Multipolar Politics (MP)

Additional provinces: Missouri, New York, Ohio and Indiana.
Armies in St. Louis, Albany, and Shreveport. Navy at Norfolk. Air wing in Indianapolis.
Supply Centers in New Orleans, Norfolk, and Lexington, Kentucky.
Major city: Atlanta.
Culture: All must serve the glorious general of mankind, the esteemed Emperor Vandred. All must serve his glorious vision, whether in the military, manning its factories, or hunting treacherous spies and rebels in the secret police. Only the most honorable and steadfast generals are allowed to speak to or even see Emperor Vandread. Everyone else hears his voice through the daily broadcasts he makes from the center of his five sided palace in Washington, D.C. Strict obedience towards the great Emperor is taught in the basic government primary schools.
History: Born from the ashes of the failed government of the United States of America, The Empire of Vandread was formed by a collection of Military officers who rallied about an enigmatic General known as Vandread. Soon the red V spread over the east coast of the former United States, crushing what little resistance the scattered states could muster.
 
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Can I still join?
 
Can I still join?

I am almost done finalizing the minor powers but I can make room for you!

Besides a color and bio, you'd just need to select and place:

10 provinces, 1 Capital, 1 Major City, 3 Supply Centers, at least 3 Armies, and 2 Navies, 2 Air Wings, or 1 Navy with 1 Air Wing.
 
Republic of India

Spoiler :


C - Capital
M - Major City
S - Supply Center
AR - Army
N - Navy
AW - Air Wing

Democracy
EP - 20%
Education - 20%
Health - 20%
Leisure - 20%
Security - 20%

After the cataclysm, India broke down. After years of conflict between competing states, in the 'Convention of Delhi' the various Indian states signed the 'Document of Confederation', agreeing to form a federal but unified Indian state. A democratic constitution was approved by a referendum and India is now once again a fully-fledged Republic.
 
THE 'NEW CONQUEST'
Spoiler :
Aethiopia.png


During the years of the previous Negusa Negaust's reign, Zalelew Ephram Solomon, the domain of the House of Solomon has overseen several new expansions and conquests from its administrative and political centers, waging war against the heathen states surrounding the Dominion and integrating each territory into the control of the divine blood of Selassie and Jesus Christ. Swathes of land from the former state of Sudan, several smaller southern principalities and the imamates to the east of Yemen have all been brought into the fold by Zalelew, and already many of the locals have begun to accept the heavenly faith of Rastafarianism into their hearts. While each of these new conquests are relatively new additions to Ethiopia, in time, they will grow to become just as central of a part of our state as all the rest of Zion will be one day.
 
The map is finished, the stats are almost done, we should have Turn 1 up shortly!

In the meantime, a little preview of what to expect:

The Regional Powers


The regional powers of the world can throw a lot of weight around regionally, but their weaker economies, smaller militaries, and less power projection capability keep them from being great powers on a global scale. Most of them have 3 Units, while they average 144 in combined Population and EP (compared to the Great Power average of 249) Regional powers also have the capacity to acquire client states. At least one of them will have Initiative on a given turn.

Zapatista Republic

Bio: The old Mexican regime appropriated indigenous culture and erased identities on the basis of language spoken. Fortunately, the old regime also was absolutely terrible at governing territory, so the Zapatistas were able to fill the void; the Cataclysm has allowed them to gain legitimacy across Central America and Southern Mexico, unifying a diverse range of peoples under principles of participatory government, mutual aid, and indigenous rights. Praise Huehuecoyotl!

The Zapatistas are primarily focused on self-determination for all peoples.

The Papal States

Bio: In the uncertainty of the post-Cataclysm world, the Holy See was able to position itself as a diplomatic juggernaut, gradually using diplomacy and intrigue to seize control of the whole of mainland Italy. A desire to protect the Catholic populations of the Balkans resulted in the state occupying Slovenia, Dalmatia, and Bosnia, forming a bulwark against the Romanian Empire’s expansion. While many raise an eyebrow at the idea the Papacy has noble intentions, it has overall been a champion of self-determination and peace.

The Holy See’s most major issue is the possibility of renewed Romanian aggression.

Kingdom of Sicily

Bio: Many see the Kingdom of Sicily as an empire on the decline. It was forced out of its Greek possessions by a rising Cretan Empire, and the Papacy’s shrewd dealing ended their presence on the Italian peninsula. However, Sicily is certainly a formidable naval power, and it would be unwise to count the weakened thalassocracy out just yet.

