ChesterIOT
spoiler for map
A map of Europe. Sounds simple, right?
Rules?
1) Everyone starts with 9 provinces, who must have a land connection to each other. So you can be a big round blob or a thin line from Venice to Mecklemburg, as long as nothing interrupts you. Every island is on it's own. If you're coastal, you can also have some islands, but still in the limit, and not too far from your original province (like, if you're Aragon, you can get the Baleares, but no Sardegna. Only exception is Iceland, which is in reach from the northernmost Scottish provinces and all of Norway's coast.
2) Every turn, everyone gets to expand into 5 adjacent provinces. Please avoid encircling provinces or areas, as they will declare independence as NPC's. And you DON'T want that.
3) each turn, everyone gets a fixed income of 25. Call it EP, IP, whatever. Income is spent on 6 things; Military, Espionage, Religion, Trade, Technology and Politics.
Military - spend 5 income to get 1 army. Or spend 100 income to improve armies( a one-time improvement which makes your armies double-effective, as if you have double number of troops).
Espionage - spend 25 income to infiltrate a spy into other players' nations. or spend 200 income to improve spies (a one-time improvement which makes your spies double-effective.) With spies, you can do three things: disband the armies of the target kingdom ( up to 2 armies), claim up to 5 of their provinces, or start a war if you're not already fighting. The more spies you got, the bigger the chance to succeed. it's calculated this way: (spies*10)+25 - (enemy spies*11) = your chance to succeed. Costs only 5 income to start a war with a spy.
Religion - Altough it doesn't make sense, it is considered that every nation has it's own religion, and taking provinces from it results in rebels , defections or independence. So, simple, spend 3 income per new province and they're converted. Or, you can pay 15 income to start a religious movement in another nation. Beware: it may backfire by declaring Independence. Also, simply spend 1 income per turn just to keep the population happy, otherwise you'll wake up with your nation slowly becoming a mess.
Trade - one of the ways in which you can make more money. Every nation has a center of trade. If a nation ceases to exist, the center closes and doesn't give any more income to anyone. So it's good to keep your enemies alive a little more if you're making money out of them. Spend 2 income to send a merchant to any center of trade you want. Every merchant you send will gain you 1 income per turn. once you get 5 merchants, you must pay a tax of 2 income per month to the center's owner ( if it's you, no tax) Max number of merchants from a nation in a CoT is 10.( at which the tax is doubled) Also, spend 20 income to embargo a country from your center of trade. You'll get back 1 income from every merchant you kick. You can also assasinate merchants of other nations from your own trade center for free.
Politics - to declare war to a nation, you msut pay 5 income , to properly prepare you troops and stuff. To make peace, the combatants must agree on terms: either territorial changes, ceding of armies, force the defeated antion to war agaisnt other nation, or a money donation which can be paid anytime and anyway the winenr wants.
TECHNOLOGY is a HUGE factor in your progression.
each technology awards you with bonuses so, unless you want to go down, invest here.
technologies and techtrees; unlocking a techtree means paying a sum of your income. It's small, but it exists. After unlocking the techtree, each technology must be bought in the order you see them, so if you want one of them, you must first get all the ones before it.
Military techtree: costs to unlock - none ( already unlocked)
techs: 1) Border patrol (cost: 5 income) - military units can take over provinces directly adjacent to already-owned provinces. max provinces taken by military units: your total number of armies/5
2) Royal Guards ( cost: 5 income) - provinces of the user with this tech cannot be taken over by one army. At least 2 are needed.
3) Naval Transports ( 5 income) - allows transportation overseas ( altough not too far - for example, someone in Tunisia can now take Sardegna, which was impossible before)
4) Supply Lines ( 5 income) - allows miltiary units to expand further into unclaimed land, being able to take over twice as much provinces.
5) Professional Armies ( cost: 1 income per army owned, doubles current nubmer of armies and doubles number of future armies ( like, if you buy 1 army, you get 2. )
Science techtree: costs to unlock: 5 income
techs: 1) Mathematics ( 10 income) - adds 10 to the fixed income you get.
2) Alchemy (20 income) - armies gain a 20% bonus in battle when defending.
3) Metallurgy - ( 20 income)lowers cost of Military , Trade and Religious techs by 1. (except Professional Armies)
4) Astronomy - ( 5 income) adds 10 to the chance of succes of spies. Will give random warnings when you're going to lose a war.
5) regulation of Medical Profession - ( 15 income) some armies are recovered after being defeated, isntead of being lost.
Trade techtree - costs: none ( already unlocked)
1) Tax Collectors - (cost: 15 income) - ads 5 to the fixed yearly income
2) Trade League - (cost 30 income) - doubles incomes from Merchants, halves trade taxes ( cancels them if lower than 1)
3) Trade Monopolies - (cost 20 income) - ads 5 income every turn for each trade center in which you have more than 4 emrchants. Received income fluctuates depending on changes in trade centers.
4) Even MOAR taxes ( cost 20 income) - player receives 2 income for every existing nation not at war with him. Nobody loses the money actually. The total income fluctuates depending on the player's wars.
5) War Tax ( cost 20 income) - player receives 5 income for every nation he's at war with and 15 is added to the yearly fixed income.
Religious techtree - cost to unlock- none
1) Control of the Masses ( cost 20 income) - makes sure no independence movements spring up in your territory when you least expect it. Unless you have a deathwish, get this fast.
2) Holy War ( cost 10 income) - get 5 armies for every enemy you're at war with. Every new war grants 5 new armies, no matter if you're the attacker or the defender.
3) Crusades/Jihad - ( cost 25 income) - gain 20 armies. You're forced to declare war on at least 3 other nations and use those armies, otherwise your nation will be eaten up by internal strife.
Can be bought multiple times.
4) Religious expansion - ( 15 income) no longer need for the 1 income yearly tax to keep people happy. Gives a one-time 30 income.
5) Holy City - ( income: 50) - simply doubles your treasury. (except the 50 income taken as the cost).
Can be bought multiple times, but each subsequent time ads 25 to cost
Battles:
You can use as many armies as you want in battles. Problem is: if the enemy splits and RP's about attacking with two armies separately and you don't mention anything about it, thinking your armies can obliterate them, well, yes, you will obliterate ONE of the armies. You can't use the same armies in More than one Battle per turn. So if you've got 10 armies and enemy has 6 and splits them into 6 groups, and you don't split, you'll kill just one and the others will take land. But if you split in 10 armies, you'll have 6 fights and take over 4 lands. Depends on how much you split. Split in as much as you can . This is to discourage "doomstacks' or huge armies.
Also, if your nation get pwned, and destroyed, you can rejoin, just as if you were a new player. Just not in the same place.
Expand, kill, screw people up.
Also, the name of your nation is unimportant. As long as you acknowledge you're human and have only medieval weaponry, (around year 1200), I do not give a pony on your nation's name.
Any questions?
ALSO: existing nations: Duchy of Paris, Kingdom of Copenhagen, Morocco, The Papal States, The Palatinate, Brandenburg, Muscovy, Wallachia , Ottomans and Jerusalem. You're not allowed to question my authority in this IOT and the only way you can offend me is to ask me why these nations are in the game. They're in. Just like that. Accept them or forget it. Also, those nations cannot disappear. You can take lands from them but will always have 1 province elft. Any attempt to take the last one will meet failure
Map of existing nations:
http://i.imgur.com/6XQyIuT.png