- Joined
- Mar 31, 2008
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Finalized Rules
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 3 claims like every new player.
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 36 hours of an update. (Usually I'll wait 48 but get your orders before then).
I will make a Claims thread. Every update, you can post ONE post in this thread which should include
Roleplaying
Roleplaying is the essence of IOT. Its how your nation develops. Its how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above.
Good RPing=small bonus.
Claims Post
Your one claim post per turn is very important. In it, you should include every piece of information that is relevant such ongoing blockades and embargoes, loan, mobilization, weapon manufacturing, new airbases and silos, trade deals, and any other piece of information you know I should see.
Starting Out
If you're transferring from this game from RIOT, you should already have had your territory halved and infrastructure points invested.
New players: Claim up to five territories. The limit is that the territory has to be adjacent to one another or coastal of course. Remember, overseas territory not on your continent drains $1 from your balance per turn. This can be alleviated by creating colonies.
However, if you decide not use claim up to five territories, any remaining claim can be turned to a free infrastructure point for investment.
You start with 20 weapons and $50.
Expansion
You have two choices. You can either send in the marines to take the territory (causing economic damage which you will have to pay off) or you can bribe the territory. Bribing a territory costs money of course but the alternative is expansion with a diminishing chance of revolt each year.
Economy
The economy is fairly straightforward. $1 per territory you own. -1$ if that territory is overseas/not on your continent.
Money is persistent, so if you don't spend any on one turn it is kept in your treasury.
Infrastructure points (IPs) cost $50 for the first in a territory, $45 for the second, and so on until $20.
The first IP adds +$1. The second +$2 (for a total of $4 so far). This means putting all your infrastructure in one territory has pros and cons.
Trade Agreements
You're allowed to build a trade center which will be placed on the map. The first one is free. The second one is a $25. The third one is $50. Fourth $100. And so on. Note, say you have two trade centers and one is destroyed, the cost for the new trade center would be $25, not $50.
You can sign trade agreements with other players. Trade agreements are very much dependent on the number of trade centers of both players. In this example, Nation A has three trade centers and B just one.
Each trade center is worth 5%. Nation B would bring in 15% its own income in trade money. Nation A would bring in 5% of its own.
The only way to cancel a trade agreement is if BOTH parties agree to cancelation.
Stability
This is dependent on your economic/war situation. Long times of peace=good. Economic troubles=bad.
World Economy
The World Economy is dependent on trade and loans. If the world trade dips 20% in one turn, there will be penalties. If a significant sized loan is defaulted, it causes problems globally.
Loans
Players may loan each other money with the understanding that it will be paid back on time with or without interest. This is VERY important to note because in your claims posts, you must mark when the loan must be paid back and if it's with or without interest.. If the player doesn't pay back a full loan on time, then he defaults on the loan, opening up a CB on his or herself and, depending on the size of the loan, can hurt the world economy.
The loaner can extend loan so the player can pay it back at a later date (but interest will still pile up).
Why loan? You can't gift armies and navies or factories. However, you can loan another player money so they can build factories and then pay you back later. If your ally goes to war, you may find aiding them more beneficial to actively getting involved because armies and navies cost more to maintain during war.
The Credit Rating of all nations will be tracked (and simple). All players start at 0% (0) which means they have never repaid a loan nor taken one.
Embargoes
You can only embargo nations you have a trade agreement with. Embargoes cut a percentage of trade from the route while not completely canceling the route (which can cause major economic problems if the route brings in a lot of money). When you embargo, you set the percentage (from 5% to 75%). Embargoes are near useless against when used against a larger nation but can choke a small one.
In the Red
If your bank account goes into the negative, you can not build anything. No infrastructure, armies, fleets, anything. Over the normal course of the game, you can only decommission one army, one fleet, and one WMD at max a turn. However, if you're desperate to get back into the groove of things, you can declare bankruptcy which defaults all your loans and trade agreements but allows you to control the size of your military.
War
War is expensive. However, being a defender isn't easy either. When a territory is attacked, economic damage is done to it. That means that during and even after a war, it will produce money only to pay off economic damages. Reparations are a great way to cover up this damage which can be a serious drain on your economy.
