Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
Disclaimer: This game probably won't start for 1-2 months. But with a pretty much finished ruleset and map, it can't hurt to open signups so you can nab states you always wanted to be.
===Prologue===
===Joining===
Give your standard nation bio. Name, government, history, etc. Remember extra details will result in bonus RP points.
Pick a region. Place your capital wherever you like in it; further inland makes it more defensible(important later on), but keeping it near the coast grants a trade and naval combat bonus. If your capital falls, all provinces you own have a 10% chance of defecting to the enemy, increased by a low culture(maxing at 50%)!
===Orders Etiquette and other Standards===
This is important.
It is common to change orders. I understand this. However, having to sift through multiple PMs can be irritating. So, a few ground rules.
-You CAN post false orders in thread to deceive your foes. Orders in PM will ALWAYS take priority.
-If you send multiple PMs with orders, I count the most recent.
-If you have made multiple PMs, make sure to put a FULL SET of orders in the most recent one. I will ONLY factor in the most recent PM. This cuts down on the time I have to spend processing orders immensely, rather than if you sent forms A, B, C, and made B change A, but then C change B, and so on. If I were to delete all but your most recent orders PM, I'd be able to know what you wanted in full.
-The exact order of your commands can vary, though I suggest you state your highest priority spending in case there's a shortfall; this lets me know exactly what to cut.
-All numeric values are rounded UP. Income, GDP, etc.
===Expansion===
===Economy===
===Spending===
===Diplomacy===
===Military===
===Combat===
===Stability and Revolts===
===Roleplay===
Roleplay is rewarded. What your roleplay is about will determine what it goes towards; talk of trade agreements will increase your trade tech, economic reforms will boost your industry, etc. Roleplay will not be applied until the second turn, however, so as to give players enough time to build a reasonable framework before the bonuses kick in and begin to skew power.
===Events===
Events are added, removed and altered over the course of game, and serve to spice things up via the power of God.
===Soft Power===
Besides the ability to clunk eachother over the head in the hopes of something promising, there's plenty of soft power opportunities.
=Corporations=
=Clients=
===Black Ops===
===Terrorists/NGOs===
===Union of Nations===
===Prologue===
Spoiler :
It is the year 3000. The past millennium has, based on all surviving records, been one of countless death and destruction. Civilizations would be destroyed, rebuild themselves, and then be swiftly destroyed again. Entire ethnicities have been pushed to the brink of destruction only to flourish, and once-dominant cultural groups now leave nothing but their scarce architecture to remember them by.
The Earth has seen a radical realignment of climate, that some scientists have determined to be the result of constant on and off chemical, biological, and nuclear warfare throughout the centuries. The medieval and digital ages and everything in between have regularly collided and mixed into bizarre hybrids, spawning all sorts of atrocities and abominations.
Despite these changes, the constant use of such weapons seems to have spurred countermeasures, with the ability to clean up such things as fallout far more advanced than the first pre-Cataclysmic civilizations could have ever imagined. However, these advances, along with the development of effective anti-ballistic technologies, have just made it all the more profitable to vaporise an enemy's population rather than deal with them peacefully.
While many things have remained constant, many others have changed. In the anarchy, the Union of Nations has emerged as the theoretical superpower, but restricted by its mandate and heavily decentralised, it has no effective projection capability that major players will not allow. The various nation-states and empires are free to make and break treaties as they wish, only having to worry about the UN's opinion as much as the UN tries to enforce it.
The constant shifting of power led to the obsoletion of governments as the sole arbiter of international power, great wealth and influence now wielded by businesses and NGOs on a scale that hasn't been seen since the Age of Discovery. Several large corporations have branches in nearly every city, have near-monopolies on their industries, field private armies, and have their own countries to give themselves diplomatic immunity and a voice in the UN. These businesses, eager to play all sides in conflict and seen as agents rather than hated enemies, now wield over half the global income between themselves. They are countries in all but name in their capabilities.
Several alien races had encountered the Earth in the prior centuries, "humanity" no longer appearing in many international documents. The term "Sentients" has replaced it, referring to the proliferation of non-homo sapiens sapiens across the globe. While the Basics, as the descendents of the 501st and Coruscanti settlers are known, have become quite prominent, one of the most prominent non-human races is the so-called "Demons." Originally possessing a sizeable power of their own, innovative in all the sciences, the "Demons" found themselves scattered across the globe as religious zealots took the term to heart. Many of them lie in isolated ghettos, though their often superhuman capabilities have made them prime candidates for recruitment into elite forces, security agencies, and in some horrifying cases, experimentation.
With the alteration of the world on political, economic, technological, ecological, and biological levels, the process of evolution has been enormously sped up. Whether the world leads into an age of peace or yet another Cataclysm remains to be seen, but regardless of intentions, good or ill, this ever dying, ever growing world is sure to also be a Multipolar World.
The Earth has seen a radical realignment of climate, that some scientists have determined to be the result of constant on and off chemical, biological, and nuclear warfare throughout the centuries. The medieval and digital ages and everything in between have regularly collided and mixed into bizarre hybrids, spawning all sorts of atrocities and abominations.
Despite these changes, the constant use of such weapons seems to have spurred countermeasures, with the ability to clean up such things as fallout far more advanced than the first pre-Cataclysmic civilizations could have ever imagined. However, these advances, along with the development of effective anti-ballistic technologies, have just made it all the more profitable to vaporise an enemy's population rather than deal with them peacefully.
While many things have remained constant, many others have changed. In the anarchy, the Union of Nations has emerged as the theoretical superpower, but restricted by its mandate and heavily decentralised, it has no effective projection capability that major players will not allow. The various nation-states and empires are free to make and break treaties as they wish, only having to worry about the UN's opinion as much as the UN tries to enforce it.
