + 20 soldier efficiency, Allows Officers)
Navy: Rule Britannia (- 30 manpower waste, + 2 Naval Limit, + 10 pop morale, allows flagship)
Commerce: Dual Standard (+ 30 XP gain, discount on BASIC and EVERYDAY goods, when trading with NPCs)
Industry: Steam Engine and Railroad (allows Tier III buildings and transport)
SpoilerTier IV techs :
Army: Trench Warfare (+ 40 manpower, + 30 soldier efficiency, allows Trenches)
Navy: Steam (- 40 manpower waste, + 3 Naval Limit, allows Ironclads)
Commerce: Gold Standard and Stock Exchange (+ 40 XP gain, discount on ALL goods when trading with NPCs)
Industry: Mass Assembly (Allows Tier IV buildings, as well as + 1 XP gain)
Then there are inventions, these allow minor modifiers, such as a + 5 manpower boost, inventions:
SpoilerInventions, ideals and regulations are in red, companies in blue, weaponry in green and infrastructure in magenta :
Nationalism
Atheism
Socialist and Communist Manifesto Factories NY Stock Exchange
East India Company Exchange rates
Work Hierarchy
Timetables
Patent Gattling gun
Steam Engines in Ships Early Railroad
Advanced Railroad
Assembly Line Carabine
Flintlock Rifle
Rifling
and I bring you pops
Spoilerlords, governors, commoners :
There are a few groups of population, each falls into the lords (rich), governors (middle) and commoners (poor). Each of these groups have their needs - always food, drink and something to do as a job. This part is based of the Anno series of Games.
SpoilerPoor needs :
Wheat
Milk
Farming grounds (the less lords, the more of this.)
SpoilerMiddle needs :
Bread
Beer
Public Schooling
Spoiler Rich needs :
Meat
Wine
Estate (the less Commoners, the more of this)
These are the BASIC needs, you get discounts on Tier II Commerce.
the Everyday needs are always what the upper class craves as BASIC, lords have fruit, whisky, Title. Luxury needs are always what the strata 2 higher than you craves as basic, middle craves the rich everyday, rich craves Cigar, Trading Company and Servant. Everyone can become the higher tier, but new farmers will always appear.
Thanks!
So far: Green is Complete,Red is not started: Governments Technological advances and advances Casus Belli, War and Peace deals. Rebellion and Stability Armies and Navies Subjects, lords and governors Economy and Construction Modifiers
Provinces and Enclaves
Now for... Religion has been scrapped, as well as the Religious modifiers.
and also:
SpoilerCasus Belli, War and Peace :
War is not the simple system it is in Civ, so you might want to toughen up on Vicky2/EUIII Casus Belli systems.
Occaisionally, you get a casus belli. This may be on a NPC or on another player, NPCs GET A CASUS BELLI TOO! Roleplaying can give you a casus belli, and the RNG will decide if it's a good CB or not, this is a simple coin flip, heads always equals aye, tails equals nay.
War is fought between armies, I believe that the better army will win. Except if overwhelmed. But this does NOT mean a bunch of Army I soldiers can defeat 5 officers with a small Army IV soldier group, not always. I will use a RNG to determine outcome, first a coin flip, then the sufferings of the armies.
The thing is, without it the world will probably be filled with crazy people who want to own everything (like normal, this is human). Which is what I do not want.
I could loosen it a bit, maybe you give a reason and I decide if it's good enough.
I am considering adding a Approval Rating system. Where you have to justify or attempt to justify your actions to your people through leadership speeches.
Ok, I CHANGED the Casus Belli system so that:
Roleplay gives casus belli, coin flip decides on if the casus belli counts.
EDIT: Rebellion/Stability:
SpoilerRebels and Stability :
Think you can be a ruler who won't care for his people? Wrong! You have a constant stream of rebels to worry about (especially if you are a Republican Dictatorship). You also have this wonderfully annoying thing called "stability" or stab for short.
Each empire starts with +1 stability, through good roleplay and time this will increase, for having no Casus Belli and no goods for your pops this will drop. There is a scale from -5 to +5, where -5 means there's a rebellion in a province near you soon, and +5 means that people are so happy with your enlightened rule that they won't rebel.
It is, however, not counting modifiers, very hard to stick on a perma +5. If you are on +5 for 4 updates at a max, the modifier chance is 100%.
Rebels range from some peasants with torches via burgher rebellions and large lordly revolts all the way to civil war, in which case you'd better arm your men.
In civil war, your country will split into two groups, always opposing each other - majorities and minorities, rich and poor, etc. if NATIONALIST rebels control a province longer than an update, a non-player or ex-player can style himself leader of his new country. Others will have to recognize him first though. Otherwise, an NPC will take control and be at war with the parent faction.
Minor revolts are easy to crush, and the stability will go up. Rebellions aren't bound to a country! Just because Greenland has a rebellion does not mean the Red Union can rest in peace!
On that subject, Army/Navy:
Spoilerarmy/navy :
Your army? the thing that keeps you alive. Always. Navy? your Wooden/Iron wall. Without these, you're toast, no matter what.
You have this thing called manpower, you gain a set amount per province, and you need about 1 province to recruit a regiment of Soldiers. Officers are a strain on your lords. Also mobilization.
There are three types of soldier:
Professional (Soldiers): Normal soldiers that require the manpower to build.
Officers: The bigwigs that require rich people.
Militia: Mobilized, great amounts but stagnates a province.
Soldiers are your best bet, since you can go on living. They fight well and do not care about certain things.
Officers require Tier III army, and help with your soldier efficiency.
Militia are your mobilized reserves, every time you call mobilize a province will stagnate until you call demobilize. You need to be seriously desperate for that, right? Hunting guns have, however, proven a suitable weapon in the past, so the sheer amount of these pack a powerful punch.
Militia autodefend, Soldiers can be set to autodefend, officers don't defend.
Navies, once again 2 types:
Wood: Your normal ship of ancient times, wastes less manpower but falls apart at the shots of the ironclads.
Ironclad: Ironclads are available with Tier III navy and are stronger than wood ships. They waste a lot of manpower though.
Navies waste manpower, so you lose some, this negative effect is lost with Navy Tech.
Militia can be used for navies, and in mobilization, navies will draw from militia instead, Soldiers in normal times, officers never.
They assist in coastal battle.
The thing is, without it the world will probably be filled with crazy people who want to own everything (like normal, this is human). Which is what I do not want.
I could loosen it a bit, maybe you give a reason and I decide if it's good enough.
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