CALL TO ARMS
OVERVIEW1.0
Call to Arms recreates the diplomatic and military maneuvering similar to our own world prior to World War One. The winner may be determined when war between two or more major powers breaks out, that war is decided and the game ultimately reaches the year of 1950.
1.1 While the players, as leaders of these major powers, recognize the inevitability of war from the outset, the same cannot be said of the countries they lead. In the democracies, the general population is convinced that the war can be avoided, while in the totalitarian states factions may oppose war, sometimes secretly and for their own reasons.
1.2 The task of each player is to maximize his freedom of action and take whatever steps best position his major power for the world. The game simulates this by the acquisition and expenditure of
Support, which are used for a wide variety of economic, political, military and diplomatic purposes--provided the major power has sufficient
Support available
1.3 At the start of each turn, random events are drawn that effect the economic, political, military and diplomatic environment for that turn. Some random events are public, but others are secret, leaving each player uncertain as to the capabilities of his opponents.
1.4 Each turn, the
Aggression Index and the relative
Balance of Power modifier will determine the aggression of certain nations, making it easier or more difficult for different major powers to carry out those actions.
DURATION OF THE GAME2.0 The game begins in
Spring, 1910 and ends after the conclusion of the
Second Terrible War.
TURNS3.0 Turns in
Call to Arms are played in turns of three months each (Spring, Summer, Fall and Winter).
DIPLOMACY4.0 Diplomacy in
Call to Arms exists on a sphere of a single four spaced track, like the following:
--
Kingdom of Kelric: [___] - [___] - [
Trade Pact] - [
Defensive Alliance] (9,000,000 / 4 DEF / 2 AGG)
4.1 The [9,000,000] is it's Population. The
4 DEF is it's defensive rating. The
2 AGG is the Aggression that is created if the nation is
Invaded or
Annexed.
4.2 The third rank indicates a
Trade Pact, which allows the exchange of resources between the Minor Nation and the Player Nation.
SUPPORT5.0 Support political capital and are spent to elaborate on diplomatic, political, military and economic maneuvers within the scope of the game. Deficit spending of
Support is prohibited.
5.1 Every
Player Nation begins with
0 Support.
5.2 A nation's
Support when they end their turn is their
Support for the next turn.
GAME6.0 There are five phases:
Event Phase,
Income Phase,
Research Phase,
Construction Phase,
Diplomatic Phase and
Crisis Phase.
6.1 During the
Event Phase, the Moderator will create an
Event for each
Player Nation.
6.1 Every
Event also has an
Economic Trend, that will effect the
Player Nations.
6.2 There are four types of
Events:
Support, Research, Diplomatic and Economic.
6.3
Support Events increase or decrease a
Player Nation's income and may affect a nation's ability to position military units during a
Crisis.
6.4
Research Events affect the research of a nation.
6.5
Diplomatic Events affect diplomacy in the named nation for that turn.
6.6
Economic Events affect the national income in the named country for that turn.
6.7
EXAMPLE EVENT CARD:
[EVENT: Spring, 1910]
[ECONOMIC TREND: -2]
[Empire of Saurilia: Saurilia wins 1910 Grand Prix: +1 Saurilian Support ]
[Kingdom of Etelia: Regia Aeronautica funding increased: +1 Air Research ]
[Republic of Estaratia: Kelric cabinet considers Estaratian alliance. Kelric +1 ]
Grand Frienian Empire: Colonial dispute in Frienian Serranthia: -1 Frienian Support]
SUPPORT EFFECTS7.0 The number of
Military Units that may be placed in a single turn is limited by that nation's Support.
7.1 Each
Player Nation begins with
0 Support and is then modified by the following factors:
Factories (Base 10),
Trade Pacts and
Colonies.
7.2
Support are spent on the
Yearly Crisis events that occur during each
Year.
TRADE PACTS8.0 When a
Player Nation has at least three flags in a
Minor Nation, they are to considered to have a
Trade Pact with that nation.
8.1 A
Trade Pact grants +2 Support per turn so long as it exists.
RESEARCH9.0 There are four research categories:
Military, Naval, Air, Intelligence and
National.