The constant shifting of power led to the obsoletion of governments as the sole arbiter of international power, great wealth and influence now wielded by businesses and NGOs on a scale that hasn't been seen since the Age of Discovery. Several large corporations have branches in nearly every city, have near-monopolies on their industries, field private armies, and have their own countries to give themselves diplomatic immunity and a voice in the UN. These businesses, eager to play all sides in conflict and seen as agents rather than hated enemies, now wield over half the global income between themselves. They are countries in all but name in their capabilities.
Several alien races had encountered the Earth in the prior centuries, "humanity" no longer appearing in many international documents. The term "Sentients" has replaced it, referring to the proliferation of non-homo sapiens sapiens across the globe. While the Basics, as the descendents of the 501st and Coruscanti settlers are known, have become quite prominent, one of the most prominent non-human races is the so-called "Demons." Originally possessing a sizeable power of their own, innovative in all the sciences, the "Demons" found themselves scattered across the globe as religious zealots took the term to heart. Many of them lie in isolated ghettos, though their often superhuman capabilities have made them prime candidates for recruitment into elite forces, security agencies, and in some horrifying cases, experimentation.
With the alteration of the world on political, economic, technological, ecological, and biological levels, the process of evolution has been enormously sped up. Whether the world leads into an age of peace or yet another Cataclysm remains to be seen, but regardless of intentions, good or ill, this ever dying, ever growing world is sure to also be a Multipolar World.
===Joining===
Spoiler :
Give your standard nation bio. Name, government, history, etc. Remember extra details will result in bonus RP points.
Pick a region. Place your capital wherever you like in it; further inland makes it more defensible(important later on), but keeping it near the coast grants a trade and naval combat bonus. If your capital falls, all provinces you own have a 10% chance of defecting to the enemy, increased by a low culture(maxing at 50%)!
===Orders Etiquette and other Standards===
This is important.
It is common to change orders. I understand this. However, having to sift through multiple PMs can be irritating. So, a few ground rules.
-You CAN post false orders in thread to deceive your foes. Orders in PM will ALWAYS take priority.
-If you send multiple PMs with orders, I count the most recent.
-If you have made multiple PMs, make sure to put a FULL SET of orders in the most recent one. I will ONLY factor in the most recent PM. This cuts down on the time I have to spend processing orders immensely, rather than if you sent forms A, B, C, and made B change A, but then C change B, and so on. If I were to delete all but your most recent orders PM, I'd be able to know what you wanted in full.
-The exact order of your commands can vary, though I suggest you state your highest priority spending in case there's a shortfall; this lets me know exactly what to cut.
-All numeric values are rounded UP. Income, GDP, etc.
===Expansion===
Spoiler :
Your armies can move one province per turn in every direction from what you currently own if claiming peacefully. They can move infinitely if taking enemy territory. (Compare taming a rugged wilderness to being able to repurpose enemy roads and such against them)
Space colonies can be built later on, but this will be explained in depth when that happens.
Claims can go theoretically infinite but ugly attempts to "rope off" land will result in them being collapsed. Ugly borders will likewise often be adjusted in a situation that leaves parties strategically and economically where they were before.
To prevent Fiat Lux-esque territory enclosure, you can only claim up to ten overseas territories a turn. You must settle on the coast and wait a turn before moving inland.
Your goal should be to unite regions(demarcated by their thicker borders), as this provides bonuses.
Space colonies can be built later on, but this will be explained in depth when that happens.
Claims can go theoretically infinite but ugly attempts to "rope off" land will result in them being collapsed. Ugly borders will likewise often be adjusted in a situation that leaves parties strategically and economically where they were before.
To prevent Fiat Lux-esque territory enclosure, you can only claim up to ten overseas territories a turn. You must settle on the coast and wait a turn before moving inland.
Your goal should be to unite regions(demarcated by their thicker borders), as this provides bonuses.
===Economy===
Spoiler :
Income is tax revenue + tariff revenue + client revenue + miscellaneous income(grants, loans, etc.).
Your GDP is your population multiplied by your industry with your trade added on top. Your tax rate(default 20%) is added on top of this. Higher taxes yield more revenue, but brain drain will occur towards low tax countries.
You also by default charge a tariff of 20% on imports. For simplicity this applies across all imports mechanic-wise, and more or less represents the average. You can raise the rate, but every 1% will cause a random NPC to cut off trade with you until it is lowered. Going lower will raise your economic output as the free market takes hold(producing lower prices and better quality goods), but the labor movement will be displeased(read: riots and less secure elections). It is best to leave the rate be.
Trade can be cut off by embargos and blockades; a strong navy is a must if you intend to be a trading power. Controlling certain regions increase trade income.
Industry grows by 10% per turn and population by 5%. These percentages are reversed for third world nations.
You also have client revenue, which is 10% of your client states' GDP. This respects special deals and favors you secure in the region.
States can also give tribute, loans and grants to eachother.
Your GDP is your population multiplied by your industry with your trade added on top. Your tax rate(default 20%) is added on top of this. Higher taxes yield more revenue, but brain drain will occur towards low tax countries.
You also by default charge a tariff of 20% on imports. For simplicity this applies across all imports mechanic-wise, and more or less represents the average. You can raise the rate, but every 1% will cause a random NPC to cut off trade with you until it is lowered. Going lower will raise your economic output as the free market takes hold(producing lower prices and better quality goods), but the labor movement will be displeased(read: riots and less secure elections). It is best to leave the rate be.
Trade can be cut off by embargos and blockades; a strong navy is a must if you intend to be a trading power. Controlling certain regions increase trade income.
Industry grows by 10% per turn and population by 5%. These percentages are reversed for third world nations.
