Crezth
i knew you were a real man of the left

1921! THE WORLD HAS COLLAPSED! Breaking, breaking! The Great War has heralded destruction and disadulation! The Great Empires have collapsed, and now nations bitterly struggle against one another and their own people in the quest for supremacy! Who will triumph? Who will persevere? Who will survive this world of restless minds and empty hearts?
Spoiler MAP :


JOIN AND CREATE A NATION
You may join and create a nation by identifying EIGHT (8) territories on the map as your own. Give a flag, a name, and select your government style to acquire special bonuses!
EACH territory is ONE use of the fill tool, EXCEPT for regions connected by DOTTED LINES - these count as a single territory altogether. Note in Scotland that the isles are not connected by dotted lines. THAT MEANS SCOTLAND HAS FOUR TERRITORIES! Simple, non?
You can take overseas territories as long as you have coastal territories and can connect them across the ocean. There may be unique challenges and opportunities for an overseas empire.
GOVERNMENT
You can specialize your government to represent your nation's political culture or philosophy.
Select ONE government.
Governments











Player's Guide
EXPANSION & EMPIREYou may claim 4 new territories per turn.* EACH territory you claim will reduce your Finance score by one divided by the number of territories you already have.
Based on your UNITY score, it's possible that your territories may become sites of rebellion. If this happens, the territory will be indicated on the map, and mentioned in the update. Rebellious territories do not produce RESOURCES and reduce your FINANCE score, so do be careful!
*As the game goes on the number of free claims per turn will decrease. In order to expand you will need to use a Political Power. You can bank claims and use them later.
POLITICS AND UNITY
You have POLITICAL CAPITAL and UNITY which determine how much power potential your government has and how united in support the population is behind it.
Unity - This exists on a scale from 0 to 100, with 50 being the middle. Above 50, Unity will provide positive bonuses to Political Capital and Finance growth. Below 50, Unity will provide penalties to military strength, and gives an increasing chance of rebellions occurring each year. Unity is lowered by bad things happening to your nation and increased by good things.
Political Capital - Political Capital is an absolute resource that is banked. When it sits in your Bank, this helps reduce the effects of negative Unity. You start with 100 PC and you gain +10 PC per turn. At 200 banked PC, the effects of negative Unity are totally suppressed. You can SPEND political capital to obtain special bonuses:
Spoiler POLITICAL POWERS :
EACH of these powers can be used for 50 political capital.
- Drill the Army. Gain +1 Army Quality for each Force Strength you have. You may not use this power when you're at war.
- Mass Conscription. For one turn, gain the effects of having as much Force Strength as you do Resources. Does not cost Resources.
- Fix Interest Rates. If your Finance score is lower than 100%, gain twice as many Finance points as normal this turn. If you get more than 100% Finance this way, it will cap out at 100%.
- Fund Research Grants. For one turn, double the Economic Power you invest into Expertise.
- Levy New Taxes. Gain 100% of your max Resources, rounded up, as banked Economic Power, which can be spent immediately.
- Political Rally. Raise Unity by +2d6+3%.
- Round-Up. End a rebellion instantly.
- Open Settlements. Gain 5 extra territory claims. (Claims can be banked.)
- Issue Debts. Gain +1 Political Capital for every Finance percentage point you choose to convert. You may only use this power if your Finance score is above 100%, and this power does not cost Political Capital to activate.
ECONOMICA
Nations' economies are measured in three terms: Productivity, Resources, and Expertise. Combined these impact your Economic Power (EP), which you use to build units, conquer new lands, and make construction. In order to improve these you must perform the Investment action thus listed.
Resources - The number of territories you control contributes Resources to your Economic Power. Each territory produces 1 resource which yields 1 economic power. Investment - Acquire new territories!
Productivity - Productivity is a special score that indicates how much work is done by the peoples. Investment - You can invest Economic Power into Productivity directly. This will improve your Economic Power at a rate determined by the total size of your economy: for an 8 EP nation, an 8 EP total investment into productivity will increase net EP by +12,5%.
Finance - Finance, or financial liquidity, grows turn to turn with population, expansion of economic activity, and soforth. However, it shrinks when you expand or are damaged in war. The Finance score therefore represents the AVERAGE wealth of all your provinces. Investment - Finance increases by +2d6% each turn, randomly rolled for each country. It starts at 100% for everyone. Expanding will reduce finance by an amount proportional with your total extant resource base (known as inflation), however overall you will still experience economic growth when this occurs due to the natural change.
Wealth - A sub-stat called Wealth is the total finance score multiplied by your resources. Savvy!
Expertise - The skill of your professional and bourgeoisie class. This makes your economy more attractive to traders and investors. The more Expertise, the more you benefit from TRADE DEALS and the more effective your investments are. Investment - You can invest Economic Power into Expertise. This improves the bonuses you get from Trade Deals based on who you're trading with.
Banking - You may bank as much EP as 200% of your yearly income. Beyond that, surplus EP is invested into Productivity automatically.
TRADE DEALS
You can form a TRADE DEAL with another nation, providing both of you with a bonus to EP and Financial growth. The bonus is scaled based on the EXPERTISE and WEALTH of both nations. Higher-WEALTH nations will receive a larger EP bonus in absolute terms, however higher-EXPERTISE nations will receive a bonus to their FINANCE growth rate per turn.
Fret not about inequality. If you have lower WEALTH than your partner, your PRODUCTIVITY investment efficiency will increase. If you have lower EXPERTISE than your partner, your EXPERTISE investment efficiency will increase.
You cannot form a trade deal with a nation more than 8 provinces away unless you both have coastal territory. However, if you are at war, your coastal trade routes can be pirated or cut down.
Trade Maintenance
It costs Political Capital to form and maintain Trade Deals. When forming a Trade Deal, a fee of 10 Political Capital is instantly applied (unless you are Thalassocracy). If the Trade Deal is canceled by either party or destroyed in war, the fee must be paid again for the Trade Deal to be reformed. Furthermore, Trade Deals cost maintenance of Political Capital for each turn they are effective, at the following rates:

Gestalt, which lacks Political capital, instead pays Military Power for Trade Deals: each Trade Deal a Gestalt entity makes reduces their Military Power by -5%, a penalty that is reduced by Expertise.
MILITARY
To build up your MILITARY, you will enslave your ECONOMY to support military interests. By default every nation has a token security force which does not require extraneous expenses. However, building a truly fearsome military machine is expensive.
Military Power - Total MILITARY POWER, which determines how good you are at fighting and conquering and killing and all that fun stuff, is equal to Force Strength by Military Readiness. The more of both or either, the better.
Force Strength - You can increase your Force Strength by 1 by reducing your net RESOURCES by 1. This change comes into effect the following turn. Always if you have RESOURCES, you can increase Force Strength at will; you can also lower it to get those RESOURCES back. Note that RESOURCES lost this way do NOT improve your finances and they affect your basic income, meaning that a very large army can totally choke your economy.
Military Technology - In case building a big army is less your interests and you need a smaller, more focused army, consider INVESTING in military technology - like investing in your productivity or expertise, this offers a scaling bonus to Military Power, with the bonus being stronger based on the global average of military technology.
Army Quality - The army quality indicates the drill, professionalism, skill, experience, and discipline of your men-at-arms. This cannot be improved with spending but can be improved with political powers or by fighting, and decays or settles (over time) back at 100%.
Military Readiness - The military readiness is the aggregated modifier from your military technology and army quality. It is multiplied by force strength to give Military Power. Savvy!
Military Units
As your Force Strength increases, you also gain the ability to specialize your military for certain goals of warfare. For each Force Strength you have, you may designate a Military Unit with certain special skills and abilities. These do not cost additional income to maintain, but they do have an Investment cost associated with them. You may scrap a Unit and replace it with another different kind at will; if your Force Strength decreases, you must identify Units to scrap until the total number of Units you have is equal to your Force Strength, or else your Military Power will suffer a Disorganization penalty.
The Units, their costs and abilities, follows.
Spoiler MILITARY UNITS :
An explanation of the stats-
Offense: The power of this unit when it is performing offensive operations like invasions and attacks.
Defense: The power of this unit when it is performing defensive operations like area denial and holding ground.
Dispersion: The inherent ability of this unit to occupy space in order to counteract enemy units' superior mobility or greater numbers, which can result in being surrounded and overcome for units with thin dispersion.
Mobility: The inherent ability of this unit to move.
Suppression: The power of this unit for suppressing partisans, rebels, and conducting occupations.
Cost: The EP investment cost to add this Unit to your Force Strength.

Enlisted
Offense: LOW
Defense: MEDIUM
Dispersion: HIGH
Mobility: MEDIUM
Suppression: LOW
Cost: None
The ENLISTED is the DEFAULT UNIT: every Force Strength that is not used for other Units is, by default, an Enlisted. The Enlisted is a simple and honest warrior, a conscript veteran of the Great War or a career regular, who possesses no supernatural power or awesome technology, but is brave and able to fight. No greater test of a soldier's mettle is the engagement of the eldritch, the perverse, and the terrifying, and the Enlisted embodies this wholly.

Kommando
Offense: HIGH
Defense: LOW
Dispersion: LOW
Mobility: MEDIUM
Suppression: MEDIUM
Cost: 2 EP
The KOMMANDO is a master warrior: a true professional and tactical genius, the Kommando was baptized in the fire of the Great War, lurking in the dead of night and learning all of the vital tactics of attack, infiltration, offense, and exploitation. The Kommando is highly trained and deeply experienced, and is truly threatening to even the most sophisticated of defensive lines.

Cavalry
Offense: MEDIUM
Defense: MEDIUM
Dispersion: HIGH
Mobility: HIGH
Suppression: HIGH
Cost: 2 EP
The CAVALRY is a career soldier, devoted to the vocation of soldiery and war. Perhaps an officer, perhaps a distinguished sergeant, perhaps a trained fighter, the Cavalry is master of the horse and is elegantly proficient at the finer arts of war. All-around decent, the Cavalry is a dependable soldier and the backbone of a disciplined and distinguished army.