Infrastructure isn't destroyed during normal combat. Defenders get a defender bonus.
Armies and Arms
Armies cost $2 to build, $1 to maintain. They are pooled, not placed on the map. So, if you're attacked and have 3 out of 5 armies not attacking for example, you have 3 armies defending no matter which province is attacked (of course, multiple attacks can dwindle this number fast).
You can devote armies to expansion as well. To claim a territory, you have to send troops into it. You can't expand during war.
There's a catch. When attacking, a player can devote cash to the attacks. This increases the chance of success but can be expensive.
Core Territory, Colonies, and Puppets
Core territory is defined as all territory connected by land to the capital or on the continent. For game purposes, all of Asia east of the Black Sea is "Asia". Everything island bordering or connected to the Pacific counts as "Oceania". And so on and so on. Core territory can't be outright annexed, only puppeted.
Colonies are what you set in non-core territory. When you claim territory that isn't A.) On your continent or B.) Connected to your capital, its still a "core" territory but one that drains $1 per turn from your treasury and would take two levels of infrastructure buying to just break to turn a profit. Because of this, setting up these territories as colonies are for the best. Colonies lose the penalties AND you get auto-trade rights with them, boosting your trade revenue.
War Aims
When you declare war, you have to select the war aim. War Aims dictate the "acceptable" amount you can demand in a peace treaty. You can only select one war aim with a declaration of war and can only add more for $50 for each new aim. Nations on the defensive get new war aims but win if they get a white peace or reparations. Defensive nations can add a war aims for $50 each.
Achieving your war aim in the peace talks will make your people produce +3% money domestically for five years. Less than your war aims makes your people produce -3% domestically for five years. More than your war aims will make your people produce +6% domestically and give other nations a Belligerence war aim to be used against you.
Attacking and Defending
Armies only attack adjacent territories or through open borders (provided its specified in the open borders agreement military units are allowed through).
To attack, PM me where you want to attack and how many armies you're dedicated to each battle. Attacking over land gives the attacker the advantage.
Armies will compete against another in an RNG and the RNG decides which army is lost. This continues until each army on both sides has went so having a larger force is an advantage in and of itself. After the combat loss rolls are finished, the game winning roll is thrown and whoever wins that wins the battle and gets or keeps the territory. Chemical weapons, flanking, and other things affect the RNG roll.
Armies not used for attacking are used for defending. You can only decom one army per turn.
WMDs
No one can build one of the three WMDs at all at the beginning. There are three WMDs. Chemical, Nuclear, and Biological. Each one has special effects and drawbacks to their use.
To begin a program, you have to have $30 (just an example) into the Nuclear, Chemical, or Biological tree. Each dollar above 30=1% chance of finishing the program the next turn.
Once you finish the program, you will be able to build low-tier versions of the weapon. To begin the second tier, you start from scratch and have to work your way back up, making mid-tier and third-tier weapons mid-game and late-game weapons.
Note: You can only decom one WMD per turn but sell more than just one per turn. You can decommission entire tier of your WMD programs.
Nuclear Weapons:
Chemical Weapons:
Biological Weapons:
Roleplaying Projects
If you want to do something big, such as start a prestige project like the space program, PM me and I can give you costs and such.
Fleets
Fleets cost $3 each, $2 to maintain if they're at sea. $1 if they're in port. You can use fleets to take control of sea provinces. Unlike armies, this isn't a pool. If you have 10 fleets in a sea province, there is only 10.
Selling WMDS and weapons
You can sell WMDs and weapons. Not armies and navies.
House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 3 claims like every new player.
Updates
This IOT is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 36 hours of an update. (Usually I'll wait 48 but get your orders before then).
I will make a Claims thread. Every update, you can post ONE post in this thread which should include
Roleplaying
Roleplaying is the essence of IOT. Its how your nation develops. Its how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above.
Good RPing=small bonus.
Claims Post
Your one claim post per turn is very important. In it, you should include every piece of information that is relevant such ongoing blockades and embargoes, loan, mobilization, weapon manufacturing, new airbases and silos, trade deals, and any other piece of information you know I should see.
