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Marians: Sons of Mars

Discussion in 'Imperium OffTopicum' started by Tani Coyote, Oct 8, 2010.

  1. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
    May 28, 2007
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    Marians, Sons of Mars

    Hello all and welcome to the newest forum game by the one and only TF! (Well, not only, but...)

    Basic rules:

    No trolling, flaming, etc.

    Be respectful of your fellow players, OOC or IC.

    Overall, the forum rules.

    The time period isn't exact, but keep in mind we're starting more or less in the Ancient Age and working towards the Modern/Future Era. For an example, Military 20 is around the 1930s and 40s(hence the Blitzkrieg tech).

    No powergaming or I'll eat you.

    No RL politics. That is for the Off-Topic forum. Any politics brought up must be discussed within the scope of the game. I don't want to hear whether you think Obama's new healthcare policy is sexy or not; you can however, mention your state passing universal healthcare later down the line.

    No arbitrarily trying to define what the game is. The game is supposed to be about manipulating NPCs to try and win. Read this for inspiration: http://www.civfanatics.com/civ3/strategy/managing_the_world.php

    PLEASE, please, be realistic, and also avoid using the same nation you always do.

    Now for the game rules, which are a bit complex but easy to get down with enough practice; some inspiration was taken from IOT V.

    Read them please or I'll eat you. :)

    Starting off:

    You are free to claim ten territories on your first turn.

    There will be a limit of ten players at the start to see how things go.

    You start with 1 army, which is free.

    Economy:

    Ah, the backbone of your state. Economics is simple. Each territory you own gives you 1 unit of income each turn. Technology and maintenance modify this income.

    Every turn, you spend your income as you see fit; anything leftover accumulates in the treasury. The Treasury is quite valuable; it gives you a quick supply of cash to offset deficits, and also gives you more options for deals.

    If you have negative income per turn and are at zero gold in your treasury, your state will declare bankruptcy, a status that increases revolt risk and damages your economy for several turns. Avoid big spending!

    Units and certain policies take money to maintain, and any gold per turn deals are also subtracted from your income. Infrastructure technology will improve your economy, as will trade deals with other states.

    Military:

    The base cost of a fleet or legion is 5 gold, and they take 1 gold per turn to maintain. This is modified based on certain factors - militaristic policies, for instance, reduce the cost.

    Military units have morale, a constant factor across all units. This is modified based on your military technology, your policy choices, and events. Morale is added to your roll in every battle.

    Land units do not show up on the map. Instead, each land unit represents an attack you can make each turn.

    Naval units, on the other paw, do show up. They also have a base movement of one, and can only move through one coastal sea province a turn(base 1 + 1 for every 5 Military techs) accordingly; technology changes the exact amount they can move. However, open-ocean provinces consume 2 movement points. Naval units must be near a friendly port every five turns or be destroyed. Friendly ports include yours, your vassals, your allies, or anyone who has granted you a right of passage.

    Blockades are a nifty way to tear your opponent up. If you control the seas, you can devastate them. You can block up to 50% of an enemy's gross income if you block their ports; you are not only stopping trade, but harassing the coastline, travel, and fishing. They also can't exploit any resources at sea(oil in the modern age). You take the full 50% by blockading all their coastline. If a country has 5 sea zones, for instance, and you block one, they lose 10%. 20% if you block two, and so on.

    If you make it so they can't reach a trade partner via sea, and no land route exists because of war or denial of access(trade embargo), they no longer receive trading income from that one partner either.

    War and Combat:

    Spoiler :
    Without ships, you cannot transport soldiers overseas, nor can you hope to maintain a large colonial empire.

    If enemy naval units occupy the same province, they obviously must fight. Battles are determined by RNG values between 1 and 25, but as time goes on, the maximum value increases based on the collective morale value of the world's armies. (For every 20 collective morale, the RNG maximum value increases by 1, to a cap of 100)

    RNG works the same way for land battles, but it works differently: when an army engages in battle, it becomes unavailable the rest of the turn whether attacking or defending, victorious or defeated. If one side has more armies than an opponent at any given time due to forcing the foe to retire them all, it will take its next attacked provinces free due to no opposition. Keep this in mind. Also, when you can't pay for an army, you have a one-turn grace period before it is disbanded; this grace period covers the fact war can be chaotic.

    With ships, you can blockade bodies of water. Blockades eliminate up to 50% of the enemy's income, depending on how many of their ports are blockaded.

    Some more information - such as chance of NPC intervention - is located here: http://forums.civfanatics.com/showpost.php?p=10091616&postcount=402


    Technology:

    Spoiler :
    Technology represents how advanced your nation is, and it's divided into several branches - Civics, Military, Infrastructure, Diplomacy. You can choose a national specialty, which makes everything in that category 10% cheaper. Your national specialty also grants you the first level of that tech free of charge.

    Every level of technology costs x * 10, with x being the level one is seeking.

    Civics represented advances in your government, legal framework, etc. Civics' primary bonus is that it unlocks certain national powers. Every level of civics allows you to control 3 more provinces without contributing to the overextension revolt risk.