Artillery
Offense: MEDIUM
Defense: HIGH
Dispersion: LOW
Mobility: LOW
Suppression: LOW
Cost: 2 EP
The ARTILLERY is a wielder of big guns and serious ordnance, having learned soberly the terrible might of overwhelming fire in the Great War. The Artillery is highly capable of area denial and heavy bombardment, threatening enemies within its line of fire with heavy ordnance and devastating firepower.

Pancerny
Offense: HIGH
Defense: MEDIUM
Dispersion: HIGH
Mobility: HIGH
Suppression: MEDIUM
Cost: 5 EP
Armored
The PANCERNY is an armored war-wagon, an automobile with tracks or wheels mounted with heavy guns. The Pancerny is fast and the ideal option for bringing a large amount of firepower to bear upon a location as quickly as possible. Capable of complex maneuvers and offensive operations, the Pancerny's combination of mobility and firepower is its best offering.

Warmech
Offense: HIGH
Defense: HIGH
Dispersion: MEDIUM
Mobility: MEDIUM
Suppression: HIGH
Cost: 5 EP
Armored
The WARMECH is a walking machine, sometimes piloted and sometimes operating on rudimentary automation, and capable of wielding a versatile array of heavy weapons while being heavily resistant to damage as well. Augmented with a Warmech, a man can become a metal warrior and conquer the battlefield with grit, steel, and smoke.

Dæmon
Offense: GODLY
Defense: MEDIUM
Dispersion: MEDIUM
Mobility: MEDIUM
Suppression: HIGH
Cost: 5 EP
Terrifying
The DÆMON is an eldritch curse of nature - a beast, a devil, some other nameless horror, where they come from no one is quite sure. However, the mastery of occult rituals and arcane science has allowed for these strange creatures to be bent to serve the will of their masters - and no where greater do they excel with their bloodthirsty, rapacious fury than on the battlefield, where their dark and twisted nature terrorizes friend and foe alike.

Behemoth
Offense: GODLY
Defense: HIGH
Dispersion: LOW
Mobility: MEDIUM
Suppression: HIGH
Cost: 10 EP
Titanic, Terrifying
The BEHEMOTH is a massive monster, a creature of unimaginable proportions, towering meters above the average man and striding mountains like they were foothills. Be they summoned, unearthed from ancient slumbers, or visitors from a world beyond our own, the sheer gigantic power of Behemoths renders them an unholy force, requiring the power of a small army to bring them down.

Titan
Offense: GODLY
Defense: GODLY
Dispersion: LOW
Mobility: LOW
Suppression: HIGH
Cost: 12 EP
Armored, Titanic, Terrifying
The TITAN is the height of Warmech engineering, a striding metal colossus armed with tremendous armaments and piloted by a small division of soldiers. By itself, a Titan can devastate a whole region, blast fortresses to smithereens, and lay waste to entire armies. To face a Titan is to stare at the technology of destruction in its greatest and most terrible form.

Flotilla
Combat Stats: Standard
Two Flotillas can fight off a Leviathan; three Flotillas can defeat a Leviathan decisively.
Cost: 5 EP
Seaworthy, Ocean-Bound
The FLOTILLA is the primary instrument of waging war upon the sea: battleships and cruisers armed with heavy guns, sailing the waves to protect commerce and spread the influence of the nation wide and far. Flotillas do not fight land-based armies, but they can bombard ports and blockade shipping, allowing them to destroy enemy Trade Routes when left unopposed.

Leviathan
Offense: GODLY
Defense: GODLY
Dispersion: LOW
Mobility: MEDIUM
Suppression: GODLY
Cost: 20 EP
Armored, Seaworthy, Titanic, Terrifying
The LEVIATHAN is the mightiest machine in human engineering, a flying monstrosity that soars into the air and rains destruction upon the ground with horrible might. A single Leviathan can terrorize an entire continent, and when unchallenged in the skies reigns supreme as the master of war.


TACTICAL & FLAVOR NOTES
Spoiler :
Long distances inhibit military effectiveness
Larger armies tend to win.
There are flying machines such as zeppelins and aeroplanes.
Large battle-machines are devastating, but expensive. A superior military force can totally subjugate and annihilate you if you are unprepared.
Some prefer to indulge in occult arts, magicks, and demon-summoning to make up for deficiencies in battle-tech.
The world is brave and new and smells of ash. Go forth and fear nothing - fear is the mind-killer!
Larger armies tend to win.
There are flying machines such as zeppelins and aeroplanes.
Large battle-machines are devastating, but expensive. A superior military force can totally subjugate and annihilate you if you are unprepared.
Some prefer to indulge in occult arts, magicks, and demon-summoning to make up for deficiencies in battle-tech.
The world is brave and new and smells of ash. Go forth and fear nothing - fear is the mind-killer!
SALLY FORTH
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