You also have client revenue, which is 10% of your client states' GDP. This respects special deals and favors you secure in the region.
States can also give tribute, loans and grants to eachother.
===Spending===
Spoiler :
MP2 has lots of money, and lots to spend it on. There are twelve technologies, with the conversation rate being one gold = one unit.
Economic Techs are public, and consist of Industry, Trade and Culture.
-Industry multiplies against your population to give you your GDP; every 1 gold invested is 0.0001.
-Trade determines how much of the global GDP you can tax. The rate is trade value / 2000.
-Culture represents your nation's glory, prestige and influence. States with a higher culture have more of an advantage when they compete for clients; random revolts and elections are more likely to favor you, as well. Minor NPCs do not purchase culture. Standard Cultural Bonuses
Military techs are private, and consist of Land, Sea, and Air.
-Land increases the chance to win battles.
-Sea and Air increase the ability to destroy infrastructure as well as success in battle.
WMD Techs are private, and consist of Biological, Chemical, and Nuclear. They have civilian purposes as well as military. A tier is 1000x, where x is the tier. You have a percent chance of researching the tier until you actually complete it and gain it the next turn.
-Bio kills up to x% of the person's population, where x is the tier. It also has x% of infecting any other country. Bio tech has civilian purposes, boosting pop growth by 1% per tier.
-Chemical adds x% to your forces in battle(and cannot be intercepted if used in battle), but can also be launched against enemy cities to kill x population. Chem tech has civilian purposes, boosting pop growth and industry growth by 0.5% per tier.
-Nuclear weapons kill x% of a target province's population; fallout will kill a similar amount of population around the target. Due to the Lacuna Project's efforts, radiation is quickly cleaned up. The energy boosts industrial growth by 1% per tier.
Misc. Techs cover the rest
-Espionage determines agent success
-Ballistics weaponises WMD tech and is used to actually launch them. Missiles must be aimed at a specific target(that can be changed once a turn), or suffer a -10% penalty as they were not ready to go.
-SDI gives a chance of intercepting missiles. Can be pooled with your allies; be wary that any ally can shut down the grid and nullify this bonus, at the cost of leaving themselves 100% without SDI.
Economic Techs are public, and consist of Industry, Trade and Culture.
-Industry multiplies against your population to give you your GDP; every 1 gold invested is 0.0001.
-Trade determines how much of the global GDP you can tax. The rate is trade value / 2000.
-Culture represents your nation's glory, prestige and influence. States with a higher culture have more of an advantage when they compete for clients; random revolts and elections are more likely to favor you, as well. Minor NPCs do not purchase culture. Standard Cultural Bonuses
Military techs are private, and consist of Land, Sea, and Air.
-Land increases the chance to win battles.
-Sea and Air increase the ability to destroy infrastructure as well as success in battle.
WMD Techs are private, and consist of Biological, Chemical, and Nuclear. They have civilian purposes as well as military. A tier is 1000x, where x is the tier. You have a percent chance of researching the tier until you actually complete it and gain it the next turn.
-Bio kills up to x% of the person's population, where x is the tier. It also has x% of infecting any other country. Bio tech has civilian purposes, boosting pop growth by 1% per tier.
-Chemical adds x% to your forces in battle(and cannot be intercepted if used in battle), but can also be launched against enemy cities to kill x population. Chem tech has civilian purposes, boosting pop growth and industry growth by 0.5% per tier.
-Nuclear weapons kill x% of a target province's population; fallout will kill a similar amount of population around the target. Due to the Lacuna Project's efforts, radiation is quickly cleaned up. The energy boosts industrial growth by 1% per tier.
Misc. Techs cover the rest
-Espionage determines agent success
-Ballistics weaponises WMD tech and is used to actually launch them. Missiles must be aimed at a specific target(that can be changed once a turn), or suffer a -10% penalty as they were not ready to go.
-SDI gives a chance of intercepting missiles. Can be pooled with your allies; be wary that any ally can shut down the grid and nullify this bonus, at the cost of leaving themselves 100% without SDI.
===Diplomacy===
Spoiler :
You can declare war, embargos, alliances, etc. as necessary. Diplomacy is one of the key components to a long lasting IOT, as it keeps it from being more than RISK. Many diplomatic acts are not hardcoded, but some have mechanical effects:
-Blockades cut off sea trade, and also reduce your Industry growth to 5% per turn. Breaking a blockade quickly is a must.
-If you are embargoed, you lose access to that state(and its clients)'s markets; you can also not use its territory for overland trade(and overseas if they control any chokepoints). Both states embargoing also lose 1% of their industry, cumulatively. (i.e. .99^x where x is the number of embargoes)
-If you embargo an NPC, they instead just lose 5% of their Industry. This simplifies trade.
-Open borders, military access, etc. allow you to move through a nation's lands. You can still move through anyway but that tends to constitute invasion.
-If the UN motions to embargo you, it will apply a -50% modifier to trade income as strategic waterways are cut off the world over. The UN will auto-embargo you if you attack it, pending a vote on the issue.
-War, obviously, causes your troops to freely engage eachother when in close proximity. Peace does the opposite and is the default state of all nations.
-Gift technology. The opponent receives half of the difference of your tech. You can only gift technology to ONE other nation per turn.
-Sell technology. Opponents receives as much of your tech as you wish. However, you must sell it for half its value in gold or face increased revolt risk.
-Demand vassalisation. You can demand a minor power become your client, and they will accept if they have no real chance of fighting you off. Doing so causes neighboring nations to form defensive alliances and embargo you, so use it sparingly.
-Blockades cut off sea trade, and also reduce your Industry growth to 5% per turn. Breaking a blockade quickly is a must.
