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- Mar 31, 2008
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Update 6 (zomg really?)
Update 6 (zomg really?)
Stats
https://docs.google.com/spreadsheet/ccc?key=0AvV4Kmm-PsYUdEh2dnBKdkVld201RVlwRGFBTkpBZHc&usp=sharing
Spoiler Eurasia, Africa, and Australia :

Spoiler Americas :

GLOBAL ECONOMIC NEWS
Two countries had an economic boom this turn. When a country is randomly selected for an economic boom or bust, further RNG rolls are determined who is affected. Having a trade agreement or free trade agreement increases the chance of being affected.
After initial affected countries are determined, more rolls are determined who they affect, and so on. A country won’t “infect” twice. Riccio, for instance, has so many agreements that it was hit affected once in its own economic boom, and three times in China’s boom. However, once the “those affected by Riccio” roll is done, it isn’t done again to prevent endless rebounding.
For this turn, anybody with just normal trade relations weren’t affected because I wanted to see how it would go with just trade agreements/FTAs. In the future, anybody who has normal trade relations and above will have a chance to be tapped.
Economic downturns work the same way and can be equally dramatic.
Chance of economic events scales to # of countries
Economic Boom in Norway (like anyone cares)
+1 Factory in Norway
Economic Boom in Rome
+3 Factory in Rome
+3 Factory for Norway
+3 Factory for Egypt
+3 Factory for Urun
+3 Factory for Russia
+2 Factory for China
+1 Factory for Iceland
+4 Factory for Riccio
+2 Factory for USA
+1 Factory for Ethiopia
+3 Factory for Scotland
+2 Factory for Breton
+3 Factory for Holy Rome
+4 Factory for FRCN
+5 Factory for Baltic Union
+2 Factory for Glory
+2 Factory for Birmingham
+1 Factory for Novgorod
+2 Factory for Libya
+1 Factory for British Empire
+1 Factory for Romania
+1 Factory for Baikal
+1 Factory for Hamburg
+1 Factory for Borneo
+1 Factory for Castille
REVOLTS
NONE.
Traits were removed and revolt risk changed. See Economic section in OP for more information.
GLOBAL AFFAIRS
Every country now has a new trait listed on the stat sheet depending on its power relative to others. NPCs take into account this stuff when engaging in diplomacy and otherwise is just for bragging rights.
The ranks are
Insignificant(<-2)
Minor (-1-0)
Regional (z-score 0-1)
Great (1-2)
Superpower (2-3, not extremely likely)
Hyperpower (>3, gamebreaking)
But since these things are based on a z-score, don’t get too bent out of shape. Some countries have inflated scores due to having a large bank (which only count for little), for example. Manufactories also weigh more in the calculation than provinces (because they weigh more in trade than provinces). An army weighs more than a province or manufactory. A fleet weighs the most.
GREAT POWERS
Merchant Empire of Riccio
Federal Republic of the Coastal Nations
The Bauarish Empire of Holy Rome
REGIONAL POWERS
British Empire
Eyalet of Egypt
Inner Dominion of China
League of Urun
Roman Empire
Unitary State of America
Castilian Empire
MINOR POWERS
Kingdom of Norway
Republic of the Rio Grande
Russian Empire
The Great and Holy Orthodox Empire of Ethiopia
Commonwealth of Great Britain
Principality of Greater Wallachia
Free Republic of Novgorod
Baltic Union
Cornwall Confederation
Caliphate of Libya
Sultnate of Borneo
Romania-Moldova Kingdom
Free Scotland
The Glorious Corps
Repubic of Quebec
Kingdom of Iceland
Baikal Horde
Hamburgian Federation
Birmingham Trade League
Republic of Breton
NEW TRAITS
Surprise! Every country will, over the course of the game, gain and lose traits. These traits are given and taken away on the basis of diplomacy, in-game actions, and roleplaying.
Kingdom of Norway
Paralyzed Governance:
The Principality of Greater Wallachia
National Reconciliation Reforms: -20% RR.
Martial Tradition:
Widespread Corruption:
Republic of the Rio Grande
Russian Empire
Paralyzed Governance:
Free Republic of Novgorod
Paralyzed Governance:
Commonwealth of Great Britain
Paralyzed Governance:
The Bauarish Empire of Holy Rome
Paralyzed Governance: +10% RR
Holy Roman Emperor: Created puppet states start with 3 LP, -5% RR per puppet state,
Federal Republic of the Coastal Nations
Aggressive Merchants: +50% More Effective Gunboating.
League of Urun
Holder of the Vancouver Emperorship: -5% Revolt Risk for every vassal and client state.
Merchant Empire of Riccio
Famed Merchants: 50% more effective trade
On Enmity: 50% Bonus to Free Trade Agreements.
The Maresciallo Plan: -1 Factory EP Cost when hit with downturn. +10% RR when hit with economic downturns.
Inner Dominion of China
Taoist Work: -20% RR when at war with heathens
Final GM Notes
Do NOT post “trade agreements with all” or “accept all” at all in this thread ever. If you sign trade agreements or free trade agreements, you must put that in your orders and you must list every country you are signing with. You also must mention all alliances you are joining, defensive pacts being signed, non-aggression treaties, and embargoes in your orders.
Secondly, if you are missing Leadership Points, it is because you don’t have a capital.