Starting Out
If you're transferring from this game from RIOT, you should already have had your territory halved and infrastructure points invested.
New players: Claim up to five territories. The limit is that the territory has to be adjacent to one another or coastal of course. Remember, overseas territory not on your continent drains $1 from your balance per turn. This can be alleviated by creating colonies.
However, if you decide not use claim up to five territories, any remaining claim can be turned to a free infrastructure point for investment.
You start with 20 weapons and $50.
Expansion
You have two choices. You can either send in the marines to take the territory (causing economic damage which you will have to pay off) or you can bribe the territory. Bribing a territory costs money of course but the alternative is expansion with a diminishing chance of revolt each year.
Economy
The economy is fairly straightforward. $1 per territory you own. -1$ if that territory is overseas/not on your continent.
Money is persistent, so if you don't spend any on one turn it is kept in your treasury.
Infrastructure points (IPs) cost $50 for the first in a territory, $45 for the second, and so on until $20.
The first IP adds +$1. The second +$2 (for a total of $4 so far). This means putting all your infrastructure in one territory has pros and cons.
Trade Agreements
You're allowed to build a trade center which will be placed on the map. The first one is free. The second one is a $25. The third one is $50. Fourth $100. And so on. Note, say you have two trade centers and one is destroyed, the cost for the new trade center would be $25, not $50.
You can sign trade agreements with other players. Trade agreements are very much dependent on the number of trade centers of both players. In this example, Nation A has three trade centers and B just one.
Each trade center is worth 5%. Nation B would bring in 15% its own income in trade money. Nation A would bring in 5% of its own.
The only way to cancel a trade agreement is if BOTH parties agree to cancelation.
Stability
This is dependent on your economic/war situation. Long times of peace=good. Economic troubles=bad.
World Economy
The World Economy is dependent on trade and loans. If the world trade dips 20% in one turn, there will be penalties. If a significant sized loan is defaulted, it causes problems globally.
Loans
Players may loan each other money with the understanding that it will be paid back on time with or without interest. This is VERY important to note because in your claims posts, you must mark when the loan must be paid back and if it's with or without interest.. If the player doesn't pay back a full loan on time, then he defaults on the loan, opening up a CB on his or herself and, depending on the size of the loan, can hurt the world economy.
The loaner can extend loan so the player can pay it back at a later date (but interest will still pile up).
Why loan? You can't gift armies and navies or factories. However, you can loan another player money so they can build factories and then pay you back later. If your ally goes to war, you may find aiding them more beneficial to actively getting involved because armies and navies cost more to maintain during war.
The Credit Rating of all nations will be tracked (and simple). All players start at 0% (0) which means they have never repaid a loan nor taken one.
Embargoes
You can only embargo nations you have a trade agreement with. Embargoes cut a percentage of trade from the route while not completely canceling the route (which can cause major economic problems if the route brings in a lot of money). When you embargo, you set the percentage (from 5% to 75%). Embargoes are near useless against when used against a larger nation but can choke a small one.
In the Red
If your bank account goes into the negative, you can not build anything. No infrastructure, armies, fleets, anything. Over the normal course of the game, you can only decommission one army, one fleet, and one WMD at max a turn. However, if you're desperate to get back into the groove of things, you can declare bankruptcy which defaults all your loans and trade agreements but allows you to control the size of your military.
War
War is expensive. However, being a defender isn't easy either. When a territory is attacked, economic damage is done to it. That means that during and even after a war, it will produce money only to pay off economic damages. Reparations are a great way to cover up this damage which can be a serious drain on your economy.
Infrastructure isn't destroyed during normal combat. Defenders get a defender bonus.
Armies and Arms
Armies cost $2 to build, $1 to maintain. They are pooled, not placed on the map. So, if you're attacked and have 3 out of 5 armies not attacking for example, you have 3 armies defending no matter which province is attacked (of course, multiple attacks can dwindle this number fast).
You can devote armies to expansion as well. To claim a territory, you have to send troops into it. You can't expand during war.