Currently, the Kingdom has to guard against Iberian nationalism in the West, and wide frontiers all over. It has a sizable fleet, but can only be in so many places at once.

Union of Poland

Bio: The Cataclysm’s destruction of the old Russian and German states seemed like karma long overdue for Poland, which emerged out of the chaos relatively unscathed. Historic (and largely depopulated) lands were reclaimed, a powerful military and economy was built, and Poland opted to be a voice for peace and disarmament nonetheless. Polish hopes were dashed by the rise of Romania, prompting Poland to form a short-term “Catholic League” with the Papal States to check its expansion.

Poland’s primary anxiety is Romanian expansionism.

Romanian Empire

Bio: Romanian power took Europe by surprise with the fall of the old order. The country doubled in size in a matter of years, and its hardline Orthodox Christianity terrified the Papal States. The Pope was just barely able to check the Romanian advance at the Save, but united with Polish and Bavarian forces to keep Austria free from Romanian domination.

Romania’s current focus is keeping its neighbors from forming an alliance against it.

The Crusader State

Bio: The more things change the more they stay the same. Armed with a Bible in one hand and a repressive state apparatus in the other, the Crusaders overran much of the Eastern Mediterranean in the name of Catholicism, though the Holy See publicly denies any involvement. Some Crusaders mutter about possibly seizing Mecca, but others are concerned that the state is perhaps overextended.

The Crusaders’ most pressing issue is consolidating their far flung territory.

Marxist Democratic Republic of the Kongo

Bio: Comrade Stalin turned Russia from a peasant nation into a global superpower, and Kongo seeks to emulate the late Party Secretary. Kongo does not pay any attention to the pretense that peaceful means can be used to abolish the oppressive capitalist order, and the same goes for “individual rights.”

The Kongo’s big issue is its rivalry with Angola.

Angola People’s Republic

Bio: Stalin was a megalomaniacal dictator more interested in his own power than the cause of global revolution. That is Angola’s position, anyway. Angola emulates the model of Lenin, with a great deal of political and economic power centralized in the state, but with a strong institution of party rule and many privately owned small businesses. Recognizing Lenin was not infallible, however, the Republic has publicly sworn off capital punishment to limit the possibility of a Great Purge, imposed term limits to limit powermongering, and devolved authority to its lower republics to limit tyranny. Angola presents itself as a moderately authoritarian state that only those seeking to exploit the weak need fear.

Angola’s big issue its rivalry with the Kongo.

Republic of India

Bio: India was once an active player across its home ocean. Costly wars have led it to pursue a less overt interventionist policy, however. The Indian Army has largely been disbanded, with the Indian Navy and Air Force serving as the primary means of defense.

India’s concern is the integrity of its home territory.

Kingdom of China

Bio: Nothing speaks to the meme of the Mandate of Heaven quite like this one. Emperor Qiaozhi, rumored by many to be a metahuman, was able to liquidate many of the former power brokers in the region, creating a powerful Chinese monarchy along the Pacific Rim. The preponderance of High Kingdom power has kept it from considering westward expansion, but the aggressive tendencies of many politicians makes observers feel China could one day instigate a war.

Strongly nationalist, China seems focused on growing its power.

United Democratic People’s Republic of Korea

Bio: The Koreans are known for their peculiar variant on the Mandate of Heaven; whoever shall place the Dictator’s Ring upon their finger (assuming the death or incapacity of the prior bearer) shall assume the title of Dictator. While such a political model would theoretically invite instability, Koreans have maintained remarkable peace and solidarity.

Korea is fairly isolationist, but is wary of a possible Sino-Japanese alliance against it.

Empire of the Rising Sun

Bio: With the fall of the old American yoke, Japan was ready to be great once more. With restored military might, Japan can exercise considerable power along the Pacific Rim. Fiercely nationalist, Japan eyes the home islands under Korean occupation. Fiercely pan-Asian, Japan wishes for the freedom of all Asian powers from non-Asian rule… under Japanese leadership, of course.

Japan is interested in retaking Shikoku and Kyushu, and has animosity towards non-Asian interference in the region.

