Shadowbound
Incorrugible
- Joined
- Mar 4, 2007
- Messages
- 4,078
Name/Player: French Empire/Jehoshua
Government/Head: Administrative Monarchy/Hubert de Brienne
Action Points: 4
Stability:
Ratings (A/M/E/P): 6/8/7/4
Institutions: Great Power, Aristocracy, Stavka, Colonial Empire, Mercantilism
Ongoing: Suez Canal (20%)
A quick sketch of a new rule system. While what is used in Paths of Glory is successful, the interlocking systems become very difficult to manage. Specifically I burn out dealing with economic stuff and then have nothing left for the military. Instead I'm trying to boil it down to the most successful system, the political system, and then expand it to cover the others.
Action Points represent a government's ability to act. They both represent political confidence and spending: a popular government will have more action points, while one on the verge of collapse will have few. A player cannot expect to successfully push through more actions than they have action points. Unlike Reform Points, where you got more points the less stable you were, action points are benefit from it. Though confidence in a government and the stability of a nation are separate.
Stability is the capacity of the nation as a whole to absorb shocks. If Action Points represent stamina, then stability is health. A stability of 0 means the nation ceases to exist.
Each Action taken with an action point falls into one, and only one, of four categories. These are Military (A, for army), Maritime (M), Economic (E), and Political (P). Each action has a rating
Institutions would still exist, representing modifiers affecting a nation. Some examples are below.
Institution List
Political
Government/Head: Administrative Monarchy/Hubert de Brienne
Action Points: 4
Stability:
Ratings (A/M/E/P): 6/8/7/4
Institutions: Great Power, Aristocracy, Stavka, Colonial Empire, Mercantilism
Ongoing: Suez Canal (20%)
A quick sketch of a new rule system. While what is used in Paths of Glory is successful, the interlocking systems become very difficult to manage. Specifically I burn out dealing with economic stuff and then have nothing left for the military. Instead I'm trying to boil it down to the most successful system, the political system, and then expand it to cover the others.
Action Points represent a government's ability to act. They both represent political confidence and spending: a popular government will have more action points, while one on the verge of collapse will have few. A player cannot expect to successfully push through more actions than they have action points. Unlike Reform Points, where you got more points the less stable you were, action points are benefit from it. Though confidence in a government and the stability of a nation are separate.
Stability is the capacity of the nation as a whole to absorb shocks. If Action Points represent stamina, then stability is health. A stability of 0 means the nation ceases to exist.
Each Action taken with an action point falls into one, and only one, of four categories. These are Military (A, for army), Maritime (M), Economic (E), and Political (P). Each action has a rating
- Military represents short-range hard power projection. It represents the direct deployment of troops as a result of that action, under the command of generals and other military officers. It is the most difficult of all actions to oppose but the most limited in use.
- Maritime represents long-range power projection, hard and soft. It potentially represents the deployment of naval assets and commercial influence (because there are few nations that have one but not the other). It is far-reaching but limited by geography: away from coastal regions it becomes much less effective.
- Economic represents the effect of national investment and resources. Larger, more industrialized nations will have higher economic scores and be able to accomplish more. However it depends on the political cooperation of local actors and is the most prone to disruption.
- Political represents soft-power influence through ideas, diplomacy, and intelligence. It is the most flexible and difficult to oppose, but dependent on ripe conditions on the ground to truly have an effect.
Institutions would still exist, representing modifiers affecting a nation. Some examples are below.
Institution List
Spoiler :
Political
- Aristocracy
- Great Power
- Revolutionary
- Constitution
- Secret Police
- Parliament
- Irregulars
- Academic Training
- Stavka
- Colonial Army
- Continental Army
- Colonial Empire
- Serfdom
- National Market
- Decisive Battle
- Mercantilism