Marians: Sons of Mars

Excellent! I see the start of a new golden age! All money into the treasury this turn, forgot to mention that :)
 
i claim the last canadian provinces. that was an oversight of mine.

um... all gold to Diplomacy.
 
Invest all 39 into Civ tech
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Claim the last three territories in front of our north border we can claim, as well as the final 2 Sudan territories.

Attack the rebels if possible without DOWing Ethiopia.
 
12-23. This Nubian Army is destroyed. The Axumites are a dangerous people it seems...
16-17. Nubia's bonuses allow them to win.
 
Lombardia and Naples have gone to war, with Naples as the aggressor. As they had a casus belli, however, there is no chance of NPC intervention.

Lombardia uses its 13 income to purchase 2 armies, while Naples use their 10 income to do the same. Each side fields 3 forces, with Lombardia's being better trained and backed by a larger economy. If Naples doesn't do well, it will surely lose the war.

16-15. Milan's morale increases their roll by 0.5, but it's not enough.
1-15. Naples loses one battle.
13-1. Naples defeats the Milanese on the battlefield again, taking 2 provinces.

Milan has one free army available, which it uses to retake one captured province. Both sides now have 10 provinces.

Desperate for money for the war effort, Naples searches for trade agreements. It offers Nubia one.

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Keep in mind you can support either side in the war if you desire. You do this simply by gifting gold. Or maybe performing spy missions if those are available to you.
 
Details of Espionage

Lighthearter desired to know how it works, and so I will unveil it.

First, you require Military 4. Or, in layman's terms, ~100 gold invested into the military tree.

Once you have that, you have multiple choices. Each has a chance of success/discovery. You can activate one for each level of Military tech you have(i.e. 6 military techs = 6 spy missions possible) but you can only attempt one mission per country per turn. To avoid people being able to check the stats and thus discover who's who (and plot against you accordingly) there is no cost for spy missions, only limits like those above.

Fabricate Claims

Oh ho, a neat way to get free casus belli. 10% chance of success, with a 10% chance of getting caught. If you want war, you'll get war if you're discovered - your enemy gets a casus belli on YOU.

Incite Revolt

A bit like the riot event but activated by humans. You try to incite a rebellion in the enemy territory. Success chance of 5%, added to the target's revolt risk. Discovery chance of 10%. Works best if coordinated with other players, since the revolts are not cumulative(i.e. another roll is made if the revolt is successful) or if added onto a country that's already falling apart.

Cause Embezzlement

15% chance of success, 25% chance of discovery. Your opponent will lose 10% of their income, rounded up, for the turn.

Steal technology

15% chance of success, 25% chance of getting caught. You steal a tech the enemy has, but also distribute it to 5 countries of your choosing to spread suspicion.

Cause desertion

25% chance of success, 10% chance of discovery. If successful, your enemy loses one of their armies or navies, whichever is larger.

Your enemy gets a casus belli on you for one turn if any mission fails, obviously.

There are some special missions connected to the province-busters, but those will be detailed when said weapons become available.
 
It's primarily to avoid spamming espionage each turn. Though I suppose upping discovery chances would have the same effect...
 
Espionage has no point in this game. not cost effective.
 
Whats your Diplo LH? We may be in contact
 
Espionage has no point in this game. not cost effective.

I can always change the exact percentages, seems the current reception is lukewarm.

Either way, it doesn't cost money. The only thing to worry about is discovery, and that's mitigated if you have a strong military to deter any acting on CB.

Whats your Diplo LH? We may be in contact

His diplo is 0, but even so, I can assure you that you're both in contact. Their current trade agreement is held by the Aztecs.
 
Update 11

sonsofmarsmap11.png

sonsofmarsturn11stats.png


Incidents

No revolts, amazingly.

Events

Astrakhan had a riot.

Iberia had a border dispute with (rolls go clockwise) Lombardia. Iberia will have a casus belli on them for turns 11 and 12.

Zanzibar had a plague, and so can claim 2, not 3, provinces this turn.

Rome had a settler rush, and so can claim up to 6 provinces this turn.

Deseret had an economic boom, and so will collect 37, rather than 34, income.

Succession

The Incan, Aztec, and Austrian monarchs are all alive and well, but the German Kaiser has passed away. His son has taken the throne, preventing the Austrians from gaining Germany.

Religious Events

Hinduism - Lombardia, Naples and Carthage (60%), Iberia(50% + 5% = 55%); Rome, Nubia, Germany, Austria and all countries in contact with Carthage are at 50%.

Iberia: 0
Rome: 2
Nubia: 3
Germany: 2
Austria: 0
Lombardia: 1
France: 0
Carthage: 0
Mali: 2
Cyrene: 0
Albion: 0
Sweden: 2
Norway:
Poland: 1
Naples:

Net gain - 13 provinces

Judaism - Kiev has 60%, Novgorod has a 55% chance, everyone else in contact with Kiev(Germany, Austria, Astrakhan, Novgorod, and Rome, Na-Na-Nine) has a 50% chance.