9.1 The research tree appears as the following:
MILITARY--
Machine Guns: [0]
--
Defensive Fortifications: [0]
--
Assault Troops: [0]
--
Battlefield Doctrine: [0]
--
Military Logistics: [0]
NAVAL--
Anti-Submarine Warfare: [0]
--
Light Ships: [0]
--
Battleship Design: [0]
--
Coastal Fortifications: [0]
--
Naval Air Training: [0]
AIR--
Single Engine Reconnaissance: [0]
--
Single Engine Fighter: [0]
--
Aviation Designs: [0]
--
Offensive Capabilities: [0]
--
Defensive Capabilities: [0]
INTELLIGENCE--
Occupation Policy: [0]
--
Codebreaking: [0]
--
Espionage: [0]
--
Counter-Intelligence: [0]
9.2. The minimum for each
Research is 0. Every
Player Nation starts with
3 Random Research.
9.3. The point requirements to tech up are: 1, 4, 7, 10, 15, 20, 25, 32, 37, 43, 48, 53, 58, 64, 70.
9.4 Every increase in a technology has an
Effect.
9.5 When an
Event calls for a
Technology to be added a
Step, it means a single point is added. For example, if a
Player Nation has 2 Points into
Espionage (meaning they need 2 more to reach the second
Level), and they receive an
Event to add a
Step, it moves to 3 Points.
10 NAVAL CONSTRUCTION10.1 You may only build as many ships as you have
Shipyards.
10.2
Dreadnought require the use of
Shipyards.
10.3.
Battle Requirement Times-
Minelayer:
1 Season-
Destroyer:
2 Seasons-
Submarine:
2 Season-
Armored Cruiser:
4 Seasons-
Dreadnought:
8 Seasons10.4 All
Naval Constructions go into the
Naval Construction Row, as such:
--
NAVAL:
-- 8 [
Marciano [ETE],
Sullivan [SUR]
-- 7
-- 6
-- 5
-- 4 [
Caio Dullo] [ETE]
-- 3
-- 2
-- 1
-- LAUNCH
10.5 Every turn, all ships in the queue are dropped down one, until they're deployed.
10.6 Naval Constructions do not cost money up front, but every turn. They are here:
--
Minelayer: $10
--
Destroyer: $15
--
Submarine: $12
--
Armored Cruiser: $35
--
Dreadnought: $60
10.7
Naval Ships do require
Maintenance every turn. They are here:
--
Minelayer: $1
--
Destroyer: $2
--
Submarine: $1
--
Armored Cruiser: $4
--
Dreadnought: $10
11 INCOME:
11.1 Every
Factory you possess generates $20 every
Season.
11.2 Every
Population you possess generates $2 every
Season.
11.3 Every turn there will be an
Economic Trend that occurs. It's modifier runs from -3 to +3. Every modifier increases or decreases how much a
Factory generates by -/+$3.
12 ARMY12.1 Your starting
Army will depend on your
Random Laws at the beginning of the game.
12.2 Your
Army has a maintenance cost of $1 per 1,000 men/Season if you are
Demobilized and $1 per 3,000 men/Season if you are
Mobilized.
12.3 You may
Recruit for your army as an
Action. This increases your Army by 20,000 men and costs $75.
12.4 You may use an
Action to
Mobilize at any time.
Mobilization requires [6 Turns - (Infrastructure Rating)]. Every turn you are
Mobilized while at Peace incurs +2 Discontent/turn.
12.5 You may use an
Action to
Train Army/Sailors at any time. This will increase the training of 5,000 of your soldiers or 3 of your ships and costs $100. You may use this incrementally. [10,000 for $200. 15,000 for $300], etc. The maximum in one turn however is 10 Ships or 50,000 Soldiers.
12.6 You may use an
Action to
Demobilize at any time.
13 CONSTRUCTION13.1 You may construct
Coastal Fortifications and
Factories by using
1 Action.
13.2
Coastal Fortifications cost $60 and require
5 Turns.
13.3
Factories cost $50 and require
4 Turns.
13.4
Shipyards cost $50 and require
3 Turns.
14 DIPLOMACY14.1 You may spend
1 Action to conduct
1 Diplomatic Move a turn.
14.2 You may increase your
Influence by +1 in a country when you conduct a
Diplomatic Move.
14.3 When you reach the third
Track of a
Nation's Diplomatic Table, they are considered to be in a
Trade Pact with you.