    Military represents your discipline, resources, manpower, and overall the quality of your army. Every military advance level increases your morale by 0.5.

    Infrastructure represents the economic backbone of your nation, such as the consumer base as well as the hard goods such as roads and utilities. Infrastructure eases your expansion, and increases income.

    Diplomacy increases your chances of successful negotiations with NPCs, by 0.5% per level, increases how many agreements you can have, and unlocks agreements


    National Policies:

    Spoiler :
    National policies are the exact framework of your nation. You can move a single policy one point in any direction every 5 turns. National policies are on a scale from -5 to 5. At the start, you list your national policy positions, but they must be -2, -1, 0, 1, or 2. You also get a "flavor" policy, where a SINGLE policy can be set to any value you want.

    If you've played Europa Universalis, these policies should be familiar. Negative policy on the left, positive on the right. No effects from 0.

    Land vs. Naval. Every negative number decreases the cost of land units by 0.2 and raises the cost of navies 0.2; morale for armies is increased by 0.1, while navies suffer a -0.1 morale penalty. Every positive number does the opposite.

    Offensive vs. Defensive. Every offensive number increases your roll in offensive battles by 2%, but weakens your defensive battles' rolls by 1%. Every defensive number increases defensive rolls by 2% but weakens offensive rolls by 1%.

    Protectionism vs. Free Trade. Protectionism increases income by 2% for each point, while Free Trade makes Free Trade Agreements more profitable, to the tune of an extra 5% to all money generated by FTAs for each point. Protectionism also hurts relations with NPCs by 1 point regardless of where you stand - it reduces RR by 0.2% per level, whereas Free trade increases it by 0.5% per level.

    Centralisation vs. Decentralisation. Centralisation increases income by 5% every level, but increases revolt risk by 1% as well. Decentralisation decreases income by 4% each level, but reduces revolt risk by 1.5%. It comes down to what's more important - money or stability.

    Public vs. Private Ownership. Public ownership decreases revolt risk by 1% for each point, but reduces economic output by 1%. Private Ownership increases economic output by 2%.

    Quality vs. Quantity. Each point towards quantity gives you a free army or navy, but each point towards quality increases morale by 4%.

    Openminded vs. Closeminded. Openminded increases revolt risk by 0.5% per level, but decreases tech cost by 2%. Closeminded decreases revolt risk by 0.5%, but increases tech cost by 4% per level. Closeminded nations also get +5% to their province support per level.


    National Powers:

    Spoiler :
    National Powers are separate from policies in that they have no penalties, only bonuses. You can get rid of National Powers at any time, but this will increase your revolt risk for several turns.

    You can have one power for every 5 Civic techs you have researched.

    The Powers and their requirements are:

    Civic Powers (influence the overall state of your society)

    Authoritarianism (available from the start) You can change sliders every 2 turns

    Bill of Rights (Civics 10) - 2% RR

    Representation (Civics 15) -3% RR

    Cosmopolitanism (Civics 20) - Your revolt risk for being over the province support limit is reduced by 75%

    Military Powers (influence your military prowess)

    Great Tacticians (Civics 5, Military level 5) - Adds 10% to all rolls

    Military Culture (Civics 10, Military 10) - Cost of recruiting units reduced by 0.5; maintenance reduced by 0.5. +2% to all rolls

    Efficient Manpower (Civics 15, Military 15) - You can make 50% more attacks each turn, rounded down

    Blitzkrieg (Civics 20, Military 20) - Every victorious army can attack again, and will have 5% added to its roll

    Infrastructure Powers (influence income and spending)

    Hard Work Ethic (available from the start) - +5% to national income

    Superior Engineers ( Civics 3, Infra 7) - +10% to national income

    Government Subsidies ( Civics 15, Infra 10 ) - Infrastructure becomes 10% cheaper, national income +1%

    National Bank ( Civics 20, Infra 20) - Treasury produces interest of 20%, capping at 100

    Diplomatic Powers

    Skilled Orators (available from the start) - All NPCs add 1 to their opinion of you

    Merchant Lobby (Civics 5, Diplomacy level 5) - +20% to income from trade

    Imperialism (Civics 15, Infra 20, Military 15) - No casus belli is required to tear someone a new orifice. NPCs have their reputation of you damaged by 2 so long as you have this.


    War and Diplomacy:

    Spoiler :
    Ah, the meat and potatoes of the game. Diplomacy has many options. While there are informal agreements like gold exchanges, there are hard-coded ones that can be used to your advantage.

    War is straightforward. However, you must have a casus belli or else revolt risk will skyrocket. The Casus Belli are simple:

    -Embargo or Blockade; if the enemy is blocking your movement or embargoing you, feel free to give them a piece of your mind

    -Belligerence; if the enemy waged a war without a casus belli, you get one against them

    -Balance of Power; if the enemy is 25% stronger than any opponent, you can try to take them down a notch. Strength is measured by multiplying the number of armies by the national morale, which is a total of various bonuses, and by adding 1/4 their income to this number. Ask the GM if this casus belli is valid before going to war.