-If you are embargoed, you lose access to that state(and its clients)'s markets; you can also not use its territory for overland trade(and overseas if they control any chokepoints). Both states embargoing also lose 1% of their industry, cumulatively. (i.e. .99^x where x is the number of embargoes)
-If you embargo an NPC, they instead just lose 5% of their Industry. This simplifies trade.
-Open borders, military access, etc. allow you to move through a nation's lands. You can still move through anyway but that tends to constitute invasion.
-If the UN motions to embargo you, it will apply a -50% modifier to trade income as strategic waterways are cut off the world over. The UN will auto-embargo you if you attack it, pending a vote on the issue.
-War, obviously, causes your troops to freely engage eachother when in close proximity. Peace does the opposite and is the default state of all nations.
-Gift technology. The opponent receives half of the difference of your tech. You can only gift technology to ONE other nation per turn.
-Sell technology. Opponents receives as much of your tech as you wish. However, you must sell it for half its value in gold or face increased revolt risk.
-Demand vassalisation. You can demand a minor power become your client, and they will accept if they have no real chance of fighting you off. Doing so causes neighboring nations to form defensive alliances and embargo you, so use it sparingly.
===Military===
Spoiler :
You start with 5 air wings and 5 armies. You can convert these starting air wings into 2 navies each.
1 pop is equal to 1,000 people.
Armies cost 5 gold and 1 pop to recruit. They have a 5% chance of shooting down any plane that goes overhead.
Fleets cost 10 gold and 1 pop to recruit. They can go anywhere in the world provided they aren't blocked. Besides ferrying land/air units, they can also shoot missiles inland, each ship having a 5% chance of killing a population or Industry unit. They can do this AFTER combat if victorious, too, making them extra useful. Navies have a 10% chance of shooting down any plane that goes overhead.
Air armadas cost 20 gold and 1 pop to recruit. Air fleets can bombard any region neighboring them(only the coastline if it's an island air base); this affects how much damage they can do. They can choose to drop bombs on civilians(10% chance), infrastructure(20% chance), enemy fleets(20%) and enemy armies(10%). Unlike navies, air armadas must be set to attack or bombard; the attack ones will protect the bombardiers.
Air wings can also escort armies, and will duel enemy air wings. If they win, each jet over the enemy adds +1% to your odds. Air wings, therefore, are useful in repeated victories.
You can only recruit up to 5% of your population per turn in peacetime. You can recruit 10% when at war.
1 pop is equal to 1,000 people.
Armies cost 5 gold and 1 pop to recruit. They have a 5% chance of shooting down any plane that goes overhead.
Fleets cost 10 gold and 1 pop to recruit. They can go anywhere in the world provided they aren't blocked. Besides ferrying land/air units, they can also shoot missiles inland, each ship having a 5% chance of killing a population or Industry unit. They can do this AFTER combat if victorious, too, making them extra useful. Navies have a 10% chance of shooting down any plane that goes overhead.
Air armadas cost 20 gold and 1 pop to recruit. Air fleets can bombard any region neighboring them(only the coastline if it's an island air base); this affects how much damage they can do. They can choose to drop bombs on civilians(10% chance), infrastructure(20% chance), enemy fleets(20%) and enemy armies(10%). Unlike navies, air armadas must be set to attack or bombard; the attack ones will protect the bombardiers.
Air wings can also escort armies, and will duel enemy air wings. If they win, each jet over the enemy adds +1% to your odds. Air wings, therefore, are useful in repeated victories.
You can only recruit up to 5% of your population per turn in peacetime. You can recruit 10% when at war.
===Combat===
Spoiler :
You set units to offense, defense or bombardment each turn. Units not set to offense or bombard are automatically defensive, so there's no need to put such.
Military applications take four forms: Land, Sea, Air, and Ballistics
The standard combat system is simple. Number * Tech vs. Number * Tech for both sides. Added together, they each come up with a percentage, bonuses are applied, a random roll(best 2 out of 3) is made, and the winner is decided. The victor kills 25-50% of the enemy's numbers, whereas the loser kills 1-50% of the enemy's numbers.
So, 10 Tech 10 armies go against 10 Tech 5.
That's 100 vs. 50. The defender has a 50/150 chance of winning. Regardless of who wins, the winner can kill 3-5 armies, the loser 1-5. Numbers are just as important as quality, as they determine casualties. You also want a large amount of troops to survive; if at any moment all soldiers are gone, your country will be defenseless.
Standard combat bonuses are as follows:
-10% for defender in any area
-5% for fighting in an urban or suburban area for defender
-10% if attacked from the sea for defender
-VLT PMC grants +10% to defense and offense
-Offenders get no bonus, but can deploy their nuclear and chemical weapons to assist in combat. Chemical weapons add x%, where x is the tier, per shell, whereas nuclear weapons add 5x% per tier per bomb. CWs cannot be blocked, whereas NWs can unless they are T1s.
No matter how many bonuses the offender has, the defender always had a 10% chance of victory. Call it the Thermopylae Effect.
Military applications take four forms: Land, Sea, Air, and Ballistics
The standard combat system is simple. Number * Tech vs. Number * Tech for both sides. Added together, they each come up with a percentage, bonuses are applied, a random roll(best 2 out of 3) is made, and the winner is decided. The victor kills 25-50% of the enemy's numbers, whereas the loser kills 1-50% of the enemy's numbers.
So, 10 Tech 10 armies go against 10 Tech 5.
That's 100 vs. 50. The defender has a 50/150 chance of winning. Regardless of who wins, the winner can kill 3-5 armies, the loser 1-5. Numbers are just as important as quality, as they determine casualties. You also want a large amount of troops to survive; if at any moment all soldiers are gone, your country will be defenseless.
