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 6 EP's. Gives you 4 more LP's in all territories and 2 more EP's in each territory.
3)
Theater: Needs 8 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
Those can be built later in the game:
6)
Barracks: Needs 18 EP's for three turns. It gives riflemen which gives you 50 % bonus in fights.
7)
Senate: Needs democracy and 50 EP's. It gives you + 20 Stability
All buildings, except 6, 7,4 and 5, can be built up to 7 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. Also you start as Stable.