Marians: Sons of Mars

That makes 8 players in favor of Infra, 2 Civics, and 1 Military. No slant here at all. :lol:

Remember the benefits of the techs everybody:

Infra increases income at set increments, reduces the distance penalty, and gives you extra claims (once at Infra X and another at Infra XX)

Diplomacy increases your chances of success with the NPCs, unlocks new agreements, controls how far away you can negotiate, and controls how many agreements you can make per turn. Furthermore, you need 2 diplomacy techs per economic agreement, so diplo is very powerful if you're too succeed.

Military reduces the distance penalty for invasions, increases your chance of victory in combat, and also unlocks spy missions, defense pacts, lucrative military access treaties, and finally, increases your number of free armies.

Civics allows you to choose national powers(think like EU3's national ideas), and every Civics level allows you to hold 5 more provinces without incurring revolt risk.
 
I mentioned it to Nukeknockout, doubt he's joining though. I can PM a few people from PacWar and TLP and Realpolitik though.

I suggest you set a start date and I'll see about getting someone else involved.:p

-L

Well I've gotten the map mostly finished(sea provinces and whatnot)... I suppose I can start the game 72 hours from now.

Any suggestions on the map? Such as increasing/reducing the number of provinces in certain areas?
 
can you reduce the number of Islands in the pacific I mean there are tons of tiny insignificant islands
 
can you reduce the number of Islands in the pacific I mean there are tons of tiny insignificant islands

Actually I always liked keeping the Pacific's islands as it enhances colonialism and serves as a potent force for power projection.

actually can I change my national power to Military?

Done. :)
 
sonsofmarsmap1.png


This is the new map. I believe it's completed.
 
EDIT: Out! This game is insanely complicated.
 
I'm not seeing a difference between the two maps.
 
TOTALLY SHIFTING POSITION:

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@ Abby

And I thought your original country had an ugly shape...

I don't know about that; that country's shape is unrealistic. Nation shifts like that will also drive me insane.

Now, if you would get a more condensed position, I'll be happy to switch you, though you have to do it soon since I'm getting ready to start the game...

Announcement!

The 13th player position has been converted into a third mega-NPC. This will make things very interesting.

Our glorious Super-NPCs!

Inca Empire

Zululand

The third NPC will be decided based on Abaddon's decision to either condense his Asian position or to revert back to his African position.
 
Why not simply Australia? Europe is well-subscribed as it is. (Mali would also be a good choice.)
 
Just some small updates and info:

Super-NPCs will have the same rules governing a human player.

Ordinary NPCs - minor powers - will be governed by a different set of rules - they do not have national policy sliders. They do however have one slight advantage; they can get their five powers at any time and do not need a Civic. This means they can claim the max of 5 Nat'l Powers(Hard Work ethic, authoritarianism, etc.). The catch is they require the prerequisites for each power if they exist.

Minor powers won't really do diplomacy with eachother, though they can go to war(and in turn, you can support either faction!), and if you're hated, they just might form an alliance against you. To avoid being crushed, they can negotiate as far away as the most advanced human player can. This makes them lethal if you're not careful.

Colonies: Originally navies were required for colonies; no longer. Instead, you need one port for every colonial province(in the rare case a province borders two seas, it counts as two ports). A colonial province is any province that is not within x pixels of your homeland. However, you need one ship per two colonial territories to keep your income from them at 100%. For whatever fraction you have of the ships you need(rounded down), you will only get that much income. Example - you have 12 colonial territories abroad but have only 4 ships. You need 6; therefore, you will only get 66% of the income from those territories added to your base income - 8.

I'll be posting the current bonuses/penalties each nation has in a few.

For its historical un-importance, the Americas are already crowded up already. Seriously, wouldn't that NPC be better off in Europe or Asia?

My goal was to place the NPCs in continents with the fewest players first - South America has only one player, and so a super NPC in the region makes sense.

That ends the major NPCs in the Americas; the other two are going to go in either Asia, Africa, or Australia, but Abaddon has to make his decision before I can choose.

Why not simply Australia? Europe is well-subscribed as it is. (Mali would also be a good choice.)

If Abaddon chooses an Asian position, the NPC will be Mali; if he chooses an African position, it will likely be China, Turkistan, or Australia that receives the next NPC.
 
If Abaddon chooses an Asian position, the NPC will be Mali; if he chooses an African position, it will likely be China, Turkistan, or Australia that receives the next NPC.

Why not India? Important Sub-Continiet, 2 religions are from there, and should be able to not impose on players too harshly.

Also, another African NPC? I like Zululand, because who doesn't like them? But one is enough. I think you should focus on major powers not represented, not just because of amount of players (Like Amazon is going to meet up with me and the Carribean nation, and I think Egypt will be more focused on the Med. and Middle East than Africa).
 
Very well then, the super-NPCs will be:

Zululand
Mughal Empire
Austronesia

Let's hope they don't form a super-alliance in the late game controlling the Indian Ocean... :evil:

Rule change:

Religion no longer affects provinces to simplify the game.

Religions are unlocked periodically by announcement and you can choose any one if it's unlocked.

You can switch state religions at any time, but at the cost of some revolt risk each turn.

Any faith can wage holy war against heretics/heathens.
 
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