Standard combat bonuses are as follows:
-10% for defender in any area
-5% for fighting in an urban or suburban area for defender
-10% if attacked from the sea for defender
-VLT PMC grants +10% to defense and offense
-Offenders get no bonus, but can deploy their nuclear and chemical weapons to assist in combat. Chemical weapons add x%, where x is the tier, per shell, whereas nuclear weapons add 5x% per tier per bomb. CWs cannot be blocked, whereas NWs can unless they are T1s.
No matter how many bonuses the offender has, the defender always had a 10% chance of victory. Call it the Thermopylae Effect.
===Stability and Revolts===
Spoiler :
Gone is the democracy/dictatorship mechanic of MP. Instead, there's an Instability measure. It works rather simple - running from 0 to 20. 0 is peaceful, 20 is an anarchic hellhole on the brink of collapse. Stability determines what happens if your RR triggers. Quite simply, 1-10 means your people protest and such, and usually will just force a tax lowering. 11-20 will cause riots, which can culminate in your government being overthrown (temporarily removing you from the game), forcing you to sign treaties, etc.
Lowers it:
-Just(read: defensive or UN sanctioned) wars create a rally around the flag effect, decreasing it by 1
-Victory makes your people happy, and instability goes down if a peace treaty ends with you claiming something. Your citizens will demand enough wealth be gained to replace losses, however. Spending thousands of gold on a war and only bringing home one as reparations will NOT make them happy.
-Instability naturally goes down by 1 per turn if you are at peace.
-Lowering taxes lowers it by 1, regardless of the size.
-Random events
-Roleplay
-Every 10% of GDP spent on social spending (just designate as spending money on welfare or stability or whatever in orders) will lower it by 1. This is an expensive means to pay down instability. For third world nations, this option is not available.
Increases it:
-Unjustified wars (not UN approved or against a hated enemy) increase it by 1
-A tax raise will shoot it up by 1, regardless of the size.
-A war that results in no gains but not defeat raises it by 1.
-A war that is lost increases it by 2.
-Random events
-Espionage
-Roleplay
Revolt Risk is the related mechanic, and the percentage runs from 0-100; this determines the chance of you being hit by one each turn. RR starts at 0% but the following changes that.
Raised by:
-Each tax over 25% will increase it by 1%.
-Each extra 1% recruited when at war will raise it by 1%. Ex. Raise 6% of your pop, 1% RR gained.
-Each army, air wing, or navy destroyed raises it by 0.5% if an offensive war, 0.2% if defensive.
-Roleplay
-Events
Decreased by:
-Lowering taxes cuts it.
-Raising tariffs cuts it.
-Roleplay
-Events
To recap, revolt is how likely your people will speak out. Stability is whether that speaking out will be peaceful or violent.
Lowers it:
-Just(read: defensive or UN sanctioned) wars create a rally around the flag effect, decreasing it by 1
-Victory makes your people happy, and instability goes down if a peace treaty ends with you claiming something. Your citizens will demand enough wealth be gained to replace losses, however. Spending thousands of gold on a war and only bringing home one as reparations will NOT make them happy.
-Instability naturally goes down by 1 per turn if you are at peace.
-Lowering taxes lowers it by 1, regardless of the size.
-Random events
-Roleplay
-Every 10% of GDP spent on social spending (just designate as spending money on welfare or stability or whatever in orders) will lower it by 1. This is an expensive means to pay down instability. For third world nations, this option is not available.
Increases it:
-Unjustified wars (not UN approved or against a hated enemy) increase it by 1
-A tax raise will shoot it up by 1, regardless of the size.
-A war that results in no gains but not defeat raises it by 1.
-A war that is lost increases it by 2.
-Random events
-Espionage
-Roleplay
Revolt Risk is the related mechanic, and the percentage runs from 0-100; this determines the chance of you being hit by one each turn. RR starts at 0% but the following changes that.
Raised by:
-Each tax over 25% will increase it by 1%.
-Each extra 1% recruited when at war will raise it by 1%. Ex. Raise 6% of your pop, 1% RR gained.
-Each army, air wing, or navy destroyed raises it by 0.5% if an offensive war, 0.2% if defensive.
-Roleplay
-Events
Decreased by:
-Lowering taxes cuts it.
-Raising tariffs cuts it.
-Roleplay
-Events
To recap, revolt is how likely your people will speak out. Stability is whether that speaking out will be peaceful or violent.
===Roleplay===
Roleplay is rewarded. What your roleplay is about will determine what it goes towards; talk of trade agreements will increase your trade tech, economic reforms will boost your industry, etc. Roleplay will not be applied until the second turn, however, so as to give players enough time to build a reasonable framework before the bonuses kick in and begin to skew power.
===Events===
Events are added, removed and altered over the course of game, and serve to spice things up via the power of God.
===Soft Power===
Besides the ability to clunk eachother over the head in the hopes of something promising, there's plenty of soft power opportunities.
=Corporations=
Spoiler :
Corporations have developed in the wake of the Second Cataclysm that have global reach and have quasi-governmental power. They each have a city-state they call home. Corporations do not use their UN votes generally, unless you anger them in some way.
Corporations start the game with 10,000 shares, all costing 1 gold, and have an income of 100 per turn at the start. They use this income to build branches at the cost of 10 gold a piece, raising their income by 1 * profitability. By default they have 10 branches and Profitability 10.
Profitably/share value fluctuates by -2% to +4% per 24 hours.
Anyone who can command 50%+1 shares can alter the dividend rate, blacklist anyone who's not yet a shareholder from purchasing, and offer/deny the Corporations' powers to anyone for any price. Commanding 20% of a a corporation gives you its power free of charge. The Corporations' powers are as follows:
Lacuna Inc. - Government contractors. +10% to SDI and Ballistics tech.
