Marians: Sons of Mars

Nah, i like my odd shape, done it on purpose. I am not interested in playing otherwise.
 
I think I did that didn't I?
 
I editted my original post:

Na-na-Nine - The Expansive Empire
Government: Oligarchy
Religion: Pagan
Language: Iyala
Currency: The Dramat
Capital: Berat
Sliders:

Land vs. Naval. -2
Offensive vs. Defensive. -2
Protectionism vs. Free Trade. +2
Centralisation vs. Decentralisation. -2
Public vs. Private Ownership. +2
Quality vs. Quantity. +2
Openminded vs. Closeminded. -5 FLAVA!
 
Status update:

I'm compiling everyone's strengths/weaknesses, and then I will calculate your income and whatnot. I'm also re-evaluating some things to increase balance.
 
I hope it isn't too late.

The Britannian Empire

Government: Constitutional Monarchy

Religion: Pagan

Language: English, French and Welsh

Currency: Pound

Capital: London

Sliders:

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

National Specialty: Military

britannianclaims.png


Note: If I can't have the French territories, then move the 2 claims there to Scotland.
 
Some changes/clarification:

1. The spread of religions will now be determined at random. When a religion becomes available, it will be founded in a random country. It can spread to any countries that have contact with it. NPCs have a 50% chance of adopting a faith(reduced/increased depending on openminded/closeminded trait, with 5% in each direction). Major NPCs will convert as soon as possible for obvious reasons - free casus belli.

Also, if religion x spreads from country A to country B, you need only be able to contact country B to be able to adopt it.

A country that founds a faith will have a holy site. The holy site will generate 0.1 gold for every province under the control of that faith, and 0.05 for each vassalised province under that faith.

This will be done at my part and will not add complexity. Simply ask me if you're able to convert to said religion. :)

2. Obviously, NPCs will have better relations with you depending on religion.

+2 for same faith
+1 for same faith group(unless you've declared a particular group heretics by waging war on them, in which case they will hate you)
0 if you're secular unless you've declared war on the faith
-1 if you're a different faith group but have stayed peaceful
-2 if you're a different faith group and have declared war on heathens as part of a casus belli

Being tolerant has its rewards, and its drawbacks - you can't use religion's advantageous casus belli system if you want to maintain good relations with every NPC. Make your choice.

Again, this is all managed by me.

3. When you vassalise a state, you have a choice to change their faith to match yours. This will cause revolts however to simulate conversions. Up to 25% may rebel if you're in the same faith group. Up to 50% can rebel if you're a different faith. You will obviously want to stop these revolts to prevent chaos. Use at your own risk.

4. Casus belli shifted a bit for clarification. Failure to act on guarantees will cost -1 with all NPCs for 10 turns, -2 with all other guaranteed states for 20 turns, and -10 for 50 turns with a state you failed to back up. Make guarantees wisely! Alliances work the same way in terms of honor/dishonor.

5. Embargoes are now clarified to have a hard coded effect. For simplicity's sake, any embargo by a major power will inflict -1% for each province more they have than you(if you have 10 provinces and they 11, you'll only get a -1% income penalty) and -1% for every Infra they're above you(if you have Infra I and they Infra II, you lose -1% again). Minor countries will inflict -2% period.

Just remember embargoes are best entered into if you have a sizable deterrent and/or allies, since they give the victim a casus belli on you.
 
Some last clarifications:

1. Dishonor Casus Belli - If someone dishonors an agreement with you, you get a five-turn casus belli on them. Agreements include guarantees and alliances, but also include informal agreements such as partitions. I.e. if you agree to partition region x between the two of you and your PARTNER in the agremeent invades your agreed area, you get a casus belli on them as if they attacked your nation. This casus belli is NOT valid against third parties

2. Obviously, you can close straits to traffic if they run through your territory, though people can disregard it. You get a casus belli though. To make sure no one can get through, PERIOD, you need a fleet to block the strait.

3. Check the Strengths/Weaknesses section on the front page; it can be helpful.

At last, our super-NPCs are born:

majornpcsmap.png


Zululand

A super-nationalist empire nestled in South Africa. Embraces Pan-Africanism and anti-colonialism.

Government: Military Monarchy, where the military and government are one in the same

Social Rights: Whoever can prove themselves in combat is deserving of great status and any equal rights they desire; all others deserve death or slavery

Economic/Political Rights: See Above

Capital: Cape Town

Language: Swahili

Religion: Pagan

Color: Brown

Style: Borderline-racist, nationalist, aggressive, militarist, anti-imperialist (-2 to all non-Africans who colonise Africa)

Sliders:

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

Mughal Empire

An isolationist empire located in India.

Government: Absolute Monarchy

Social Rights: Very left except on abortion; abortion is banned because it interferes with reincarnation

Economic Rights: All land belongs to the sovereign, but he may lease it to whoever he pleases

Political/Legal Rights: The sovereign is free to delegate whatever political rights he desires to the people. The current monarch is willing to accept some criticism.

