Regarding EP gifts in diplomacy: It is now possible to flood NPCs with money to try and get them to do what you want. Note that this must be done every action, but they only take the money if they give you what you want. The formula is 5% of their
Net EP, rounded, for every +1 to the diplomacy roll you desire.
This is distinct from the Gift of 5% or 10% for a permanent +1 or +2 to relations, where the NPC keeps the money whether they agree or not.
It is of course possible to combine the gift and the incentive in a roll, e.g. offering 100% of their EP but the first 10% being unconditional as a gift and the other 90% being a bribe.
I reasoned this change would be important given EP's usefulness for military purposes is essentially over.
Regarding EP: There is now a small global trade function factored into your Net EP. As states go to war, embargo, etc. there is a gradual hit to this trade income.
Unit Cap: The Unit Cap has been reached. After this turn, capturing Supply Centers will be the primary way to gain more Units. In the event total Units drops below 252 but more than 252 Units are capable of being Supported, a mix of randomness and Total Support will be used to determine who gets to place new Units.
Turn XIV: 2163
Stats
Map
New Units (Units may be placed every even numbered turn)
Consult Military sheet for available new deployments
Power Reclassification (every 2 turns)
New Superpowers (4th roll per turn, public or covert): FRCN, Vandread Empire
New Great Powers: USSR, Romania
New Regional Powers: Philippines, South Africa, Caribbean
News from Around the World
The New Order
Analysts now consider the FRCN and the Vandread Empire to be the world’s superpowers, with their sheer economic and military power and how far they can be projected; the FRCN has unified much of the Pacific under its diplomatic, economic and military umbrella, while the Vandread Empire has extensive ties to Africa, incredible covert prowess, and the world’s only WMD arsenal.
Analysts caution to not look too much into the classification, however, as the UUC has a much larger alliance network than the Vandreads and currently is locked in a stalemate conflict with them, suggesting the Vandreads cannot quite dominate other powers as a true hegemon could.
The World Stabilizes
With the end of the Kongo War, the only active warzone is that of the Atlantic War. Aggressive powers are increasingly focusing on domestic consolidation and international integration, suggesting a peaceful tone to future international relations. Meanwhile, world trade is ballooning, and statistical analysis suggests those states that avoid long, drawn-out wars are increasingly reaping the benefits of neutrality.
Relationship Boost
N/A
Research Breakthrough (Based off research level; emerging powers and above only; +15 in category)
Education: Oz
Health: High Kingdom
Leisure: Poland
Security: Philippines
Resource Boost (Increased odds with more territory), +6 EP
UUC
Cascadia
Increased Urbanization (Equal Odds for all states; 2-4)
Angola +2
Uganda +2
New City (1% chance for any state)
Not applied
New Supply Center (one state picked at random)
N/A
Coups (Higher Risk for states with low Approval)
None this turn