Adrift at sea, hope long gone, stomachs growling, knives in hand, the concert must end that the fest may begin Welcome to Le Déluge; a geopolitical roleplaying game set in the closing decade of the 18th century. The game is set in a world where the Seven Years War ended inconclusively for most powers after five years (thus being named the Five Years War), and three decades of relative peace has ensued. However, crisis after crisis has captured Europe, always going to but the last step before war. But this iteration of the concert of Europe cannot last forever, and many predict the long-awaited déluge is to arrive any day now. Players take control of nations in Europe that are at last recovered from one of the most devastating wars the world has ever seen. Some will seek hegemony, some will seek the opportunity to rise to great power status, while others will merely attempt to preserve their fragile independence. Gameplay is centered on modifiers that describe the going ons of one’s nation and reflect the four different types of points needed to play the game. Metropole points are a representation of wealth and the political power of the homeland that the government can extract for its use. MP can, therefore, be used from anything from recruiting troops to building roads and palaces to building out a bureaucracy. Because MP represents your government’s capability to spend and act, larger governments will be able to do more; governments that focus on a limited number of practical objectives will generally fare better than governments that attempt too many things at once. Diplomatic points are a representation of your government's ability to conduct diplomacy throughout the continent. DP is required for any treaty, agreement, declaration of war, a privateer campaign, formalized deal, espionage, lobbying, or really any action that causes you to interact with a foreign power, be it with benign or malicious intent. Some diplomacy will be one-off actions, such as a royal marriage, boosting your nation’s presence at a court, creating a reason for war, or actually declaring and ending a war. Others, such as maintaining alliances, influence, or trade treaties will require a maintenance fee in the form of DP. DP will often punish unpopular or out of character actions; alliances and wars can be equally unpopular, depending on who the target is. Be sure to lay the groundwork for any action you intend to take; a war that you do not prepare for diplomatically will affect your ability to wage it. As a note, wars must be declared in public. After a war is declared, there will be a 48 hour reaction period for other countries to also declare war or to countermand their orders. I request that wars be declared within 96 hours of the new turn beginning. The only diplomatic action that is considered ‘free’ is when one is entering into a coalition against an aggressive power. Coalitions will be created at mod discretion. Diplomatic Points can also be used internally as a representation of a government's soft power. Using DP internally can attempt to calm ethnic tensions, issue edicts and new laws, soothe over strained relations with your nobility or build upon an existing good one. While it may lack the teeth of MP, DP can be quite effective Major Powers will have a baseline of 10 DP; Medium Powers will have a baseline of 6; Minor Powers will have a baseline of 3. Colonial Points are a representation of your wealth and power that can be found in your colonial region that can be extracted for your government’s use in its colonies. CP can generally be used for any action to be taken in the colonies, whether it’s fortifying a port, buying the loyalty of a local powerbroker, establishing a new colony, or starting a skirmish with a nearby power. While colonial power cannot directly be converted into MP, having a large colonial empire will often translate to economic and prestige benefits at home. Similar to MP, larger empires will have the capability to do more actions, but governments that focus on fewer, achievable actions will have greater success. Action Points represent the capacity of action from your armies and fleets, and will only be revealed at the start of war. Action points will be determined based on how well you’ve prepared for the war against a specific enemy. A war that you’ve been preparing against a major rival will likely grant you several AP; a surprise attack against a long-time ally will likely see you start the war with no AP. Each campaign, be it on land or sea, costs 1 AP at a minimum. It is advised that larger campaigns, or campaigns conducted further from one’s borders, may have additional AP allocated to it. The more AP dedicated to an action, the higher the likelihood of success it will have. Spoiler FAQ on Points : Can points be transferred between categories? Not directly no, but you can invest in policies that may lead to modifiers that promote one power at the expense of another. For example, to increase CP, you might use MP to encourage people to leave the homeland for the colonies, or in reverse, you might decrease CP by raising taxes on your colonies which could increase MP. The results will almost never be a 1 for 1 trade though. Come up with a policy, implement it, and you’ll see the results. Can points be traded between powers? MP can; in a situation where you wish to subsidize an ally, purchase a territory, pay war reparations, or some other diplomatic action that requires payment, you may do so using a diplomacy point and indicate how much MP you wish to send. CP and DP cannot be traded Can I bank points? No. Can actions use more than one type of point? Yes! Get creative with it, and I’m happy to see it; for example, want to build up an anti-French party in a foreign court? Use your DP, but also your MP to provide a greater impact! Military-The representation of hard power, you may find it convenient or necessary to reply on force to achieve your objectives or protect your prerogatives. There are three types of units: Home Armies, Colonial Armies, and Fleets. Home Armies-European trained and led, these form the core of your army. These can be sent to fight overseas, but it will take time and many will die from attrition. 1 Army has around 10,000 men and costs 1 MP to build and maintain per turn. Colonial Armies-Varying dependent on what region they are operating in, these can range from colonial militia and their native allies in North America to armies of vassal princes in India. They will often have outdated weaponry but will be fighting on the terrain they are quite familiar with. Rebellion and defection are possible if there are tensions between the metropole and the colony. A Colonial Army cannot fight in Europe. 1 Colonial Army has around 10,000 men and costs 1 CP to build and maintain per turn. Fleets-Absolutely critical to maintaining supply lines and communication with armies, colonies, and bases overseas, and can be convenient for protecting one’s coastline. 1 Fleet consists of 20 Frigates and 20 Ships of the Line and can be built with either 2 MP OR 1 each of MP+CP and maintained by two points of power (will automatically default to the power used to build the fleet). Modifiers-The most important part of your stats. Modifiers list everything, good and bad, that you need to be aware of. While there are some simple statements of facts, the modifiers can be seen as action items that need to be addressed within your empire. This is arguably where the true meat of the update is revealed, where you can see exactly what effect your policies had. Modifiers will often adjust one of your four power points up or down. Not every negative modifier is bad; sometimes they represent the cost of a program that is needed for the stability of the empire. And by the same measure, not every positive modifier is necessarily good (such as a tax that raises money but is universally unpopular). In an age of limited economic growth, modifiers represent the best way to improve your actual spendable power. Arguably, the attainment of modifiers could be said to be the most important part of the game. Your Orders will reflect how you intend to spend your different points, actions you take, goals you are intending to achieve. Updates will be three years in length during peace and one year during times of war between great powers. They will be a succinct reflection of what you did, how successful you were, and what new problems you face.