Kiev:
Novgorod: 2
Germany: 1
Austria:
Astrakhan:
Rome:
Na-Na-Nine:
Nubia: 2
Persia: 2
Hedjaz: 1
Cyrene: 2
Sweden: 1
Norway: 4
Poland:

Net Gain - 15 provinces

sonsofmarsreligiousmap.png
 
NPC News

Sweden and Norway have both converted to Judaism due to having majority-Jewish populations. Kiev is steadily eclipsing Carthage.

Wars

The Neopolitans and Lombards are likely to be at war for some time. Lombardy, being senior, will make the first move. They need to have a decisive victory - the Nubian-Neopolitan trade agreement will stimulate the Neopolitan economy and give them an edge. Adding to that, Iberia might seek to seize control over Lombardia.

Lombardia makes 13 income, and 2 new armies are raised. 1 will stick to the defensive. Lombardia claims Monaco and Central Switzerland.

4 march against the Neopolitan forces, who only have 3.

20-22.
12-21.
4-6.
11-20.

Lombardia is HUMILIATED! Having had their asses handed to them, the Neopolitans can return the intended mischief with interest.

Naples raises 3 armies, donning 7 forces.

7-8
6-3. The last Lombard force is defeated, and as a result, 5 provinces are overrun.

Naples claims one province in Libya, establishing an overseas empire.

Only 5 Lombard lands are still unoccupied.
 
Iberia earns 44 income. 21 finishes Military 2, giving us a morale boost of 0.5.

Armies cost 4.8 to recruit. At the cost of 18.4 gold, we recruit 4 armies. The remaining 4.6 gold goes to our treasury.

We claim one province in Africa and also claim the eastern Azores.

IBERIA DECLARES WAR ON LOMBARDIA. We use our border dispute casus belli.

Due to the fact their armies were obliterated in the field of combat and are resting, they cannot resist an invasion. Our 6 armies overrun all 5 of their provinces, turning Lombardia into a land split between Neopolitan and Iberian arms.

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Let's move on to diplomacy.

Naples makes the first move, since they are the senior power in the war. Since Lombardia is powerless and its armies will be retired until they get a single territory, they will accept whatever terms Naples wants.

Naples demands all of Lombardia's gold and all conquered territories. Sucks to be Lombardy.

Iberia demands the vassalisation of Lombardy, since we can't take much more RR. They concede defeat.

Naples renames itself Italy, appropriately. Lombardia meanwhile, disbands all its armies, as it can't afford them without grinding the nation into the ground. Iberia disbands 2 of its armies, no longer needing their drain on the treasury.

And so, the Italian War ends, with both Italies becoming more or less one, and Iberia gaining a foothold in the region.

At first I cursed when I got Lombardia instead of Morocco, but maybe this was good too. :dunno:

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Since casus belli are quite lucrative as the Italian Demonstration - as I'll call it now as if it was intentional so I look cool - has shown, let's look at the easiest way to get them, power rankings:

Formula for Power:

[1/4 (Treasury + Net income)] + (Land morale * number of armies) + (value of tech + current research)

Stats as of the end of Update 10

Iberia (11.1) + (1.8) + (290) = 302.9
Austronesia (12.75) + (-0.2) + (289) = 301.55
India (16.5) + (3.3) + (271) = 290.8
Singapore (11.45) + (-0.2) + (276) = 287.25
Na-Na-Nine (14.25) + (0.6) + (271) = 285.85
Nubia (13.6) + (6.6) + (239) = 259.2
Germany (11.55) + (4.2) + (241) = 256.75
Canada (11) + (1) + (239) = 251
Amazon (16.75) + (1.5) + (232) = 250.25
Zululand (11.75) + (7.5) + (221) = 240.45
Austria (17.5) + (1.2) + (221) = 239.7
Deseret (8.4) + (3.6) + (197) = 209
Caribbean (10.75) + (0.5) + (197) = 208.25
Rome (10.75) + (0.7) + (190) = 201.45
Japan (9.5) + (1.1) + (181) = 191.6
Albion (6.75) + (0.5) + (100) = 107.25

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Remember. If you don't know anybody who could match a power, you get a casus belli on them. The ability to match means they must not be 25% greater than their next known opponent. This allows nice little regional conflicts until everyone knows eachother.


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Alrighty. I'll let everyone else post now. :D
 
The only tech/decisions that don't apply until the next turn are infrastructure, Civics changes, national powers, and trade agreements, for simplicity's sake. You gain any benefits for the military on the turn you receive it, same for Diplo.

So, in layman's terms, yes, you can use Espionage this turn. Just remember you can only use one move against each state you know per turn. I've also edited the rates a bit in the original post: http://forums.civfanatics.com/showpost.php?p=10097727&postcount=448
 
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