    -Overlapping Claims; if you both claimed the same province and can't work out a peaceful resolution, you can try and take it by force of arms

    -War of Liberation; you can attack your opponent if they've recently vassalised or annexed a state by force

    -Guarantee of Independence; if your enemy attacks someone who you've guaranteed, or who is your ally or vassal, you have permission to strike them down to protect your honor.

    -Religious difference; if you're of different state faiths(unless you don't have a state faith), you can go to war with heretics and heathens alike for free. This angers members of the target faith.

    -Dishonoring an agreement. Dishonoring alliances(except guarantees since they were one-sided), defaulting on loans, etc. all cause this

    While signing peace with NPCs, you can force them to become vassals or annex them if you control all their territory. Annexation POs other NPCs though so be warned.

    ---

    Now for diplomatic agreements:

    For NPCs, you can read up on your chances of success with NPCs here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355

    Trade Agreement. These agreements regulate trade and can be made from the start. You can have only one at first, but can make a new one every 2 Civics tech you have. Your income increases by 10% of the target nation's.

    Guarantee of Independence - If someone attacks the country guaranteed, you have a free casus belli against them. If you don't back up the Guarantee, you lose face with NPCs, to the tune of 2 points for 20 turns.

    Royal Marriage/State Ties - Increases relations with NPCs.

    Alliance - You will go to war jointly, offensive or defensive. These can be tangled, and you can choose to dishonor an alliance. Dishonoring one will hurt your reputation enormously though with NPCs and humans.

    Defensive Pact - You agree to protect eachother, but ONLY if one party is attacked first.

    Vassal State - Unlikely a human will accept this, but you must have a royal marriage AND Alliance with the target. Read the link above to see the exact amount.

    Annexation - You can annex any state that is a vassal. State must be a vassal or be under your control completely in war.

    Note - No matter the number of agreements, you are limited in who you can contact by distance at the start; by default you can only contact countries that border you. Your total tech level adds 5 pixels per tech.


    Espionage:

    Spoiler :


    Expansion:

    Spoiler :
    Each province, regardless of size, costs 1 point to claim

    You can claim 5 provinces each turn after the starting turn

    Every 5 Infrastructure allows one more claim per turn

    Territories over 10 pixels away from any other territory of yours cost 2 points to claim; this is the distance penalty. These territories are colonies and have special rules.

    You require one port for every 2 colonial territories

    When ten colonial territories are next to eachother, it also will cost only one point to expand from there; you will also require only 1 port to sustain this bloc of colonies.

    To prevent early colonies, every tech level you have allows you to expand 5 pixels away from your nearest possession. So you must tech up first before building a large empire overseas. This is separate from the distance penalty, and so while you can "hop" around the world per se, it will still cost you quite a bit to do so - 2 territories per turn.

    If you have Army 3 and Infra 1, for example, your tech level is 4, so you can colonise up to 20 pixels away.


    NPCs:

    Spoiler :
    NPCs return in the game. They can be taken over by new players, but there are many reasons not to: for one, NPCs are built to be (relatively) weak as Hell.

    NPCs used to be solely used to block expansion; here, they are meant to be proxy battles between human players, who represent major powers. NPCs can love you or hate you, but if you can manipulate enough of them, you can build an empire that is not only powerful, but that is sustainable.

    NPCs don't have hardcoded opinions, but act dynamically based on how you've treated them. Shower them with gifts and help them in times of need and they just might return the favor. Abuse them and they'll be happy to hit you when they get the chance. NPC opinion is detailed here: http://forums.civfanatics.com/showpost.php?p=10087046&postcount=355


    Misc.

    Revolt Risk - For every Revolt Risk, a roll is made each turn. If you score the total revolt risk or lower, you have a revolt. If your revolt risk is x, then x% of your provinces will rebel, or the number of armies you have, whichever is lower.

    Things that increase revolt risk:

    -Certain policies
    -Every province over your province support limit(10 + 5x, where x is the Civic level you have); every unsustained province adds +1% to revolt risk
    -Declaring war without a casus belli increases RR by 10%
    -Centralisation
    -Bankruptcy increases RR by 3% the first turn, 2% the second, 1% the third; Bankruptcy also triggers revolts in the fringes of your empire

    Decreases risk:

    -Policies
    -Decentralisation
    -Public Ownership

    Tech Breakdown:

    Spoiler :
    The "Tech Tree" is infinite in theory, but some techs unlock certain things:

    Infrastructure:

    Each Infrastructure level adds +1 to your base income.

    Infra 5 - +10% base income, Distance penalty reduced to 15 pixels away
    Infra 10 +10% base income, +1 claim
    Infra 15 +10% base income, Distance penalty reduced to 20 pixels away
    Infra 20 +10% base income, +1 claim
    Infra 25 +10% base income, Distance penalty reduced to 25 pixels away

    Military:

    Each Military level increases your rolls by 0.5.

    Every 5 military levels adds +1 to naval movement.