Australian Brotherhood (Oz)

Bio: Through diplomacy, warfare and intrigue, the Australian Brotherhood established a unified Australian state. As a large island state with a powerful Navy, Oz has little incentive to care for the world beyond its shores.

Minor Powers

Despite their status as one category, the minor states have varying capabilities. They all have 1 or 2 Units, with an average of 76 Population and EP. The powers are listed by region.

Europe

Cretan Empire. Ruled by minotaurs.
Greater Macedonia
Baltic League
Bavaria
Iberia. Claims the Baleares.
Rhenish Republic
Saxony-Brandenburg
France. Highly irredentist.
The Hetmanate (Ukraine). Desires old Ukrainian territory from Romania, but they are currently allies.

Asia

Democratic Federation of Southwest Asia. Rojava reborn and greatly expanded, the DFSA brings peace and prosperity to much of the Islamic world. It must fight the autocracy of fellow Muslims in the Ummah Confederacy as well as the Christian theocracy of the Crusaders.

Islamic Federation (Arabia). After running out – or over, rather, with demolition derby cars – the old monarchy, the women of Saudi Arabia and their allies quickly – and violently – established a new interpretation of Islam across the Arab peninsula, soon managing to even seize control of parts of Iran across the Gulf. They fight the dual evils of Christian theocracy in the Crusaders and Islamic patriarchy in the Ummah Confederacy.

Ummah Confederacy. When it became apparent the feminists of Riyadh might dang well overrun the whole region, remnants of Iran, Afghanistan and Pakistan banded together to stem their revolution.

Turkic Empire
Siberia
Sri Lanka
Myanmar
Shanghai. Shanghai’s merchant republic fears the expanding power of the Kingdom of China to its north.
Vietnam
Thailand
Guangdong
Philippines
Indonesia
Papua

Africa

Takrur
Maghreb
Biafra
Central Africa
South Africa
Uganda
Tanzania
Zambia. Client of Angola.
Zimbabwe. Client of Kongo.

South America

Neo Inca Empire
Argentina
Brazil
Amazon
Colombia

North America

Mexican Empire
Cascadia
Great Lakes Confederacy
Quebec
Caribbean

One Province Minors

Aggressive powers will be chomping at the bit to annex these states with their City and Supply Centers. Bad news for them: it will take at least 5 Units to seize them, so they are unlikely to be conquered at game start.

OPMs are visible on the map as white provinces.
 
(Units have been placed to optimize defense where no directions were given)

I'm not anticipating too much going on this turn, so should be able to process Turn 1 orders 72 hours from now.

Any possible new players: you are welcome to join now. You can choose to either continue to play a state in its current form, or roll to change it up. Case in point: you could take the Zapatistas along their current regional power, anarcho-syndicalist path, or you could do a D20 to decide how fantastic your decision to convert them into a fascist autocracy works out. Of course, success in your changes could help you elevate your minor/regional power to Great status!

Turn I - Fall 2150

Map
Stats (I apologize in advance that it’s a bit clunky)

The ashes have settled, the fires have dimmed, the world now beholds a new order. There is no clear hegemonic power, but any student of history can tell you that can quickly change.

In North America, the Vandread Empire has solidly consolidated its grip on the Eastern Seaboard. It is surrounded by small states that may well be ripe for the picking as Vandread capabilities increase.

In Europe, the United Clans face possible irredentism from the French rump state, but they have a stable position. Of greater concern is to the East, where four regional powers – Poland, Sicily, the Holy See and Romania – all could potentially go to war. Slovakia and Macedonia’s unique vulnerability does not help this matter, given the expansionist desires of Bucharest.

In Africa, the Solomonic Dominion will perhaps be an enormous force for stability in East Africa. This is a stark contrast to Southern Africa, where Angola and Kongo’s rival communist ideologies create a real possibility of armed conflict. Given their client states in Zambia and Zimbabwe, will the Congo be the site of another bloody African war?

Asia presents a unique situation where two great powers – India and the High Kingdom – border each other. Democratic Peace Theorists are hopeful that the democratic traditions in both states will help create a lasting peace. The region will need the stability, given high tensions between regional powerhouses Japan, China and Korea.

The FRCN straddles Oceania, boasting a powerful Navy to defend its far-flung possessions. It will undoubtedly be one of the more interesting great powers to keep an eye on, given its possibility for interactions with the regional powers of China, Japan, Korea, Oz, and Zapatista Republic.