LANKA Multinational - Security Agency. 10% to espionage tech. +10% to spy defense.
VLT - PMC. 10% to Military tech and +10% to military rolls.
Riccio Conglomerate - Entrepreneurs. +20% to Industrial investments
DarkRock Corporation - Financial Services. +10% to Trade Investment, +20% client income
NOD - ?. WMD research +10%; plural shareholder automatically detects NGOs in their territory. Any shareholder with more than 10% has that percent(own 15%, have a 15%) chance of finding bases in their own territory each turn(non-cumulative with spy missions).
Kintobor Corp. - Research and patents. 20% to any research besides Industry
Philanthropy - Charity. +10% diplo tech; free NPCs vote for your UN proposals unless severely opposed. Clients will never break away from you if you have at least 10%.
Soylent Inc. - Agriculture and pharmaceuticals. 6% population growth instead of 5%, new territories grant +5 population instead of +2.
You can nationalise a corporation's assets in your nation for half their market value, but this comes at the price of them blacklisting you and voiding your shares. Considering each corporate branch set up in your country grants you +0.001 Industry, staying on their good side is wise.
Corporations by default pay out 50% of their profit and reinvest the rest. Corporations charge a default rate of 10% of your income for their services, so choose wisely. Corporations choose their targets for building branches at random per turn, but you can influence it by sending money their way. Each branch built in your territory adds +0.001 Industry, so can prove lucrative.
Corporations hold onto 40% of their stock. NPCs will sell their stock for 10% more than it is worth, and will demand 90% of what it is worth if you try and sell it to them.
Corporations start the game with 10,000 shares, all costing 1 gold, and have an income of 100 per turn at the start. They use this income to build branches at the cost of 10 gold a piece, raising their income by 1 * profitability. By default they have 10 branches and Profitability 10.
Profitably/share value fluctuates by -2% to +4% per 24 hours.
Anyone who can command 50%+1 shares can alter the dividend rate, blacklist anyone who's not yet a shareholder from purchasing, and offer/deny the Corporations' powers to anyone for any price. Commanding 20% of a a corporation gives you its power free of charge. The Corporations' powers are as follows:
Lacuna Inc. - Government contractors. +10% to SDI and Ballistics tech.
LANKA Multinational - Security Agency. 10% to espionage tech. +10% to spy defense.
VLT - PMC. 10% to Military tech and +10% to military rolls.
Riccio Conglomerate - Entrepreneurs. +20% to Industrial investments
DarkRock Corporation - Financial Services. +10% to Trade Investment, +20% client income
NOD - ?. WMD research +10%; plural shareholder automatically detects NGOs in their territory. Any shareholder with more than 10% has that percent(own 15%, have a 15%) chance of finding bases in their own territory each turn(non-cumulative with spy missions).
Kintobor Corp. - Research and patents. 20% to any research besides Industry
Philanthropy - Charity. +10% diplo tech; free NPCs vote for your UN proposals unless severely opposed. Clients will never break away from you if you have at least 10%.
Soylent Inc. - Agriculture and pharmaceuticals. 6% population growth instead of 5%, new territories grant +5 population instead of +2.
You can nationalise a corporation's assets in your nation for half their market value, but this comes at the price of them blacklisting you and voiding your shares. Considering each corporate branch set up in your country grants you +0.001 Industry, staying on their good side is wise.
Corporations by default pay out 50% of their profit and reinvest the rest. Corporations charge a default rate of 10% of your income for their services, so choose wisely. Corporations choose their targets for building branches at random per turn, but you can influence it by sending money their way. Each branch built in your territory adds +0.001 Industry, so can prove lucrative.
Corporations hold onto 40% of their stock. NPCs will sell their stock for 10% more than it is worth, and will demand 90% of what it is worth if you try and sell it to them.
=Clients=
Spoiler :
Clients are states that have become subjugated by yours in some way. They pay you 10% of their GDP as they hand out generous bonuses. They will support you in the UN and aid you militarily, generally. Loyal clients also adopt your currency, opening you to recessions but also many booms.
To peacefully client a free nation, give them 50% of their GDP. In the event of multiple offers, their decision is half influenced by policy comparisons, and half by cultural power. You can pay 100% to clientise them if they are already someone else's "ally" client.
To coup a nation, order a coup staged via black ops.
Conquered nations can allow the previous government to stay in power, making them a tributary, or you can install a new, very loyal government via a coup.
Clients have several grades of loyalty, based on how they were obtained:
-Tributary(Trib): Subjugated under threat of force, these states yearn to break free. Conquering a country and leaving the government be counts as tributary, and has the bonus of no civil war. They will break off if you are at war, based on their military strength vs. yours. Remember the Aztecs, and then remember to use this option sparingly. Can be purchased by another state.
-Ally(Pax): These states are purchased as clients, and can be viewed as investments. They will break off if they reach 50% of your GDP. Can be be purchased by another state for 100% of their GDP.
-Coup(Coup): These changed government as a result of a black ops or a random coup. Some coups naturally occur each turn, obscuring who was targeted and who was not. Couped nations have a 25% chance of descending into civil war on their first turn; couped nations are always dictatorships.
-Revolution(Rev): Imposed by a successful revolt. They will never abandon you, short of being couped.
To peacefully client a free nation, give them 50% of their GDP. In the event of multiple offers, their decision is half influenced by policy comparisons, and half by cultural power. You can pay 100% to clientise them if they are already someone else's "ally" client.
To coup a nation, order a coup staged via black ops.
Conquered nations can allow the previous government to stay in power, making them a tributary, or you can install a new, very loyal government via a coup.