    Military 2 - Military Access treaties unlocked
    Military 4 - Espionage unlocked
    Military 5 - Guarantees and Defensive Pacts Unlocked
    Military 6 - Full Alliances unlocked; these work for both offense and defense
    Military 10 - You now have two, rather than one, maintenance-free armies
    Military 20 - You now have three, rather than two, maintenance-free armies
    Military 21 - Small province-busters unlocked
    Military 22 - Medium province-busters unlocked
    Military 23 - Large province-busters unlocked

    Civics:

    Each level of Civics increases your province support by 5. Every 2 Civics opens up a trade agreement slot.

    Civics 5 - Can now select one Nat'l Power
    Civics 10 - Two national powers
    Civics 15 - Three nat'l powers
    Civics 20 - Four nat'l powers
    Civics 25 - Five nat'l powers

    Combinations of each tech unlock certain National Powers; check that section and plan accordingly. Keep in mind that even after you reach the requirements, if your Civics level doesn't allow another power, you can't select it.


    Religion:

    Religions are unlocked over time, and start in random locations. Religions then spread with a base chance of 50%(+5% if you have trade with the nation, +10% if it's your state faith) until all pagan provinces are devoured.

    The founder of the faith has the holy city. Whoever controls it gets +0.1 gold for every province converted to that faith. Every country besides the founder who has that faith as the state faith adds +1 to the holy city.
     
  2. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
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    World Map



    Major Powers of the World (13 Humans + 2 Super-NPCs)

    1. Iberian Empire - Taniciusfox

    Land vs. Naval: -1
    Offensive vs. Defensive: -1
    Protectionism vs. Free Trade: 2
    Centralisation vs. Decentralisation: -3
    Public vs. Private Ownership: 2
    Quality vs. Quantity: 1
    Openminded vs. Closeminded: 2

    Techs:

    Infra I

    2. Islamic Republic of Deseret - NPC

    Land vs. Naval: -3
    Offensive vs. Defensive: 0
    Protectionism vs. Free Trade: 2
    Centralisation vs. Decentralisation: -2
    Public vs. Private Ownership: 2
    Quality vs. Quantity: -2
    Openminded vs. Closeminded: 5

    National Focus: Military

    Techs:

    Military I

    3. Nubian Empire - Domination3000

    Land vs. Naval: -1
    Offensive vs. Defensive: -1
    Protectionism vs. Free Trade: 2
    Centralisation vs. Decentralisation: -2
    Public vs. Private Ownership: 5
    Quality vs. Quantity: -2
    Openminded vs. Closeminded: 0

    National Focus: Infra

    Techs:

    Infra I

    4. Germany - Arakhor

    Land vs. Naval: 1
    Offensive vs. Defensive: 2
    Protectionism vs. Free Trade: 1
    Centralisation vs. Decentralisation: -1
    Private Ownership: 2
    Quality vs. Quantity: 2
    Openminded vs. Closeminded: -2
     
  3. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
    May 28, 2007
    Messages:
    15,168
    Gender:
    Male
    Minor Powers of the World

    Albion - ??? - Dumanios


    Aztecs - Militaristic Empire

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Deseret - 0
    Caribbean - 0

    Inca - Empire

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Amazon - -1 (Protectionism: -1)

    Mali - Feudal theocracy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Iberia - 0

    Carthage - Merchant Republic

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Iberia - 0 + -1(Heathen)
    Nubia - 0 + -1(Heathen)
    East Rome - 0 + -1(Heathen)
    Germany - 0 + -1(Heathen)
    Wienetia - 0 + -1(Heathen)

    Novgorod - Merchant Republic

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Kiev - 0
    Na-Na-Nine - 0

    Kiev - Feudal Monarchy


    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Novgorod - 0 + -1(Heathen)
    East Rome - 0 + -1(Heathen)
    Germany - 0 + -1(Heathen)
    Wienetia - 0 + -1(Heathen)

    Persia - Absolute Monarchy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    East Rome - 0

    Ethiopia - Absolute Monarchy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Nubia - 0

    Congo - Theocracy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    ???

    Qin Dynasty - Absolute Monarchy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Japan - 0
    Na-Na-Nine - 0

    Tagalog Empire - Feudal Monarchy

    Nat'l Powers: Hard Work Ethic (+5% base income)

    Opinion Meter:

    Japan - 0
    Na-Na-Nine - 0
     
  4. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

    Joined:
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    Gender:
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    Diplomacy:

    Economic Agreements

    (The number of max agreements is put in parantheses)