***

There is a global limit of 250 units. There are currently 145 units in existence.

To-Dos for This Turn

On the Stats sheet: the columns you will most be interested in is your Education Bonus, Health Bonus, Leisure Bonus, Security Bonus, and Approval Bonus. The first 4 show a modifier to a policy roll relevant to that field, e.g. researching a new medical treatment will get +1 if your Health Bonus is +1. Approval Bonus applies to ALL rolls regardless of what they are, representing the political capital you have.

The Diplomacy sheet: Relations are recorded here. Relation with the great and regional powers get their own column, everything else is in the misc. diplomatic column. You can also see what issues certain states face, if applicable. You will also notice that most states start with some other powers they have negative or positive modifiers with.

The Military sheet: Not much of relevance here. Basically an approximation of each state’s power, and a breakdown of what each province is worth in terms of population and EP.

You have 2 public actions and 1 Covert action. Whether it’s changing your government style, pursuing that special program you had in mind, engaging in diplomacy with other states, the sky is the limit for the first 2. You can try to roll for more Units, more EP, more clients, more allies, etc. Just bear in mind risk scales with reward.

Moving Units does not count as an action, nor does declaring war or peace, unless you want hardcoded effects.

For your Covert action, you are free to either attack other states – assassinations, propaganda, coups, etc. – or defend against the same. You don’t need to worry about discovery unless someone manages to use covert behavior to tap your intelligence network or something similar.

I would personally suggest seeking out at least one ally this turn, preferably a Great Power or regional power to maximize the economic benefits of the alliance. Whether your strategy is offensive or defensive, having more possible Units to call on is especially important this early. Alliances are assumed to be defensive and against all possible enemies unless you specify another type in your offer. Look at the Diplomacy tab in the stats: some states may be warmer (or colder) to you than others.

While there is an incentive to swell your economy and population to obtain more resources and Units, neglecting your services will slowly but surely cause your population to become more agitated, your Approval will decline, and you will find it harder to pass policies.

Tl;dr: your orders for this turn should basically look like:

[Public Action 1]
[Public Action 2]

You would send covert actions privately. Unit movements can be both public or private and do not count as a policy action. It is a legal move to say you will do one thing publicly and then do another, but be warned you will slowly develop a reputation as a deceiver if you do; all non-covert rolls and actions are made public at turn's end.

Gameplay Notes

I believe I have added all the relevant parts to the front page; please let me know if you ever encounter something I forgot to add to the OP.

Spoiler :
There are 2 turns in each year. Every 2 turns, your state’s Unit support capacity will be recalculated. For ease, this will be Turn 2, 4, 6, etc.

You will occasionally encounter oddities with warfare should you pursue that. Please accept weird factors like an airplane being able to strike this province but not that one despite shorter distances on the basis of the limits of the way provinces are coded.

One-Province Minors

There are a few scattered islands with no stats value around the map, but some white territories are marked with a capital, Unit, and Supply Center. These are one-province minors, not unclaimed territory.

Navies and Control

You will notice many ocean squares are colored in with a black ship. This indicates that a particular state of that color has control of that sea zone, and can exclude other states’ Navies from peacefully passing through. By default, minor states do not opt to exclude anybody.

A demand can be made that a state relinquish control, or it can be forced to cede it through a successful Naval battle. When your Navy passes through an ocean square, it does not take control. An exception is if sufficient Navies pass through the square that they would win a battle with the current controller; control automatically shifts.

The current exclusions are between regional powers: Angola is blocking Kongo from its zones, while Japan and Korea are excluding each other.

In the event that two states’ Navies are in the same square and one tries to eject the other, the control is simply broken.

NPC States

As discussed, NPC states are largely reactive. 5% of them will receive “initiative” on a turn, allowing them to make one roll, only one, for what they deem their national interest. It is a guarantee that one of these states will be a regional power.

Making things interesting – you will not know which states have initiative unless they reveal it through a public action. Covert rolls are possible.

Invasions and declarations of war do not consume an action, but only NPCs with initiative (or responding to someone with it) can engage in them.

Military Mechanics

-City defense bonus changed to 0.5 from 1. It will take 5 Units + Support rather than 6 to take a city.

-If a state has a Navy in a sea zone that you go through to attack its land territory, you must dislodge the Navy first to attack the relevant land territories. Defeated Navies will retreat to a City where available.