14.4 When you reach the fourth
Track of a
Nation's Diplomatic Table, they are considered to be in a
Defensive Alliance with you.
15 PRODUCTION15.1 Every turn, you will have a
Production Phase. You may use
1 Action to request a
Production Queue for your factories, which you will receive the next turn.
15.2 The base line stats for seasonal production are:
--
Rifle: 15,000/Turn [$15]
--
Artillery: 40/Turn. [$40]
--
Trucks: 8/Turn. [$16]
--
Reconnaissance Plane: 11/Turn. [$11]
15.3 When you use a
Production Queue, you may use as many factories as your design companies own to create weapons of war (or national factories for your Rifle). There is no limit. You may also
Sell or
Gift Factories in this phase as well.
17 ACTIONS17.1 Here are the actions you can perform:
--
Diplomatic Move--
Research--
Train Army/Sailors--
Production Queue--
Shipbuilding--
Build Factory/Coastal Fortifications--
Request Design [New or Copied]
--
Policy Change--
Industrialize [Population in Millions x 3 = $ Cost]
--
Colonize [Cost $200. Must select a Coastal Province in Serranthia or Faresia or one connected to an existing colony.]
--
Aggression. See Rules
20 Aggression below.
--
Declare War.
17.2 Only a maximum of one
Action may be spent on
Research per turn.
17.3 Every
Player Nation has
2 Actions per Turn.
18 INDUSTRIALIZE18.1 You may also use the action
Industrialize which will increase your
Infrastructure. Infrastructure correlates to
Population Growth and
Mobilization Speed. This increases it by .5
19 DESIGNS19.1 When you use
Production Queue on a unit, only
Factories of the
Company that designed that unit can produce it. Same industry companies can also produce it if necessary, at -50% Efficiency.
19.2 When you use
Request Design, you first choose [New] or [Copy].
19.3 A [New] design attempts to utilize new concepts, with a chance of it not working at all.
19.4 When you [Copy] a design, you are mimicking an already successful design.
19.5 When you use
Request Design, this is what happens:
1. Select [New Design], [Copy Design] or [Variant]
2. Name of [Design] or [Variant]
3. Select [Rifle], [Truck], [Artillery] or any Aircraft technology that you have.
4. [New Design] rolls a 1d10.
- 1-2 is -2.
- 3 is -1.
- 4-7 is 0.
- 8 is +1.
- 9 is +2.
- 10 is +3. [Company Growth]
5. [Copy Design] rolls a 1d6. [Requires at least 10 Units of the intended copied design (Captured) or (Purchased)].
- 1 is -1.
- 2-4 is 0.
- 5 is +1.
- 6 is +2.
6. [Variant] roll a 1d6. Improvement is 1-3 = Good. 4 - 5 = Great. 6 = Exceptional.
7. Choose priorities: Place in order of importance:
* [ARMY]: [Firepower], [Range], [Simplicity]
* [AIR FORCE]: [Engine], [Guns], [Air Frame], [Range], [Life].
8. Choose companies to partake in the Design Competition.
196
Naval Design: Your government designs a naval vessel.
-- Select: [Minelayer], [Destroyer], [Armored Cruiser], [Dreadnought] or [Submarine]
-- Give the new class a name: [Terro-class, Sato-class, etc]
-- Priorities: Place in order of importance: [Battery/Torpedo], [Engine], [Armor], [Range], [Life].
-- You will receive a random amount of designs. You may select as few as 0 or all of them or any in between.
19.7 The number next to a company (1) is that company's proficiency. It will increase by producing that companies designs.
20 AGGRESSION20.1
Aggression is what occurs when you use the
Aggression Action.
20.2 Each
NPC Nation has it's own
Aggression Line that a nation can go down.
20.3 Aggression goes from [1] - [3] - [5] - [7] - [10]. You must have at least the same amount of
Support to enact that level of aggression.
20.4 Aggression is enacted linearly. First 1, then 3, etc.
20.5 You may not enact
Aggression if your [DEM] rating is higher than your [FAS] or [COM] rating.
20.6 If you enact an
Aggression, nations that are
Diplomatically Active with that nation have the option to stand against you.
20.6 Aggression offers tangible benefits such as Support, Income, Research and War Justifications.
20.7 If a
Player Nation has begun an
Aggression line, another nation may
NOT start that line.