    Iberia(3) - Carthage, Nubia, East Rome
    Deseret -
    Nubia(2) - Iberia, Italy
    Rome - Iberia (10%)
    Germany(2) - Austria, Kiev (10%)
    Caribbean(2) - Aztecs, Amazon
    Japan(2) - Kamchatka, Na-Na-Nine
    Amazon - Inca, Caribbean
    Singapore - Khmer (10%)
    Na-Na-Nine(2) - India, Japan
    Austria(2) - Germany, Lombardia(10%)
    Canada(2) -
    Zululand(2) - Kongo (10%)
    India(2) - Na-Na-Nine, Ceylon
    Austronesia (2) - N/A
    Aztecs(2) - Caribbean, Colombia
    Mali - Cameroon, Carthage
    Kiev - Novgorod, Poland
    Kongo - Zululand (10%)
    Albion - France (10%)
    Carthage - Iberia, Mali
    Axum - Zanzibar
    Novgorod - Kiev, Astrakhan
    Tagalog(2) - Qin
    Inca(2) - Amazon, Patagonia
    Persia - Hedjaz
    Khmer - Singapore (10%)
    Astrakhan - Novgorod
    Hedjaz - Persia
    France - Albion (10%)
    Sweden - Norway
    G. Lakes - New England
    Zanzibar - Axum
    Kamchatka - Japan
    Qin - Tagalog (10%)
    Pakistan - Ormus (10%)
    Lombardia - Austria (10%)
    Cameroon - Mali (10%)
    Patagonia(2) - Amazon, Inca
    Ormus - Pakistan (10%)
    Kiwi -
    Maracaibo -
    Norway - Sweden
    N. England - G. Lakes
    Turkestan -
    Guyana -
    Korea -
    Kitara -
    Serbia - Italy
    Dahomey -
    Hawai'i -
    Cyrene -
    Italy - Serbia
    Morocco
    Ceylon(2) - India
    Madagascar
    Colombia
    Mongolia
    Takrur
    Fiji
    Mesopotamia
    Syria
    Poland - Kiev
    Argentina

    Vassalage

    Canada - New England
    Amazon - Argentina
    Caribbean - Antilles

    Royal Marriage/State Ties

    Iberia - Austria
    Germany - Austria, Norway
    Austria - Germany, Serbia, Iberia
    Amazon - Inca
    Caribbean - Aztecs
    Aztecs - Caribbean, Colombia
    Inca - Amazon
    Kiev - Novgorod, Sweden, Norway
    Novgorod - Kiev, Astrakhan, Sweden
    Sweden - Norway, Kiev, Novgorod
    Norway - Kiev, Sweden, Germany
    Serbia - Italy, Austria
    Colombia - Aztecs, Maracaibo
    Maracaibo - Guyana, Colombia
    Guyana - Maracaibo
    Hedjaz - Persia
    Persia - Hedjaz, Astrakhan
    Astrakhan - Persia, Novgorod
    Na-Na-Nine - Qin, Turkestan, Japan
    Qin - Na-Na-Nine, Korea
    Korea - Qin, Japan
    Turkestan - Na-Na-Nine
    Japan - Korea, Na-Na-Nine

    Personal Unions

    Hedjaz rules over Persia.

    Novgorod rules over Astrakhan.

    Korea rules over Qin.

    Caribbea rules over Aztecs.

    Aztecs rule over Colombia.

    Religions

    For anyone who's curious, the religious map:

    Spoiler Map :

    Hinduism = Purple
    Judaism = Dark Blue
    Catholicism = Yellow
    Confucianism = Dark Gray
    Buddhism = Pink


    This is almost entirely irrelevant to gameplay unless you plan on switching state faiths, in which case, it could mean life or death to look at it.

    The map will be posted in the new "Religion" section of the FAQ/Misc. post on the front page.

    Hinduism - Founded Turn 4

    Holy City: Carthage

    Provinces under control: 143

    Countries Converted: Carthage, France, Italy (+2)

    Judaism - Founded Turn 6

    Holy City: Kiev

    Provinces under control: 138

    Countries Converted: Kiev, Norway, Cyrene, Rome (+3)

    Catholicism - Founded Turn 12

    Holy City: Stockholm

    Provinces under control: 52

    Countries Converted: Sweden

    Confucianism - Founded Turn 13

    Holy City: Ormus

    Provinces under control: 44

    Countries Converted: Ormus

    Buddhism - Founded Turn 13

    Holy City: Savoy

    Provinces under control: 37

    Countries Converted: Lombardy

    Taoism - Founded Turn 14

    Holy City: Tenochtitlan

    Provinces under control: 38

    Countries Converted: Aztecs

    Sunni Islam - Founded Turn 15

    Holy City: Madrid

    Provinces under control: 29

    Countries Converted: Iberia

    FAQ/Misc:

    How does the closeminded/openminded tech bonuses/penalties interact with national specialties?

    The base tech cost is 10x, with x being the level of tech; Infra III costs 30, for instance. Closeminded/openminded effects apply to the base cost. So closeminded one would increase the penalty by 4%, which, rounded up, becomes 2. So it now costs 32. If your national power is infra, you will now remove 10%, which rounded, means you now have to pay 29 for the technology.

    How do Infra and income penalties relate?

    You apply Infra's absolute bonuses first. i.e. Infra 1 adds 1 to your income, which for example, is 10. You have 11. However you have policy sliders that reduce income by 5%. So you lose .55 income, or 1, so you now have 10 income.

