Hidden 8 yrs ago 8 yrs ago Post by Theodorable
Raw
GM
Avatar of Theodorable

Theodorable NRP Entrepreneur

Member Seen 3 yrs ago

CHARACTER SHEETS






















5x Thank Thank
Hidden 8 yrs ago 8 yrs ago Post by Theodorable
Raw
GM
Avatar of Theodorable

Theodorable NRP Entrepreneur

Member Seen 3 yrs ago

GAME MECHANICS


0. Basic Mechanics
1. Every turn, your nation has 3 Actions per turn.
2. 1 in game turn is equivalent to 8 months.
3. Every Nation receives 3 National Decisions. They may Enact or Remove a National Decision at the cost of 1 Action.
4. During a player's turn, your 3 Actions 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 Economy Rating 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 Economic Rating goes into the Negative you are in debt. For every -50, you run a risk of causing Unrest in your provinces.




ACTIONS
  • Build Cobbled Road: -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.
  • Build Fortress: -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.
  • Colonize Island: -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.
    * Island Colonies can harbor 3 Ships in that Naval Region.
  • Colonize Coast: -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.
  • Coastal Colonies can harbor 6 Ships in that Naval Region.
  • Appoint Minister: -5 Economic Rating. Name the Minister and their position. Age & Stats will be randomized.
  • Bread & Circuses: -140 Economic Rating. Decrease Unrest by 1 in a selected province.
  • Education Reforms: [-175 Economic Rating + Current Education Rating]. Increases Education by 2%.
  • Foreign Expedition: 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.
  • Embargo: 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.
  • Blockade: 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.




II. Military/War

1. Your Army is either Unmobilized or Mobilized (-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 Naval Theaters:
- North Eastern Sea
- Great Western Sea
- Inner Sea
- North Faresian Sea
- South Faresian Sea
- Mareenian Sea

3. During War, you must assign your ships to the following orders in a Naval Theater:
- Active Fleet: These ships will be among others assigned to Active Fleet in attacking and destroying the enemy in a pitched naval battle.
- Commerce Raiding (Sloops & Frigates only): These ships operate autonomously, attacking enemy shipping and taking war prizes when possible.
- Merchant Escort: These ships will escort your merchants to their destination to protect your overseas trade.

EXAMPLE: Seljuk Second Fleet - 4 Third Rates, 2 Sloops - Inner Sea - Commerce Raiding

4. Moving ships between seas or assigning them does not require an action, but may require time before they reach that destination.

5. Every Turn, your Army loses Preparation and Morale by 1%.



III. Politics

1. You cannot have an Alliance with more than one Great Power at a time.

3. Fabricate Claim: This will generate a claim on an foreign power, thus legitimizing a future declaration of war. Lasts 5 years.

4. Declare War: This will put you into a state of war with another nation. You can declare war without a Casus belli at the expense of +2 Unrest in all provinces.



IV. Research

1. There are five categories and you begin at Low 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.

Research
- Army
- Navy
- Industry
- Social Thought
- Economics

3. There are five different priorities each with an associated cost.
- None (+2 Economic Rating/Year)
- Low (0 Economic Rating/Year)
- Medium (-1 Economic Rating/Year)
- Normal (-2 Economic Rating/Year)
- High (-3 Economic Rating/Year)

So it costs you absolutely nothing 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.




V. Relations


1. All Player Nations begin with 0 Relations with All NPC's.

2. The Imperial Tsar begins with 2 Relations with all Imperial Tsardom members.
Hidden 8 yrs ago 8 yrs ago Post by Theodorable
Raw
GM
Avatar of Theodorable

Theodorable NRP Entrepreneur

Member Seen 3 yrs ago

Companies


Since the first companies have sprouted up, they will now become available for creation in the game. Here are a few basic rules:

1. Companies always begin as Privatized and can thus be Nationalized a single turn later.




Create Company: 1 Action Point. Cost is variable.


Hidden 8 yrs ago 8 yrs ago Post by Theodorable
Raw
GM
Avatar of Theodorable

Theodorable NRP Entrepreneur

Member Seen 3 yrs ago


INNOVATIONS

Updated To: Turn 4

















INDUSTRIES


Industries are essential to the development of your nation. When innovations become reality, your industries will sprout and must be maintained or fostered to grow. Without them, you will lose any technological edge you possess.

Hidden 8 yrs ago Post by NecroKnight
Raw
Avatar of NecroKnight

NecroKnight Elite Death Knight of Decay

Member Seen 2 mos ago

Maps








(Takes me forever to find them, so I decided to bring them over here.
3x Thank Thank
↑ Top
© 2007-2024
BBCode Cheatsheet