-Even when no territory changes hands, losses on population and EP can still be inflicted from combat.

-Armies can cross bodies of water if there is a fleet between the two coasts, e.g. a Navy in the English Channel allows Armies to freely cross between the coasts. Navies still offer Support even if they’re used as Convoys, so amphibious assaults can be particularly powerful.

--The Power Z-score basically compares the distribution of states’ capabilities. At the top, with scores over 2, are the Great Powers. These are the states with 3 actions per turn and unrestricted initiative.

From 0.25 to 2 are regional powers. They have only one action per turn and require Initiative to use it.

Diplomacy Mechanics

-Theoretically, more than two states can have another state as a client.

-When proposing any sort of treaty, bilateral or multilateral, you first roll for it. If successful, the other state(s) then roll on whether they ratify it. In other words, treaties only cost a single action to perform, rather than needing two, one for proposal and one for ratification. You will not have embarrassing League of Nations moments.

-For a client relationship to endure, you must have 3x their “Power” level. For a puppet to endure, you need 5x. The “Power” measure is on the Military Page. It is basically an aggregate of your economic and military potential as well as real assets; Navies and Air Wings are weighted much more heavily than Armies due to their power projection capabilities.
 
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We here in the FRCN see a natural ally in the Zapatistas; we both were born of peoples who've had enough of imperialist exploitation and banded together for mutual defense, liberty, & prosperity. We have no ambitions in the Americas, and it seems unlikely that you have any in the Pacific considering your various hostile neighbors. An alliance would serve us both well.
 
As our first orders roll in thought I would put it to a vote for everyone: should I have a halfway point in each turn where I'll process the Policy Actions (that aren't covert or military orders) that have been posted?

Since every player has two Policy actions, it would allow for a regular "mini update" between turns, and also give everyone an opportunity to use a second Policy Action in response to any changed circumstances.

The alternative is not knowing the outcome of any diplomatic interactions until turn's end, which could lead to all kinds of surprises. Please share your thoughts!

Also, I forgot to mention (and of course policy rolls may be edited with this in mind): an amount equivalent to 5% of a target state's EP, rounded, can be used to increase a particular diplomatic action towards them by 1. You can also give 10% to increase it by 2. This will leave a one-time relations modifier of +1, but the circumstantial +1 or +2 bonus can be used infinitely.

So: France seeks to establish a common currency with Germany. Germany's EP is 150. France gifts 15 as part of the interaction. Germany gets +2 to that particular offer, AND now has a permanent (barring a bad roll erasing it) +1 with France.

***News From Around The World!***

In light of tensions in the region, South Africa has requested a defensive alliance with Tanzania. A South African-Tanzanian alliance would provide security for non-aligned actors in the Kongolese-Angolan Cold War.

The Prime Minister of Oz has authorized using the state's robust Leisure opportunities as part of an anti-corruption sting operation. The hope is expanding the scope of bribery options will cause more corrupt officials to slip up.
 
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The Vandread Empire declares war on the weak fools of the Great Lakes Confederacy. They are weak, corrupt visionless whelps that shall be crushed under our mighty Empire. When we sweep aside the ineffective government of the Great Lakes Confederacy, we shall bring prosperity and righteous law to the our new imperial citizens.
 
Orders:
  • Increase the number of factories supporting the war effort. Guns, ammo, bombs, vehicles, uniforms, and more are to be produced in massive numbers.
  • Produce propaganda films to increase support for the war against the Great Lakes Confederacy using my Leisure bonus. The Vandread army will be shown as noble liberators while the Great Lakes army and leaders will be shown as corrupt cowards who rob their people blind, then flee when they need help.
Unit Movement:
  • Army will move from Missouri to Minnesota to pressure the capitol.
  • Army will move from Louisiana to Missouri.
 
South Island conducts an anti-corruption campaign to try and clean up the government.

The Empire of the Rising Sun, sensing increased danger in global affairs as Western powers look poised to consolidate power and oppress the world once more, authorizes an expansion of the Imperial Japanese Air Force by building a new Supply Center in Hokkaido. The Empire will be able to use its new planes to protect Asia from possible invasion from North America.

GM Announcements:

All 4 NPCs that had Initiative for this turn have made their orders.

I am still curious about anyone's opinions on processing policy orders mid-turn that are in.
 