    Any percentage bonuses/penalties add together, and the result is what you apply to that total income. If you have a total income of 15 including Infra tech, but unlock a bonus of 10%, you apply only 5% due to the penalty, so you get 5% of 15 added on - 16 income.

    How do combat bonuses apply?

    Any absolute bonuses are added first - you get these from decisions on your army/navy sliders and military tech. After that, the % bonus is applied.

    Bonuses/Penalties for Major Powers:

    Iberian Empire

    Spoiler :
    Bonuses

    Cost of each army is 4.8 gold
    Army morale +0.1
    +2% to offensive rolls
    +5% to all income gleaned from Free Trade Agreements
    +19% bonus on all base income
    Free support of 2 military forces
    +10% to province support level

    +1 base income(Infra I)

    Penalties

    Cost of each navy is 5.2 gold
    Naval morale -0.1
    -1% to defensive rolls
    +8% base tech cost
    +3% RR


    Deseret

    Spoiler :
    Bonuses

    +25% province support level
    Cost of each army is 4.4 gold
    Army morale +0.3
    +10% to all income from FTAs
    +14% bonus to base income
    Free support of 1 military force
    +18% to all rolls(Quality + Great Tacticians)

    +0.5 to morale (Army I)

    Penalties

    +20% base tech cost
    Cost of each navy is 5.6 gold
    Naval morale -0.3
    RR +0.5%
    1.2 maintenance


    Nubia

    Spoiler :
    Bonuses

    Cost of each army is 4.8 gold
    Army morale +0.1
    +10% to all income from FTAs
    +20% bonus to base income (centralisation + private ownership)
    Free support of 1 military force
    +8% to morale

    +1 base income (Infra I)

    Penalties

    Cost of each navy is 5.2 gold
    Naval morale -0.1
    Revolt Risk 3%
    1.2 maintenance


    Eastern Roman Empire

    Spoiler :
    Bonuses

    Cost of each army is 4.6 gold
    Army morale +0.2
    Defensive Rolls +4%
    10% to all FTA income
    +14% to provincial income
    Base tech cost -2%
    +20% to all rolls

    +3 Province Support (Civics)

    Penalties

    Cost of each navy is 5.4 gold
    Naval morale -0.2
    Offensive Rolls -2%
    4% Revolt Risk
    Maintenance cost of each naval/army unit is 1.5 gold rather than 1(Quality)


    Germany

    Spoiler :
    Bonuses

    Cost of each navy is 4.8 gold
    Naval morale -0.1
    Defensive Rolls +4%
    3 Free Militaries
    +4% income
    +5% to all FTA income
    Tech cost -4%

    + Base income (Infra)

    Penalties

    Cost of each army is 5.2 gold
    Army morale -0.1
    Offensive Rolls -2%
    +1 RR


    Caribbean Union

    Spoiler :
    Bonuses

    Cost of each navy is 4 gold
    Naval morale +0.5
    Offensive Rolls +2%
    +5% to all FTA income
    +4% bonus to provincial income
    +12% bonus to all rolls
    +10% to province support

    +3 Province Support (Civics)

    Penalties

    Cost of each army is 6 gold
    Army morale -0.5
    Defensive Rolls -1%
    1.3 maintenance per military
    +8% tech cost
    +0.5 RR


    Japan

    Spoiler :
    Bonuses

    Cost of each navy is 4.2 gold
    Naval morale +0.4
    Defensive Rolls +4
    +5% to free trade agreements
    +9% income
    3 free militaries
    Province support level +5%

    +1 income (Infra)

    Penalties

    Cost of each army is 5.8 gold
    Army morale -0.4
    Offensive Rolls -2%
    RR +2%
    Tech cost +4%


    Amazonian Imperium

    Spoiler :
    Bonuses

    Cost of each navy is 4.6 gold
    Naval morale +0.2
    Defensive Rolls +4%
    +35% income
    +8% to all rolls
    Tech cost -4%

    +1 income (Infra)

    Penalties

    Cost of each army is 5.4 gold
    Land morale -0.2
    Offensive Rolls -2%
    -1 opinion with all NPCs(Protectionism)
    +5.6 RR
    Militaries cost 1.2 to maintain


    Singapore

    Spoiler :
    Bonuses

    Cost of each navy is 4.8 gold
    Naval morale +0.1
    +2% to defensive rolls
    +5% to FTA income
    -1.5% RR
    +4% to all combat rolls
    Tech cost -4%

    +1 income (Infra)

    Penalties

    Cost of each army is 5.2 gold
    Army morale -0.1
    +1% to offensive rolls
    -6% income
    Militaries cost 1.1 to maintain


    Na-Na-Nine

    Spoiler :
    Bonuses

    Cost of armies is 4.6
    Army morale +0.2
    Offensive Rolls +4%
    FTA income +10%
    +14% income
    3 free militaries
    -10% tech cost

    +1 income (Infra)

    Penalties

    Cost of navies is 5.4
    Naval morale -0.2
    Defensive Rolls -2%
    RR + 6.5%


