[center][h1]GAME MECHANICS[/h1][/center] [b][u]0. Basic Mechanics[/u][/b] 1. Every turn, your nation has [b]3 Actions[/b] per turn. 2. 1 in game turn is equivalent to 8 months. 3. Every Nation receives [b]3 National Decisions[/b]. They may [b]Enact[/b] or [b]Remove[/b] a [b]National Decision[/b] at the cost of 1 Action. 4. During a player's turn, your [b]3 Actions[/b] are written at the end of your post. 5. Expenditures and full definitions for all 3 actions must be written out for clarity of the Moderator. 6. Each nation has an [b]Economy Rating[/b] that can range from -1,000 to any number in the positive. This is indicative of your nation's spending power. As you pay your soldiers, expand your colonies and wage war, you will ostensibly see your economic rating decrease. 7. If your [b]Economic Rating[/b] goes into the [b][color=red]Negative[/color][/b] you are in debt. For every -50, you run a risk of causing Unrest in your provinces. [hr][hr] [b]ACTIONS[/b] [list][*][b]Build Cobbled Road[/b]: -35 Economic Rating. Choose two cities, a cobbled road will be built between them. Can be built between two cities you own or a city in a country neighboring your own. [*][b]Build Fortress[/b]: -85 Economic Rating. Select location on the map. There are five levels of fortress. The first is a Level 1 Fortress, each additionally level requires an additional 25 Economic Rating. Similarly, they cost -1 Economic Rating/Year, and each additional level costs -1 more Economic Rating/Year. [*][b]Colonize Island[/b]: -175 Economic Rating. Select an island on the map. This will generate a colony there. It costs -15 Economic Rating/Year to maintain. Each year this drops by 2 until 0, until it reaches +5 Economic Rating/Year. * [b]Island Colonies[/b] can harbor [b]3 Ships[/b] in that Naval Region. [*][b]Colonize Coast[/b]: -365 Economic Rating. Select a stretch of coast on the map. This will generate a colony there. It costs -40 Economic Rating/Year to maintain. Each year this drops by 5 until 0, until it reaches +35 Economic Rating/Year. [*][b]Coastal Colonies[/b] can harbor [b]6 Ships[/b] in that Naval Region. [*][b]Appoint Minister[/b]: -5 Economic Rating. Name the Minister and their position. Age & Stats will be randomized. [*][b]Bread & Circuses[/b]: -140 Economic Rating. Decrease Unrest by 1 in a selected province. [*][b]Education Reforms[/b]: [-175 Economic Rating + Current Education Rating]. Increases Education by 2%. [*][b]Foreign Expedition[/b]: Choose [Mateen, Faresia or Serranthia]. Will explore unexplored areas in that region with a 25% chance at a Great Discovery and a 10% chance at a Great Disaster. - Mateen: -105 Economic Rating. - Faresia: -135 Economic Rating. - Serranthia: -65 Economic Rating. [*][b]Embargo[/b]: Choose a target nation. If their trade crosses your nation, it cannot enter that nation any longer. If it goes overseas, you may move ships into one of the Seas it passes through to halt that trade. Lasts until voluntarily ended. [*][b]Blockade[/b]: Choose a target nation. Assign X amount of ships to their coastal border. If adequate, it will prevent all sea based trade from completing. Lasts until voluntarily ended.[/list] [hr] [b]II. Military/War[/b] [hider=Military Actions] 1. [b]Mobilize/Demobilize[/b]: Requires approximately 90 days with modifiers based on existing [b]Infrastructure[/b]. 2. [b]Train[/b]: Generates [b]10,000 Soldiers[/b], [b]4,000 Cavalry[/b] or [b]20 Cannons[/b]. -15 Economic Rating. 3. [b]Construct Sloops[/b]: Builds 3 Sloops. -10 Economic Rating. -1 Economic Rating/Year. 4. [b]Construct Frigates[/b]: Builds 2 Frigates. -12 Economic Rating. -1 Economic Rating/Year. 5. [b]Construct Second Rate[/b]: Builds 1 Second Rate. -15 Economic Rating. -1 Economic Rating/Year. 6. [b]Construct First Rate[/b]: Builds 1 First Rate. -20 Economic Rating. -2 Economic Rating/Year. 7. [b]Enlist Elite Soldiery[/b]: Generates [b]2,000[/b] of your nation's Elite Soldiery. -12 Economic Rating. 8. [b]Conscription[/b]: Generates [b]20,000 Conscripts[/b]. -1% Education. -10 Economic Rating. 9. [b]Put Down Revolt[/b]: This will utilize present military forces to put down civil unrest in an area. * -1 Unrest for every 20,000 Soldiers or 10,000 Elites assigned to a region. 10. [b]Military Exercises[/b]: [Army Size (Soldiers + Cavalry + Elites) / 1,000] = Economic Cost to increase [b]Preparation[/b] by 8%. 11. [b]Military Reforms[/b]: [Army Size (Soldiers + Cavalry + Elites) / 1,000] = Economic Cost to increase [b]Morale[/b] by 10%. 