20.9 You may only use
Aggression on another nation if you share a land border or have access by sea.
20.10 If
Aggression eclipses 10, every time it increases over that, Discontent in every nation that
Can Act or
Borders the involved nations grows by +1.
21 SELLING FACTORIES21.1 When you produce something, you must produce it at the company that designed it.
22.2 You may have a secondary factory produce the same unit at -50% efficiency.
22.3 You may Sell any
Factories you have to any
Design Company you have for
No Action. They can not be taken back. This generates $75.
22.3 You can also
Gift the Factory for $0 to the company.
Call to Arms is a nation simulator set in a world reminiscent of ours in technology and geography but nothing else. This game will have three phases:
--
The Terrible War: Where nations join sides and the war starts (fairly soon, within 2-4 turns of the RP starting)
--
The Interwar Years: Which deal with the rise of fascism and communism in the world.
--
The Second Terrible War: Where the nations once again fight for dominance of Centran and the world.
Here is the application:
[b]Nation Name:[/b] [Kingdom of.., Empire of.., remember it’s 1910.]
[b]Geography: [/b][Minimum 1 province. Maximum 10. See map. Use MS Paint or simply describe where you'd like your nation to be.]
[b]Colonies: [/b][Geography + Colonies can not exceed 10 Provinces]
[b]Capital:[/b] [Name of capital city]
[b]Population:[/b] [Minimum 1,000,000. Maximum is 145,000,000. Any over 40,000,000 will generate Secondary Cultures.]
[b]Nation Description: [/b][A basic description of the nation’s people, terrain, cultures and values]
[b]Head of State:[/b] [Name of the head of government]
[b]Name of Automobile Manufacturers: [/b][Provide 6 names of Automobile Manufacturing Companies in your nation]
[b]Name of Aviation Manufacturers:[/b] [Provide 6 names of Aviation Manufacturing Companies in your nation]
[b]Name of Shipbuilding Manufacturers:[/b] [Provide 6 names of Shipbuilding Manufacturing Companies in your nation]
[b]Rifle Name:[/b] [Please supply the name of your nation’s primary infantry rifle.]
[b]Artillery Name: [/b][Please supply the name of your nation’s primary artillery piece.]
[b]Truck Name: [/b] [Please supply the name of your nation’s military truck.]
[b]Minelayer-class: [/b][Please supply the name of your nation’s class of minelayer.]
[b]Destroyer-class: [/b] [Please supply the name of your nation’s class of destroyer.]
[b]Armored Cruiser-class: [/b][Please supply the name of your nation’s class of armored cruiser.]
[b]Dreadnought-class:[/b] [Please supply the name of your nation’s class of dreadnought.]
[b]Submarine-class:[/b] [Please supply the name of your nation’s class of submarine.]
[b]Name of Chief of Army:[/b] [The name of your nation’s Chief of Army]
[b]Name of Chief of Navy: [/b][The name of your nation’s Chief of Navy]
[b]Name of Economics Minister:[/b] [The name of your nation’s Economics Minister]
[b]Name of Foreign Minister: [/b][The name of your nation’s Foreign Minister]
[b]Naming Conventions: [/b][Please supply several example names in your nation]
DESIGN ACTIONS--
Design Competition: Your government has a need and it will put out a requirement for design companies to compete for the best design.
-- Select: [Rifle], [Truck], [Artillery] or [Scout]. (If you do not already have an existing design, you must pay $300 for research investment, otherwise this ability costs $200 for trials and testing).
-- Select: [New Design] (-2 to +2 Modifier) or [Copy Design] (select design from another country to copy) (0 to +1 Modifier)
-- Priorities: Place in order of importance:
* [ARMY]: [Firepower], [Range], [Simplicity]
* [AIR FORCE]: [Engine], [Guns], [Air Frame], [Range], [Life].
-- You will receive a random amount of designs. You may select as few as 0 or all of them or any in between.
--
Naval Design: Your government designs a naval vessel.
-- Select: [Minelayer], [Destroyer], [Armored Cruiser], [Dreadnought] or [Submarine]
-- Give the new class a name: [Terro-class, Sato-class, etc]
-- Priorities: Place in order of importance: [Battery/Torpedo], [Engine], [Armor], [Range], [Life].
-- You will receive a random amount of designs. You may select as few as 0 or all of them or any in between.