    Austria

    Spoiler :
    Bonuses

    Cost of armies is 4.6
    Army morale +0.2
    Defensive Rolls +4%
    FTA income +10%
    +10% income
    +8% to battle rolls
    Tech cost -4%

    All Morale +0.5(net morale +0.7 for Army, 0.3 for Navy; Military tech)

    Penalties

    Cost of navies is 5.4
    Naval morale -0.2
    Offensive Rolls -2%
    Units cost 1.2 gold to maintain
    RR +2%


    Mathalamus Empire/Canada

    Spoiler :
    Bonuses

    Defensive Rolls +4%
    +8% to all rolls
    +18% Income

    Penalties

    Offensive Rolls -2%
    -1 relations to all NPCs(Protectionism)
    1.2 maintenance
    1.6% RR


    Zululand

    Spoiler :
    Bonuses

    Cost of land units 4.0
    Land morale +0.5
    +4% to offensive rolls
    +19% income
    +8% morale
    +10% Province Support

    +0.5 to all rolls(Military I - net of +1 for land, +0 for naval)

    Penalties

    Cost of naval units 6.0
    Naval morale -0.5
    -2% to defensive rolls
    +3% RR
    Maintenance is 1.2 per unit
    Tech cost +8%


    Mughal Empire

    Spoiler :
    Bonuses

    Cost of land units 4.8
    Land morale +0.1
    Defensive Rolls +4%
    +27% income
    +8% to all morale
    Tech cost -2%

    +3 province support(Civics I)

    Penalties

    Cost of naval units 5.2
    Naval morale -0.1
    Offensive Rolls -2%
    4% RR
    Maintenance 1.2
    -1 with all NPCs


    Austronesia

    Spoiler :
    Bonuses

    Naval units cost 4.6
    Naval Morale +0.2
    Defensive Rolls +4%
    +25% to all FTA income
    +14% income
    +8% to all combat rolls

    +0.5% chance of success with NPCs(Diplo I)
    Can make up to 2 agreements per turn (Diplo)

    Penalties

    Land units cost 5.4
    Land morale -0.2
    Offensive Rolls -2%
    +4.5% RR
    1.2 maintenance
     
  5. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

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    El Imperio Ibérico - The Iberian Empire

    Government: Feudal Monarchy

    Religion: Pagan

    Language: Castilian, Portuguese

    Currency: Escudo

    Capital: Madrid

    Sliders:

    Land vs. Naval: -1
    Offensive vs. Defensive: -1
    Protectionism vs. Free Trade: 2
    Centralisation vs. Decentralisation: -1
    Private Ownership: 2
    Quality vs. Quantity: 1
    Closeminded: 2

    This post puts me in the game, but also gives you an idea how you set up your own nation.

    National Specialty: Infrastructure

    YOU MAY NOW POST

    Keep in mind that for this turn, no agreements or income is spent; it is merely a signup phase.
     
  6. Omega124

    Omega124 Challenging Fate

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    Kingdom of Deseret

    Government: Theocratic Monarchy

    Religion: Pagan

    Language: English

    Currency: Dollar

    Capital: Utah

    Sliders:

    Land vs. Naval: -2
    Offensive vs. Defensive: 0
    Protectionism vs. Free Trade: 2
    Centralisation vs. Decentralisation: -2
    Private Ownership: 2
    Quality vs. Quantity: -2
    Closeminded: 6

    National Power: Skilled Orators

    Spoiler Large image is large :
     
  7. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

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    I assume by closeminded you mean the maximum value?

    I also made a typo; it's national specialty, not national powers(nat'l powers aren't even possible until Civics 5). The four specialties are Diplomacy, Military, Civics and Infrastructure.
     
  8. Omega124

    Omega124 Challenging Fate

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    Well, you said we had one policy we can put whatever value we want on it, and I chose maximium closemidness.

    As for specality, please elaboratie the four choices.
     
  9. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

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    That's correct. 5 for closeminded then.

    The specifics can be seen in the Tech Breakdown section.

    Military improves your military's morale and expands your options, Infrastructure improves income, Diplomacy enhances your options when dealing with other states, and Civics unlocks national powers(different from the sliders) as well as increasing how much you can expand.
     
  10. Omega124

    Omega124 Challenging Fate

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    Alright, I choose Military as my focus.
     
  11. west india man

    west india man Immortal

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    Location:
    Brazil
    The Eastern Roman Empire! Take THAT, Mathalamus! (details a little later)



    Government: Empire

    Religion: Pagan

    Languages:
    Greek, Latin

    Currency: 1600 Nummi = 1 Solidus

    Capital: Constantinople

    Sliders:

    Land vs. Naval: -2
    Offensive vs. Defensive: +2
    Protectionism vs. Free Trade: 3
    Centralisation vs. Decentralisation: -3
    Private Ownership: 3
    Quality vs. Quantity: -5
    Openminded vs. Closeminded: -4

    National Specialty: Civic
     
  12. Arakhor

    Arakhor Dremora Courtier Super Moderator

    Joined:
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    Location:
    UK
    Germania - The Land of the Howling Winds and the Mighty Bear

    Government: Agrarian Autocracy
    Religion: Pagan
    Languages: Teutonic, Slavic
    Currency: Mark (100 Pfennigs = 1 Mark)
    Capital: Berlin (ish!)