12. [b]Appoint General/Admiral[/b]: Provide a name. Stat & age will be randomized. May be assigned at will. [/hider] 1. Your Army is either [b]Unmobilized[/b] or [b]Mobilized[/b] (-1 Economic Rating per 10,000 Soldiers/Year). It's immensely expensive to mobilize your army and fight prolonged wars in the early 19th century. An army fights and marches on it's stomach. 2. Your Naval ships must be assigned to one of the following [b]Naval Theaters[/b]: - [b]North Eastern Sea[/b] - [b]Great Western Sea[/b] - [b]Inner Sea[/b] - [b]North Faresian Sea[/b] - [b]South Faresian Sea[/b] - [b]Mareenian Sea[/b] 3. During War, you must assign your ships to the following orders in a [b]Naval Theater[/b]: - [b]Active Fleet[/b]: These ships will be among others assigned to Active Fleet in attacking and destroying the enemy in a pitched naval battle. - [b]Commerce Raiding[/b] (Sloops & Frigates only): These ships operate autonomously, attacking enemy shipping and taking war prizes when possible. - [b]Merchant Escort[/b]: These ships will escort your merchants to their destination to protect your overseas trade. [b][u]EXAMPLE[/u][/b]: [i]Seljuk Second Fleet[/i] - 4 Third Rates, 2 Sloops - [b]Inner Sea[/b] - [b]Commerce Raiding[/b] 4. Moving ships between seas or assigning them does [b]not[/b] require an action, but may require time before they reach that destination. 5. Every [b]Turn[/b], your Army loses [b]Preparation[/b] and [b]Morale[/b] by 1%. [hr] [b]III. Politics[/b] [hider=Political Actions] 1. [b]Form Alliance[/b]: This will establish a defensive alliance between you and the target nation. It will last 5 years. [If performed between two [b]Player Nations[/b], both players must spend [b]1 Action[/b] to perform this]. [Between both nations, requires +10 Relations.] 2. [b]Trade Agreement[/b]: This will establish a trade agreement between you and the target nation. It will last 5 years. [If performed between two [b]Player Nations[/b], both players must spend [b]1 Action[/b] to perform this and relations must be +5]. [If performed between a Player Nation and an NPC nation, your relations with that nation must be at least +5.] * You and target nation gain +4 Economic Rating/Year if you share an immediate border. [Immediate is neighboring] * You and target nation gain +7 Economic Rating/Year if you share an open land border. [Open land border means the two nations can be reached by passing through no more than 3 nations]. * You and target nation gain +11 Economic Rating/Year if the trade [b]must[/b] go over sea.[/hider] 1. You cannot have an [b]Alliance[/b] with more than one [b]Great Power[/b] at a time. 3. [b]Fabricate Claim[/b]: This will generate a claim on an foreign power, thus legitimizing a future declaration of war. Lasts 5 years. 4. [b]Declare War[/b]: This will put you into a state of war with another nation. You can declare war [b]without[/b] a Casus belli at the expense of +2 Unrest in all provinces. [hr] [b]IV. Research[/b] 1. There are five categories and you begin at [b]Low[/b] priority. You may change the priority at no cost at any time. 2. At the beginning of each turn, a die modifier is rolled to identify whether you have unlocked a new technology. The modifier is linked to the priority. [b][u]Research[/u][/b] - [b]Army[/b] - [b]Navy[/b] - [b]Industry[/b] - [b]Social Thought[/b] - [b]Economics[/b] 3. There are five different priorities each with an associated cost. - [b]None[/b] (+2 Economic Rating/Year) - [b]Low[/b] (0 Economic Rating/Year) - [b]Medium[/b] (-1 Economic Rating/Year) - [b]Normal[/b] (-2 Economic Rating/Year) - [b]High[/b] (-3 Economic Rating/Year) So it costs you absolutely [b]nothing[/b] to research every tech at the bare minimum (Low Priority). This means that you will unlock a technology several years after it has been discovered. If you wish to be competitive however, you may wish to increase the research priority. [hr] [b]V. Relations[/b] [hider=Relations Actions] 1. [b]Increase Relations[/b]: Select a target nation. Increase relations by 3. 2. [b]Aggravate Relations[/b]: Decrease relations by 2 between two nations and randomly generate +1 Unrest in one of their provinces. 3. [b]Sphere of Influence[/b]: Select a target nation. That nation falls into your [b]Sphere of Influence[/b], giving you 10% of their Economic Rating per Year, access to their [b]Naval Supply[/b]. Relations must be at least 12. 4. [b]Incite Unrest[/b]: Select a target nation. Randomly generates +3 Unrest in one of their provinces. [/hider] 1. All [b]Player Nations[/b] begin with [b]0 Relations[/b] with [b]All NPC's[/b]. 2. The [b]Imperial Tsar[/b] begins with [b]2 Relations[/b] with all [b]Imperial Tsardom[/b] members.