There's a catch. When attacking, a player can devote cash to the attacks. This increases the chance of success but can be expensive.
Core Territory, Colonies, and Puppets
Core territory is defined as all territory connected by land to the capital or on the continent. For game purposes, all of Asia east of the Black Sea is "Asia". Everything island bordering or connected to the Pacific counts as "Oceania". And so on and so on. Core territory can't be outright annexed, only puppeted.
Colonies are what you set in non-core territory. When you claim territory that isn't A.) On your continent or B.) Connected to your capital, its still a "core" territory but one that drains $1 per turn from your treasury and would take two levels of infrastructure buying to just break to turn a profit. Because of this, setting up these territories as colonies are for the best. Colonies lose the penalties AND you get auto-trade rights with them, boosting your trade revenue.
War Aims
When you declare war, you have to select the war aim. War Aims dictate the "acceptable" amount you can demand in a peace treaty. You can only select one war aim with a declaration of war and can only add more for $50 for each new aim. Nations on the defensive get new war aims but win if they get a white peace or reparations. Defensive nations can add a war aims for $50 each.
Achieving your war aim in the peace talks will make your people produce +3% money domestically for five years. Less than your war aims makes your people produce -3% domestically for five years. More than your war aims will make your people produce +6% domestically and give other nations a Belligerence war aim to be used against you.
Spoiler :
Lift Blockade/Embargo: If a nation places an embargo or blockade on your, you may declare war on them. You cannot demand territory with this aim or demand demilitarization. You succeed if the blockade/embargo is lifted AND reparations are paid.
Belligerence: If a nation takes more in a peace treaty than their war aims allow, feel free to beat the crap out of them. You can't demand territory with this aim but can demand reparations, demilitarization, and demand they dismantle their WMD programs. You succeed if you get any of these. Note: You have only a one year window of opportunity to exploit this CB.
Balance of Power: If a single nation is vastly more powerful than every other nation on the planet, then all nations gain the BoP War Aim to use against it. You succeed if you demand demilitarization (where you tell them the max amount of money they can spend on maintaining military equipment), colonies, carve out puppet states, anything to bring the nation down to par with the other "major" nations.
Overlapping Claims: If two or more nations claim the same territory in a turn, it'll result in army clashes since it takes armies to claim territory. With this in mind, the war is won when the claim is ceded to someone.
Liberate: You can use this to liberate puppet states and colonies. You can't demand demilitarization or reparations. When you liberate puppets, you can decide if it becomes an entirely new nation or goes back to the previous owner.
Note, you can only liberate to one nation at a time. You can't liberate territory to Egypt and create a Suez Federation, for instance, with one CB. It'll take two.
Colonial War: Use this to TAKE a colony. Each new colony requires a new Aim.
Loan Collection: If a nation fails to pay back a loan on time, the loaner can go collect his money forcibly.
Cancel Trade Agreement: Trade Agreements can only be canceled if they expire or, if there was no set expiration date, if BOTH parties agree to cancel it, or if the two nations go to war. Because of this, you use this if you want to cancel it forcibly. You achieve this victory when you get reparations.
Ideology War: This one is unique. You use this if the nation has a different ideology. You can carve out puppet states with this.
Dismantle WMD Program: This one is basic; you send in troops and demand the dismantling of a category of WMD programs. You can set how many years the peace treaty is to be in force.
Broken Peace Treaty: If a nation breaks a peace treaty, war can be declared on it.
Cut Down to Size: If attacked, the defender can aid this CB which not only demands reparations, but demands
Note on Alliances and Interventions: When war is declared on an alliance member, all the allies get a free alliance CB against the aggressors. However, their war aims will always be the same as the defender.
Belligerence: If a nation takes more in a peace treaty than their war aims allow, feel free to beat the crap out of them. You can't demand territory with this aim but can demand reparations, demilitarization, and demand they dismantle their WMD programs. You succeed if you get any of these. Note: You have only a one year window of opportunity to exploit this CB.