    Land war: +2
    Offensive: +2
    Free Trade: +1
    Centralisation: +1
    Private Ownership: +2
    Quality: +2
    Open-minded: +2

    National Speciality: Hard Work Ethic (Infrastructure)
     

    Attached Files:

  13. GhostWriter16

    GhostWriter16 Deity

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    Messages:
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    Location:
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    @T-Fox- I know I sent you a PM, but if this contradicts your PM, use this and ignore the PM:

    The Nubian Empire

    Capital: Somewhere in Northern Sudan

    Claims: Claim the 2 Southernmost Egyptian territories, and claim the 8 Northernmost Sudanese territories.

    Government: Aristocratic Monarchy. Egyptians are second class citizens, Nubians are first class citizens. As for how Nubians rule over each other, and what Egyptians rule over other Egyptians, there are seven castes, in order: Royal, Priest, Noble, Merchant (Or pretty much any non agrarian job), Farmers fishers and day laborers (All the fifth class), Slaves, and Outcasts. You can only become an outcast if you committed a crime or your parents did and then gave birth to you. Outcasts are outside societies protection, their lives are worth zero, and they only make 1/4th of the normal wage (Contrast to slaves who make half.)

    Language- Ancient Egyptian and Ancient Nubian

    Religion- Pagan (Nubian and Egyptian Mythology)

    Currency- Gold and Silver Coins are used, but barter system is used more often except in cities. A gold coin is considered the standard daily wage (And is the minimum for non-slaves), and a silver coin is the hourly wage (10 silver coins = 1 gold coin)

    Land War: 1

    Offensive: 1

    Free Trade: 2

    Centralization: 2

    Private Ownership: 5

    Quality: +2

    Open-Minded: 0



    Private Ownership: 2
     
  14. Tani Coyote

    Tani Coyote Son of Huehuecoyotl

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    And your National Focus?
     
  15. GhostWriter16

    GhostWriter16 Deity

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    Location:
    Wherever my name is posted
    Hard Work Ethic.
     
  16. Tee Kay

    Tee Kay Silly furry

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    Um... the map. I'm not playing this one. I like everything, the concept, everything, but I hate that map.

    That Afghanistan has more provinces than China is just silly. I would jump on board in a second if the borders for these countries, at least, are redrawn: USA, Canada, Russia, Turkey, Pakistan, India, Australia, Brazil, Japan and China, and possibly Germany, South Africa, Indonesia, Spain, Thailand and UK.

    You might think it's trivial, but I like a good map.
     
  17. Omega124

    Omega124 Challenging Fate

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    Look, this is the same map we used since IOT III, with the execption of V. If you don't like it, you should had said something there.
     
  18. Tee Kay

    Tee Kay Silly furry

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    I did. I've been complaining about it since forever, in the Developmental Thread and elsewhere. It's why I suggested the Victoria map for IOTV, and why I used a modified EU3 map for Ab Antiquo.
     
  19. GhostWriter16

    GhostWriter16 Deity

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    I like the USA just because, well, its the USA. Everywhere else I guess could be redone, I don't care that much.

    However, Afghanistan having more provinces than China is a bit silly. If you are going to do it that way, I'd suggest larger provinces cost two and get extra benefits (To make up for the fact that you get less land), like extra financial abilities and defense.

    IOT III didn't even have provinces! I wasn't there, but I read a lot of it. IOT IV probably used it, I don't remember.
     
  20. Lighthearter

    Lighthearter President of the United States

    Joined:
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    Gender:
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    Location:
    The West Wing
    The Caribbean Federation

    Capital: Emporia (RL Florida Keys)

    Claims/Color:

    (If I claimed too much start removing in Mexico and move to the Bahamas from there.)

    Government: Absolute Monarchy, however, the current king, Koromov, is loved by the people. It remains to be seen what shall transpire down the line.

    Language: I'm not sure what the indigenous languages of the region are, so I'm gonna say Latin as a high-class language and ask if someone can give me a regional tongue from RL I can use. One that didn't come from Europe.

    Religion: Jewish

    Flag:


    Currency: Silver "coins"(Actually strips about the size of a candy bar, but very thin) known as Caribs are the standard currency. Standard daily wages for the middle-income bracket are about three a day. There are various ranked "chips" from the first to the ninth, each representing a certain number of tenths of a Carib.

    Land-Naval: 5
    Offense-Defense: -1
    Protectionism-Free Trade: 2
    Centralization-Decentralization: -1
    Public-Private: -1
    Quality-Quantity: -2
    Openminded-Closeminded: 2

    National Focus: Civics

    Need anything else? I'd like to ask to switch my free army for a free navy. Maybe if you choose to go all navy that's how it should work?

    - Lighthearter
     

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