Multipolarity IV Signup Thread

No nukes, yes to rolls, yes to traits.


Will post some nation stuff soon
 
By the way: along with NPC traits we should consider the Olympics. We need some friendly competition and we can expand from that to make further international contests: consider a international poker tournament, a chess tournament or even a global version of Eurovision... although I have a feeling certain NPCs might have a advantage on that front.
 
I propose we use the Spirit of Man trait system where each nation gets a personalized trait/flaw.
 
Ooh, there's an idea...
 
I support the idea because it has my name on it.

Well, not so much on it, but deeply engraved into it.

Because I am the awesome.
 
I could get behind nation-specific advantages & flaws.
 
Yea on Spirit of Man Advantages and Flaws :D
 
Kept a list of the traits worth having, and I almost question keeping Commercial on the list.

Since the majority of income comes from Pop*Ind, having more or the other is best.

Advantages/drawbacks:

Agricultural boosts pop growth and economic growth, allowing for a larger military; population is more volatile than infrastructure. The healthcare quality also makes citizens happier.

Industrious is a boon to infrastructure, which stimulates both trade (recent change) and domestic income.

Agricultural and Industrious do not DIRECTLY affect income; the exact growth bonus will vary based on how much of the world total for healthcare and infrastructure you own, and your population; 100 into healthcare will do more for 1,000 people than 2,000 people. And if everyone's healthcare investment is equal, there will be no benefit therein.

Commercial is a 10% boost because it DIRECTLY grows income. It is thus advantageous in that it is flexible.

Scientific grows spending rather than income, but shares commercial's flexibility in that it helps for all fields and not just one, thus has a value of +10%.

Unlike the other tech fields, army and navy do not have externalities. Thus they have values of +20% in militaristic.

Diplomatic helps one take over a minor nation more quickly, and given the fact client income is indirect, it naturally is 20% rather than 10.

===

Traits roll call:

7 Yeas
6 Nays

Yet another tight one but looks like traits are favored.
 
So a few generic traits is unbalanced, but personalised traits are not...

I think personalised traits could lead to a trainwreck very, very quickly. :p

The reason the traits give only bonuses and not penalties is because they're meant to give major powers another edge over smaller ones, while also allowing players to flavor their nation based on their intended playstyle.
 
Joining the bandwagon on personal traits.
 
The reason the traits give only bonuses and not penalties is because they're meant to give major powers another edge over smaller ones, while also allowing players to flavor their nation based on their intended playstyle.

isn't that what roleplay is supposed to do..?
 
isn't that what roleplay is supposed to do..?

Roleplay's not as tangible, though. :p

But this just means double the bonuses!
 
Talked it over with some other GMs over at SonIOT. The traits system, to preserve balance (or rather, make balancing hella easier), has disposed of economic traits. The new traits basically allow you to control how you would prefer to interact with (Read: control) the wider world.

Militaristic: +10% Army spending; recommended if you are going to play the route of intimidation to get what you want.
Seafaring: +10% Naval spending; excellent in its assistance to blockades and thus the severing of trade. Cutting off trade can cripple a nation, especially a small one.
Diplomatic: +10% to influence spending; more influence means more client revenue and greater ability to get NPCs to work with you.
Cunning: +10% to Espionage spending; I think vets of MP1 know just how valuable espionage is. Keep in mind that espionage works very differently now, what with separate agencies in every country.

There's a quirk here: traits are HIDDEN. Please PM me what trait you desire.


Link to video.

Nothing wrong with a wee bit of sneakiness.
 
I agree with Omega on customised traits,

As a NPC GM I have some notes:

1) NPCs will have personalised following; hence simply having "influence points" or bribing them with cash is not enough; they may their motivations. Yes this might seen overextending myself but I want to give challenge to the game. Plus it makes for alliances that are set!

2) NPCs should have traits. I will later on begin work on their traits. I will perhaps consider Civ4 style traits for the NPCs or have a customised ability further adding personality to them.

3) If influence points have to be consider then less as a currency but more as a aider to your ability to earn the trust of powers.

4) Nations have their own interests... and needs. Prokhor Zakharov's land might be eyed by Rasputin, who wants to go to the sea. Prokhor might be willing to offer his scientific services to those who agree to protect him or Rasputin would be joyful if you find a way to get him a (frozen Russian) seaport. NPCs will also set the importance of ideology, especially from the 7 from Alpha Centauri.

5) I am insane.
 
hmm, took another look at the NPC nations, and well for Me, Bosnia, and East Germany.

Need a leader for a Buffer State?
Why not Zoidberg?
(V) ( ;,,; ) (V)

:p
 
While I'm open to the idea that it takes more than money to convince an NPC (provided you don't say they will deny payment by state X), I'm going to say no to individual NPC traits. Traits are bonuses meant for the players to customise their nation according to their intended play style, and give them an edge over the minor countries. :p

Prototype Spreadsheet

You can see the Espionage sheet solely to get an idea how it works; all players start with the same amount of money invested in their own espionage. This serves as your DEFENSE; if a player with 1000 Espionage assaults you, they have a 50% chance of victory. Do not neglect your defense, my friends.

The minors are missing from the espionage sheet, but that's so you don't get to see exactly how much you'd need to pour in to overthrow them. Overthrows aren't an every day occurrence; they will take considerable investment to work. Investments in a foreign country's espionage can either be used to protect the current regime from outside attacks, or assault said regime to impose a favorable one.

The Influence tables took some work to properly tweak, but for the most part they are balanced so each player gets the same amount of money from clients on Turn 1 (I gave 3 players some credit of one gold to even it out). Regardless of what Ailedhoo's up to with the NPC in question, your influence represents your business interests in the country as much as your diplomatic clout, and as such you earn a percentage of that state's "client value" based on how much of the total pie you own. If they have a value of 10, there are 1000 points, and you own all 1000 points, you will take 10 gold from them each turn.

Keep in mind influence can be purged by coups. Theoretically angering an NPC enough will justify Ailedhoo purging said country's influence (i.e. repossession) but logically if it gets to absurd amounts I will rein such things in.

Influence amounts are controlled by me, and these are ways to increase/decrease it:

Increase

-Intervening in the government's favor in a conflict logically will boost influence.
-Giving the state money (the usual method) boosts influence.
-Diplomatic moves, even indirect ones, that would be of benefit to that country will help score points. Standing up to warmongers, for example, will logically make most countries like you more.
-A coup in the country will increase your influence, logically. You can specify for a coup to purge influence of other nations; take heed that these events make it onto the news and could earn the ire of other countries.
-Provided there's no one willing to assist them, a show of force can actually increase influence with a country. This is a global world though, so avoid being too open about it.

Decrease

-Belligerent statements logically hurt influence. Stating a particular racial group is inferior, for example, would most certainly curb your pull with any states of that group.
-A coup or protectorate by another nation can potentially reduce or outright eliminate your influence
-If they are not your client, being aggressive towards them will shrink influence
-Aggression towards neighbors also will hit influence, unless that nation is unable to find someone who would be able to provide for their defense
-Logically if you anger a country enough they can purge your influence unilaterally (think Iran or Cuba with American assets).

The one time aggressive behavior will increase influence is when you conquer the country and impose a puppet state, or threaten to invade them if they do not become a protectorate of yours. Logically either of these moves will hurt influence with third parties, however, so use them sparingly. The world's global now, so shows of force alone won't bully neighbors into submission; they'll just go looking for outside help instead. If they can't find outside help (Cuba having the USSR to defend against the US, Taiwan having the US to defend against China, etc.), they will increase influence instead out of fear.
 
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