I could go either way
 
A NEW SON OF SOLOMON ON THE IMPERIAL THRONE.
Ioyas Zalelew Solomon's coronation ceremony was a lively affair. The previous Negusa Negaust had left the Imperial treasury somewhat full with the wealth taxed from the new provinces, and Ioyas took full advantage of this, sparing no expense in his coronation. Some would call this a waste of money, but none would dare say that in the vicinity of the Negusa Negaust what with the blood coursing through his veins. The guests found this lavish ceremony wanting of nothing; even the common citizen watching their television would likely marvel at the countless public events broadcasted during this time, such as many of the Dominion's most prestigious sports teams competing against one another for all the public to see in games directly sponsored by the Emperor himself. And as for the ones who did attend the celebration and feasting? They marveled at the wide variety of foods prepared, both native Amharic dishes and delicacies from both conquered territories and far-off nations alike, such as Vandread hamburgers and Indian curries.

However, this lavish celebration was not just a matter of displaying the Empire's wealth... it was also a matter of distracting the upper-class, the elites that had developed during the previous Negusa Negaust's reign. One thing Ioyas knew that many others did not was that the Dominion was becoming more and more decentralized as time passed. Already, the Negus's authority was at a weaker point than ever before, and though he still had some measure of control, he knew it would never be sufficient at this current level. As the ceremony and feasting continued, Ioyas attempted to make a move - specifically, a move to solidify the loyalty of the elites that had gained more power. He attempted to gain the personal loyalty of some with generous gifts but also moved to, behind closed doors, threaten and coerce those regional power blocs who he knew would not be fazed by kind words and generosity. If he was to reconsolidate power, he needed to cover all of his bases. Once the celebrations finally came to a close, Ioyas began his reforms - an attempt to begin to recentralize power under the Negus, and
(Attempt to Consolidate the Weak Autocracy, invoking my Leisure and perhaps Force bonuses, if I can)...

TENSIONS ESCALATING IN EGYPT.
The Crusader State a notoriously oppressive nation, even more so than Ethiopia's religious policy. They are notorious for spreading their Roman Catholicism by the sword and pillaging, looting, and burning any settlement that resisted. Not to mention their refusal to accept the Solomonic Dynasty as descendants of the Son of Jah, and it is a recipe for disaster for any Rastafarians who come there. Unfortunately, however, many Ethiopians did come there - tourists attracted to the many world wonders scattered about Egypt, or those Rastafarians attempting pilgrimages to Jerusalem. Most, of course, settled down long before the Crusader State's recent arrival, and its sudden conquests were a major factor for regional instability. The oppression of these loyal Rastafarians has given Ioyas cause to voice his demands. Some whisper that he only wanted to unite the Red Sea under the Dominion's authority, and others say he wanted the prestige of winning a war to stabilize his position, but his official justification was the protection of these minorities.
His first course of action was to denounce the Crusader State, declaring in a public statement to his people and the world how the ideal of a Crusade is unfounded in the Bible and that these Catholic heretics had twisted the word of Jah in their own favor. This state's oppression of its minorities and its barbaric and savage conquests and plundering were against Jah's will. Then, having said this, he turned to the Crusader State itself, declaring that its oppression of Rastafarian minorities was intolerable. Ioyas demanded that the oppressive authority of the Crusader State relent and spare the Rastafarian people, who follow Jah and Jesus Christ just as the Crusaders do.
(Send an Insult to attempt to reduce Crusader opinion of us; then, forward these demands.)
 
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Send 7 EP to the Zapatistas to as a show of good faith re: the alliance.
Start a rural outreach program to teach FRCN citizens living in less developed, more remote islands any health or safety practices they may not be aware of; eg. sex education, oral care, disinfection procedures, etc. (Invoke education to boost health)
 
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Since we're seeing more conflict than anticipated on Turn 1, I guess I should issue some clarifications!

1. In terms of priority, espionage/covert rolls are considered to happen before military movements. So, you can use a covert to destabilize a state, that gets rolled, and then the invasion occurs afterward. In line with this, you are welcome to specify whether or not your movements are adjusted based on information.

2. Military movements do not have to be public. Furthermore, if you make them secret, this does not count as your Covert roll. Unit placement, movements, etc. are separate from the three Policy Rolls for purposes of gameplay.