Balance of Power: If a single nation is vastly more powerful than every other nation on the planet, then all nations gain the BoP War Aim to use against it. You succeed if you demand demilitarization (where you tell them the max amount of money they can spend on maintaining military equipment), colonies, carve out puppet states, anything to bring the nation down to par with the other "major" nations.
Overlapping Claims: If two or more nations claim the same territory in a turn, it'll result in army clashes since it takes armies to claim territory. With this in mind, the war is won when the claim is ceded to someone.
Liberate: You can use this to liberate puppet states and colonies. You can't demand demilitarization or reparations. When you liberate puppets, you can decide if it becomes an entirely new nation or goes back to the previous owner.
Note, you can only liberate to one nation at a time. You can't liberate territory to Egypt and create a Suez Federation, for instance, with one CB. It'll take two.
Colonial War: Use this to TAKE a colony. Each new colony requires a new Aim.
Loan Collection: If a nation fails to pay back a loan on time, the loaner can go collect his money forcibly.
Cancel Trade Agreement: Trade Agreements can only be canceled if they expire or, if there was no set expiration date, if BOTH parties agree to cancel it, or if the two nations go to war. Because of this, you use this if you want to cancel it forcibly. You achieve this victory when you get reparations.
Ideology War: This one is unique. You use this if the nation has a different ideology. You can carve out puppet states with this.
Dismantle WMD Program: This one is basic; you send in troops and demand the dismantling of a category of WMD programs. You can set how many years the peace treaty is to be in force.
Broken Peace Treaty: If a nation breaks a peace treaty, war can be declared on it.
Cut Down to Size: If attacked, the defender can aid this CB which not only demands reparations, but demands
Note on Alliances and Interventions: When war is declared on an alliance member, all the allies get a free alliance CB against the aggressors. However, their war aims will always be the same as the defender.
Attacking and Defending
Armies only attack adjacent territories or through open borders (provided its specified in the open borders agreement military units are allowed through).
To attack, PM me where you want to attack and how many armies you're dedicated to each battle. Attacking over land gives the attacker the advantage.
Armies will compete against another in an RNG and the RNG decides which army is lost. This continues until each army on both sides has went so having a larger force is an advantage in and of itself. After the combat loss rolls are finished, the game winning roll is thrown and whoever wins that wins the battle and gets or keeps the territory. Chemical weapons, flanking, and other things affect the RNG roll.
Armies not used for attacking are used for defending. You can only decom one army per turn.
WMDs
No one can build one of the three WMDs at all at the beginning. There are three WMDs. Chemical, Nuclear, and Biological. Each one has special effects and drawbacks to their use.
To begin a program, you have to have $30 (just an example) into the Nuclear, Chemical, or Biological tree. Each dollar above 30=1% chance of finishing the program the next turn.
Once you finish the program, you will be able to build low-tier versions of the weapon. To begin the second tier, you start from scratch and have to work your way back up, making mid-tier and third-tier weapons mid-game and late-game weapons.
Note: You can only decom one WMD per turn but sell more than just one per turn. You can decommission entire tier of your WMD programs.
Nuclear Weapons:
Spoiler :
Program Minimum Cost: $140 for first tier. $280 for second. $560 for third.
First Tier: Atomic bombs. These weapons destroy half the infrastructure of the territory they're used again and destroy 2 armies of the target's defender pool. To use defensively, just PM me and tell me. 10% chance of creating fallout cloud Costs $5 each and $2 per turn to maintain.
Second Tier: Thermonuclear Bombs: These weapons destroy all infrastructure in the target territory as well as a trade centers and destroys 4 armies of the target's defender pool. 30% chance of creating fallout cloud Costs $18 each and $2 per turn to maintain
Third Tier: X-Bomb. This weapon destroys all infrastructure in target territory, half the infrastructure in all adjacent territories, all trade centers within radius, destroys 8 armies of the target's defender pool, and there's a 50% chance of creating a fallout cloud in the territory. Costs $80 and $3 per turn to maintain
Note: Fallout clouds prevents infrastructure from being built in the territory for three turns. After three turns, there's a 20% chance of the cloud spreading to adjacent territory, leaving the current territory. Fallout causes $2 in economic damage per turn in a territory.
