A'ight, I think it's about time to begin. I've added two new starting NPCs in Oceania; the total number is liable to
double after the first turn, but Second Rounders will probably expand more slowly. I've opted to keep the two in N. America, but they'll confine themselves to their immediate regions. Much to my chagrin, Joan hasn't filled in a map himself, so I get to pick whatever crappy colour I want.
Also, if you could designate your capital
territories in your Opening Posts (as linked to in
the player table), t'would be much appreciated. One or two have; most haven't.
Something I completely forgot to list was random events, so here they are. There's not too much logic behind what/how they occur. You might even say they're...
random.
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Market Slump: Negates natural industrial growth that turn and eliminates up to 10% of existing infrastructure. Has a chance of spreading to other users of the victim country's currency.
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Market Boom: Adds up to 10% extra economic growth that turn. Has a chance of spreading to other users of the beneficiary's currency.
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Resource Discovery: Adds an extra 5% industrial growth
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Resource Exhaustion: Subtracts 5% industrial growth.
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Baby Boom: Adds up to 5% extra population that turn. Twice as likely for Expansionist nations.
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Famine: Negates natural population growth that turn and kills up to 5% of citizens. Effect reduced for Agricultural nations.
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Scientific Breakthrough: Extra 5% to all standing research investments. Does not affect Ballistics or ABM.
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Tory War on Science: Up to 50% of standing investment toward next tech level(s) is lost. Does not affect Ballistics or ABM.
As with Tani's, up to one player nation and one NPC will receive each event, although not all may be played on a given turn. Given a year spans four turns, I'm debating quartering the effects and parcelling them out across the annum.