Clients have several grades of loyalty, based on how they were obtained:
-Tributary(Trib): Subjugated under threat of force, these states yearn to break free. Conquering a country and leaving the government be counts as tributary, and has the bonus of no civil war. They will break off if you are at war, based on their military strength vs. yours. Remember the Aztecs, and then remember to use this option sparingly. Can be purchased by another state.
-Ally(Pax): These states are purchased as clients, and can be viewed as investments. They will break off if they reach 50% of your GDP. Can be be purchased by another state for 100% of their GDP.
-Coup(Coup): These changed government as a result of a black ops or a random coup. Some coups naturally occur each turn, obscuring who was targeted and who was not. Couped nations have a 25% chance of descending into civil war on their first turn; couped nations are always dictatorships.
-Revolution(Rev): Imposed by a successful revolt. They will never abandon you, short of being couped.
===Black Ops===
Spoiler :
A more covert means to project power, ops can be strategically very useful.
You have THREE espionage missions per turn, NOT including keeping spies on defense.
Everyone starts with 5 spies by default. You earn 5 spies per 1000 of ESP tech each turn.
You can also have Super Agents; who do not die mechanic-wise; every 10 points of ESP tech you have you have an x% of recruiting your first one. Once you have a Super they stay with you for the entire game. Full details of Supers are here.
Espionage missions are determined by numbers * skill vs. their numbers * skill, like in battle.
The number of spies determines damage, whereas technology assists in success. Base modifers are as follows:
-Defender has at least 20% chance of foiling the enemy; this is NOT added onto what they have
-Defender can only lose half their agents per attack; attacker can lose ALL of their agents.
-Whichever side wins gets its number of agents present in ESP tech. Whichever side loses gets the number of enemies it killed in tech. By default, 20% of each side's numbers are removed from the other's.
This system is meant to favor the defender. Human players should use their wealth to build a strong spy network, even if for defense.
With the Greek salad out of the way, the actual missions; you can only perform 4 per turn to cut down on turn times:
-Counterespionage. Default mission; there is no need to specify they are on such.
-Sow Discontent. Knocks enemy stability down by 1. Also gives +5% RR.
-Incite riots. If successful, triggers a revolt and whatever would result from it. Your government can determine it is foreign in nature for balance purposes.
-Stage coup(NPCs only). Overthrows a country's government and installs one loyal to you.
-Steal tech. Gives you half the difference between your tech and the enemy's, in ALL categories.
-Steal money. Your agents basically work to strengthen corruption and steal funds from your enemy. You knock out anywhere from 1-5% of their Industry, and earn half of the lost GDP towards your income.
-Steal artifact. Artifacts are dug up from time to time and create tourist revenue. You can steal them to deny your enemy this, and will then sell it to fetch yourself some nice income.
-Fund Resistance. If your enemy has occupied a nation and is encountering rebels, you can finance them. You must first slip past their spies; so long as one spy survives, your donation will not be confiscated.
-Sabotage WMD. Renders 10% of the enemy's arsenal, or 1 for each agent you have(whichever is less), inert. This is kept confidential and as such, the enemy never knows if they've been successfully attacked.
-Steal Plans. Gives you a rundown of their orders, missions, and other secretive activities for the turn.
-Suitcase. Can only be used with T1 weapons. This can deal a massive blow to your enemy, but carries a 5% discovery rate per suitcase.
-Search for terrorists. Your agents can search any area they've been given permission to enter(clients auto-agree), and will have a chance of uncovering any NGO bases. If your units are on standby, they will be ready to wipe these bases out. As a note, if you try to obscure any results in your territory, the other side WILL know, so just deny them access on the basis of sovereignity or some related nonsense.
You have THREE espionage missions per turn, NOT including keeping spies on defense.
Everyone starts with 5 spies by default. You earn 5 spies per 1000 of ESP tech each turn.
You can also have Super Agents; who do not die mechanic-wise; every 10 points of ESP tech you have you have an x% of recruiting your first one. Once you have a Super they stay with you for the entire game. Full details of Supers are here.
Espionage missions are determined by numbers * skill vs. their numbers * skill, like in battle.
The number of spies determines damage, whereas technology assists in success. Base modifers are as follows:
-Defender has at least 20% chance of foiling the enemy; this is NOT added onto what they have
-Defender can only lose half their agents per attack; attacker can lose ALL of their agents.
-Whichever side wins gets its number of agents present in ESP tech. Whichever side loses gets the number of enemies it killed in tech. By default, 20% of each side's numbers are removed from the other's.
This system is meant to favor the defender. Human players should use their wealth to build a strong spy network, even if for defense.
With the Greek salad out of the way, the actual missions; you can only perform 4 per turn to cut down on turn times:
-Counterespionage. Default mission; there is no need to specify they are on such.
-Sow Discontent. Knocks enemy stability down by 1. Also gives +5% RR.
-Incite riots. If successful, triggers a revolt and whatever would result from it. Your government can determine it is foreign in nature for balance purposes.
-Stage coup(NPCs only). Overthrows a country's government and installs one loyal to you.
-Steal tech. Gives you half the difference between your tech and the enemy's, in ALL categories.
-Steal money. Your agents basically work to strengthen corruption and steal funds from your enemy. You knock out anywhere from 1-5% of their Industry, and earn half of the lost GDP towards your income.
-Steal artifact. Artifacts are dug up from time to time and create tourist revenue. You can steal them to deny your enemy this, and will then sell it to fetch yourself some nice income.
-Fund Resistance. If your enemy has occupied a nation and is encountering rebels, you can finance them. You must first slip past their spies; so long as one spy survives, your donation will not be confiscated.
-Sabotage WMD. Renders 10% of the enemy's arsenal, or 1 for each agent you have(whichever is less), inert. This is kept confidential and as such, the enemy never knows if they've been successfully attacked.