3. NPC states of all sizes do not receive a free defense roll against a successful Covert action, unlike a player. This helps preserve the balance of power in favor of the players. For comparison, if player X was to assassinate player Y's generals and was successful, player Y would have a chance to roll for defense to foil the success.

4. Regional powers always receive the +2 counterespionage defense unless they had Initiative for the turn and opted to use a Covert roll. Minor states never receive the +2 bonus unless they had Initiative and used it for counterespionage (unlikely). This steers Covert actions towards minor states, and guards against mass subversion of the regional powers by an enterprising individual.

5. Espionage discovery! It occurs I left this out. You will only be discovered if your mission goes really badly, that is, you roll 1 to 4 after modifiers. As before, minor states are the best ones to target with Covert activity.
 
I received only one bit of input about processing public policy orders mid-turn, and that in mind, will resolve the ones I have right now.

Ethiopia

1. Ethiopia attempts to consolidate its autocracy, using Leisure to reward power brokers for loyalty. 20.

The attempt to centralize power is a smashing success, with a surprising number of power brokers eager to become part of the Emperor’s power apparatus. The state’s police agencies swell with informants and reports on disloyal behavior.

(Ethiopia becomes a Consolidated Autocracy. Ethiopia gains 25 Security).

2. Ethiopia demands the heretical Crusaders cease persecution of Rastafarian minorities. 17 (19).

Despite the insult, the Crusader State is surprisingly magnanimous to Ethiopia’s demands. Rastafarians are granted full protected status as fellow Christians. In addition, a quota is established for a certain number of Rastafarian students, professors, and other professionals across the country. Benefits begin to accrue to Ethiopia almost immediately.

(Crusaders gain Rastafarian Quota, +1 to relations with Ethiopia. Ethiopia gains Rastafarian Remittances, which transfers 2% of the Crusaders’ EP to Ethiopia each turn)

Vandread Empire

1. Vandread mobilizes the economy for war, pushing more factories to produce war materials. 17 (20).

Indiana roars with new factories, and the new stockpiling center there will surely assist with the war effort. It is estimated it will come online by the Fall. What’s more, so many jobs are created from the new war effort that so far, the economy is now in a boom.

(Vandread gains Supply Center in Indiana. +5 to Base EP, +2 Urbanization)

2. Vandread uses Leisure as part of a move to make propaganda films to demoralize the Great Lakes. 9 (12).

The desired effect is had. Great Lakes’ citizens see diminished patriotism and resistance.

(Annexed Great Lakes territories postwar will have -2 to their Assimilation Rolls)

FRCN

1. FRCN requests a full alliance with the Zapatistas and offers 7 EP (+2). 10 (13).

The Zapatistas’ national council deliberates over an alliance with the Federal Republic for several weeks, and several more weeks of ratification by lower councils follow. In the end, enough key players are persuaded by the Republic’s economic assistance to support the pact. Given the increased instability in North America and the Pacific, the Zapatistas hope the alliance will be fruitful.

(The Zapatistas are now a Full Ally of the FRCN, granting +2 while the alliance is around, and can be called upon to support all wars. The Zapatistas now have a permanent +1 boost to diplomacy with the FRCN)

2. FRCN uses its Education system to improve the Health of its rural citizens by educating them on health practices they may not be aware of. 4 (6).

The measure encounters some resistance from a lot of traditional authorities. There are many reports of destroyed medical supplies. (-5 Health)

***

Orders will be formally due and processed in 50 hours. I do not anticipate an update will take very long.

I still need orders from: @christos200, @JimWUK, @Ailedhoo
 
In line of current aggression around the world we will seek to mark Greenland as our neighbor to the Americas and thus will keep eye on it in case of aggressive expansion towards the UUC by other powers.

Clan Chaddoq meanwhile has set itself to conduct diplomacy with the French to secure linkages on diplomatic matters. Meanwhile Clan Lutin has send envoy to the Germanic neighbors to our east, while Clan Fjall has sent a diplomat to Scandinavia to open communications. Naturally we are also sending a diplomat to our keen allies of Crete, for our minotaur brethren with find joy with their orcish, goblin, trollish and other kin; we set a diplomat from the marine Clan Ancra.

The Clan is open for trade and other diplomatic considerations from the powers of the world. Together we will have glory and prosperity!
 
From: The High Kingdom To: India

War may be the way of lesser states, but we should agree to a Treaty of Friendship, mutual Defense and Trade.
 
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