Capital: Delhi

Language: Hindi

Religion: Pagan

Color: Turquoise/Light Blue

Style: Doesn't care about the world beyond India, focusing on national heritage and empowerment of the state

Sliders:

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

Austronesia

A mostly-liberal democracy, centered on building a trading empire across the Pacific.

Government: Constitutional Democratic Republic - Power is divided between the two Executives(PM and President), Parliament, and Supreme Court

Social Rights: Fully left except for capital punishment(still in use for cases of treason and war crimes)

Economic Rights: Center-right, but a healthy welfare state exists as well

Political Rights: Universal suffrage for all age 17 and above

Capital: Jakarta

Language: English and Indonesian

Religion: Pagan

Color:

Style: Opportunist and commercialist

Sliders:

Land vs. Naval: 2
Offensive vs. Defensive: 2
Protectionism vs. Free Trade: 5
Centralisation vs. Decentralisation: -2
Public vs. Private Ownership: 2
Quality vs. Quantity: -2
Openminded vs. Closeminded: -1
 
yeah, what now?
 
Soon, Kairi Maria CFCers, soon...

I must now fill out the chart I'll post at the start of each turn for an overview(think the Excel sheet Owen Glyndwr would post in IOT V).

In the meantime, think about how you'll distribute your free armies/navies. I assume you'll all have at least one army. Choose how the rest'll be distributed. Remember, you have a free base support of 1, and 1 more for each Quantity you have.
 
Mini-Update:

Turn 1!

somturn1stats.png


This update is mostly a startup phase. Here's what you must do this turn:

-Look at your income; decide how it will be distributed - army/navy recruitment, research, treasury, etc.

-Decide how your free militaries will be distributed, if applicable. You can see them under the armies section. Choose how many you want to allocate to navies/armies.

-Choose if you want to expand or not; look at your province support. Remember every province you have above the support still yields more income, but also gives +1 revolt risk. This is NOT a reckless expansion game. It is a game of slow, steady rise to glory.

-Diplomacy. This will be limited since most of you don't have the tech necessary to negotiate with eachother(until Diplo 2, all states can only negotiate 50 pixels away). The states that can negotiate are the following:

-Canada and Deseret
-East Rome with Wienetia and Nubia
-Wienetia with East Rome and Germany
-Iberia with Germany
-Germany with Wienetia and Iberia
-Mughals and Na-Na-Nine
-Singapore and Austronesia

Anything outside these boundaries will be null since your messenger will be devoured by furry bishonen *BURP*.

Check the diplomacy section to see what's available to you. If you make more than one agreement, be sure to specify priorities - remember there are limits on how many states you can have relations with at one time + how many agreements you can make per turn(fixed by Diplo tech).

The only agreements that can be made this turn are trade agreements. All players, furthermore, can only have one agreement/propose one agreement this turn. Choose wisely.

Feel free to VM/PM me questions about your capabilities. :)

---

Announcements:

15 nations have established themselves as regional powers around the globe. Who will triumph?

Other than that, nada. Chaos reigns in most parts of the world.

No revolts have broken out.

---

Now let me give an idea what you must do! :)

Iberia

-Iberia earns 12 income this turn. We invest 11 towards Civics I, which costs 11(10 + 8% rounded up = 11). We can reap the benefits of this next turn. The remaining 1 gold goes to the treasury.

-We have two free militaries. One shall be an army and one a navy. The navy will patrol the Straits of Gibraltar to squeeze piracy. This navy will appear as a dot of our color in the Straits.

-We can expand up to 5 territories per turn, but only have 11 as a province support. However, since we will acquire Civics next turn, we'll take a gamble and expand the full five. We'll incur 5% RR for the rest of the turn(with possible revolts calculated come next update), but we'll take it to gain more money. We colonise Catalonia(2), Aragon(3), Gibraltar(4), and Ceuta(5).

-Diplomacy. We offer Germany a trade agreement, believing in good relations and the stimulation of the western European economy.

We have done all we can do this turn.

Mughals

-India earns 13 gold and invests it towards Infra I, which costs 10 gold. 1 gold goes towards Military I. The remaining 2 gold goes to the treasury.

-India obviously keeps an army for now.

-India expands to 5 territories along the Indian border. We will incur an extra RR of 2% for this.

-India offers Na-Na-Nine a trade agreement.

Zululand

-Zululand earns 11 gold and puts all 11 of it towards Civics I.

-Zululand uses its free support for an army.

-Zululand colonises 5 territories in South Africa, earning 4% RR.

Austronesia

-Earns 11 gold, which is put towards Civics I.

-Free support goes to army

-Colonises 5 territories in Australia and Indonesia

-Offers a trade agreement to Singapore
 
Use all my income on Civics 1.

Claim the three territories on the Nile that are closest to me, and the two large territories in North Sudan.

Also, take two armies and no Navies at the present time.

We offer East Rome a Free Trade Agreement and ask we agree upon a border. We do want Israel, but are willing to compromise. Egypt is not able to be compromised, its ours.
 
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