-Steal Plans. Gives you a rundown of their orders, missions, and other secretive activities for the turn.
-Suitcase. Can only be used with T1 weapons. This can deal a massive blow to your enemy, but carries a 5% discovery rate per suitcase.
-Search for terrorists. Your agents can search any area they've been given permission to enter(clients auto-agree), and will have a chance of uncovering any NGO bases. If your units are on standby, they will be ready to wipe these bases out. As a note, if you try to obscure any results in your territory, the other side WILL know, so just deny them access on the basis of sovereignity or some related nonsense.
===Terrorists/NGOs===
Spoiler :
Terrorists by default control one minor nation that is not corporately-owned. They have their own special set of rules that give them a niche.
Terrorists are basically private espionage agencies. They start with 10 bases, with each base(built for 10 gold per turn) they have producing 1 gold and 1 agent per turn. They receive 10% of the GDP of any state they truly control; they are also fully under the terrorists' powers until an actual coup throws them out.
They can even hire their own private military forces from occupied nations' populations, but their finances are best used for black ops.
Terrorists have several lucrative advantages. For one, they are the REAL master of any state they have cliented, and can make it disobey the orders of the supposed suzerain. One dastardly deed is to shut down the suzerain's missile shield.
They also can detonate suitcase weapons, shifting the discovery to them, rather than you. Since you can't find terror on a map, good luck with reprisal.
Terrorists locate their bases in places of their choosing, but must be careful to not make too many enemies lest they be hunted down by a global witchhunt. A lack of location specification results in the bases being spread globally.
Terrorists are basically private espionage agencies. They start with 10 bases, with each base(built for 10 gold per turn) they have producing 1 gold and 1 agent per turn. They receive 10% of the GDP of any state they truly control; they are also fully under the terrorists' powers until an actual coup throws them out.
They can even hire their own private military forces from occupied nations' populations, but their finances are best used for black ops.
Terrorists have several lucrative advantages. For one, they are the REAL master of any state they have cliented, and can make it disobey the orders of the supposed suzerain. One dastardly deed is to shut down the suzerain's missile shield.
They also can detonate suitcase weapons, shifting the discovery to them, rather than you. Since you can't find terror on a map, good luck with reprisal.
Terrorists locate their bases in places of their choosing, but must be careful to not make too many enemies lest they be hunted down by a global witchhunt. A lack of location specification results in the bases being spread globally.
===Union of Nations===
Spoiler :
While a subset of soft power, it is so important it deserves its own section.
The UN was built upon the failures of prior organisations. While many records are gone, the UN still has oral tradition that has assisted in it remaining functional.
The UN's powers are many, but it is the closest thing to a world government, and so has the following powers:
-It operates its own military for defense purposes
-It can close its straits to any state for any reason
-It can legitimise war against rogue states
-It can pass mandates
-It operates a variety of programs
-It serves to increase human rights and human dignity worldwide through investment and diplomacy
-It serves as a forum for states to mediate their disputes
The UN carries out its functions through gifts and fees collected from the straits, and taxes from its cizens. 50% of its money goes to its own citizens.
Organs of the UN:
-Interpol. The UN operates its own intel agency that primarily searches for terrorists at home, but can search for them abroad as well. The UN only searches if it is granted permission, however.
-International Monetary Fund. The IMF supplements the budgets of weaker nations by providing development aid. 25% of the UN's budget goes here.
-World Bank. 25% of UN money is sent to the World Bank, which loans it out at an interest rate of 10%. Money can also be deposited in the world bank and collect an interest rate of 5%. Three random powers chair it each turn, and can unanimously deny aid to anyone unless overruled by the UN itself. The blacklist is not cleared unless by statue or following chairmen.
-Olympic Committee. A random major state will be selected as the host of the Olympics each turn, provided it is not at war. The state receives +1% to its economy and +50 culture.
-Union of Nations Peacekeeper Corps(UNPC). After issues in prior eras, the UN operates its own army, navy and air force. The Peacekeepers primarily protect the UN from threats, and are recruited entirely from its own population. They can only venture overseas if authorised by the international community.
The UN was built upon the failures of prior organisations. While many records are gone, the UN still has oral tradition that has assisted in it remaining functional.
The UN's powers are many, but it is the closest thing to a world government, and so has the following powers:
-It operates its own military for defense purposes
-It can close its straits to any state for any reason
-It can legitimise war against rogue states
-It can pass mandates
-It operates a variety of programs
-It serves to increase human rights and human dignity worldwide through investment and diplomacy
-It serves as a forum for states to mediate their disputes
The UN carries out its functions through gifts and fees collected from the straits, and taxes from its cizens. 50% of its money goes to its own citizens.
Organs of the UN:
-Interpol. The UN operates its own intel agency that primarily searches for terrorists at home, but can search for them abroad as well. The UN only searches if it is granted permission, however.
-International Monetary Fund. The IMF supplements the budgets of weaker nations by providing development aid. 25% of the UN's budget goes here.
-World Bank. 25% of UN money is sent to the World Bank, which loans it out at an interest rate of 10%. Money can also be deposited in the world bank and collect an interest rate of 5%. Three random powers chair it each turn, and can unanimously deny aid to anyone unless overruled by the UN itself. The blacklist is not cleared unless by statue or following chairmen.
-Olympic Committee. A random major state will be selected as the host of the Olympics each turn, provided it is not at war. The state receives +1% to its economy and +50 culture.
-Union of Nations Peacekeeper Corps(UNPC). After issues in prior eras, the UN operates its own army, navy and air force. The Peacekeepers primarily protect the UN from threats, and are recruited entirely from its own population. They can only venture overseas if authorised by the international community.