First Tier: Atomic bombs. These weapons destroy half the infrastructure of the territory they're used again and destroy 2 armies of the target's defender pool. To use defensively, just PM me and tell me. 10% chance of creating fallout cloud Costs $5 each and $2 per turn to maintain.
Second Tier: Thermonuclear Bombs: These weapons destroy all infrastructure in the target territory as well as a trade centers and destroys 4 armies of the target's defender pool. 30% chance of creating fallout cloud Costs $18 each and $2 per turn to maintain
Third Tier: X-Bomb. This weapon destroys all infrastructure in target territory, half the infrastructure in all adjacent territories, all trade centers within radius, destroys 8 armies of the target's defender pool, and there's a 50% chance of creating a fallout cloud in the territory. Costs $80 and $3 per turn to maintain
Note: Fallout clouds prevents infrastructure from being built in the territory for three turns. After three turns, there's a 20% chance of the cloud spreading to adjacent territory, leaving the current territory. Fallout causes $2 in economic damage per turn in a territory.
Chemical Weapons:
Spoiler :
Program Minimum Cost: $70 for first tier, $140 for second, $280 for third.
First tier: Incapitating Agents. Increases chance of success in a combat roll. Causes small economic damage in territory. Costs $1 gets you three.
Second Tier: Lethal Agents. Same as above but is +4%. Causes economic damage. Costs $1 gets you two.
Third Tier: Nova Gas. Using this weapon adds a 12% chance of success to combat rolls. Causes economic damage. Costs $1 each.
First tier: Incapitating Agents. Increases chance of success in a combat roll. Causes small economic damage in territory. Costs $1 gets you three.
Second Tier: Lethal Agents. Same as above but is +4%. Causes economic damage. Costs $1 gets you two.
Third Tier: Nova Gas. Using this weapon adds a 12% chance of success to combat rolls. Causes economic damage. Costs $1 each.
Biological Weapons:
Spoiler :
Program Minimum Cost: $280 for first tier, $560 for second tier, $1120 for third tier.
First tier: Outbreak. Causes a disease in target on first turn of use. There's a 30% chance of it spreading to neighboring territories (15% across water). Infected territories don't produce money. 70% each turn of infection in territory of going extinct. Infected territories or territories that the disease failed the spread check to get into are immuned to the same disease. Costs $280. $2 maintenance.
Second tier: Epidemic. Same as above only with 60% spread. It'll last in a territory until it fails a survival roll (40%) Costs $560. $2 maintenance.
Third Tier: Captain Tripps. Same as above only with a 90% chance of spread. Possible game ending weapon. Any territory it fails to spread in is spared completely. Every territory it does spread into is completely depopulated. Doesn't die out into it simply can't expand anymore. This weapon destroys trade centers. Costs $1120. $7 maintenance.
First tier: Outbreak. Causes a disease in target on first turn of use. There's a 30% chance of it spreading to neighboring territories (15% across water). Infected territories don't produce money. 70% each turn of infection in territory of going extinct. Infected territories or territories that the disease failed the spread check to get into are immuned to the same disease. Costs $280. $2 maintenance.
Second tier: Epidemic. Same as above only with 60% spread. It'll last in a territory until it fails a survival roll (40%) Costs $560. $2 maintenance.
Third Tier: Captain Tripps. Same as above only with a 90% chance of spread. Possible game ending weapon. Any territory it fails to spread in is spared completely. Every territory it does spread into is completely depopulated. Doesn't die out into it simply can't expand anymore. This weapon destroys trade centers. Costs $1120. $7 maintenance.
Roleplaying Projects
If you want to do something big, such as start a prestige project like the space program, PM me and I can give you costs and such.
Fleets
Fleets cost $3 each, $2 to maintain if they're at sea. $1 if they're in port. You can use fleets to take control of sea provinces. Unlike armies, this isn't a pool. If you have 10 fleets in a sea province, there is only 10.
Selling WMDS and weapons
You can sell WMDs and weapons. Not armies and navies.