Game Rules

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Master of Oblivion
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Game Rules

Post by Master of Oblivion » 22:16:44 Saturday, 06 February, 2016

Diplomatic Actions

-Push for government reforms in NPC nation (-100 credits, if succeeded gain prestige and more support globally towards ideology/aims plus increased relations with nation, if failed lose prestige, name what reforms are requested)
-NPC diplomacy (Free, PM GM with offer, use for instant diplomacy that you don’t want left to the RNG ((OPTIONAL))
- Gunboat diplomacy. ( -50 When troops or ships are placed either in or near another country you can try to force them to engage in reforms. Their stability will drop however.)

Foreign/Economic Actions

-Send Aid to NPC Nation (-50, will improve stability and perhaps economy of nation while also improving relations with nation, -300 will improve relations more, -500 will dramatically improve relations. Giving aid to a nation helps weaken rebels in said nation. Can also be used on own nation to eradicate rebels)
-Encourage construction (Multiples of 50, will raise economy if successful, can be used on colonies to boost colony income. Name what industry/resource you are developing. If supremely successful, resource can become a bonus.)
-Modernize a foreign country (Multiples of 50. Can either be economic or military, either way, specify where and how you are helping modernize. Can boost economy or tech levels with enough investment.)

Domestic Actions

-Government reforms (Free, can spend money to make it more successful. Pretty much anything you want- change of government type, economic reforms, military reforms, etc., can boost popularity within homeland and/or colonies, maybe weaken rebels)
-State terrorism (-50, if successful weakens rebels and dissidents in nation, can be used on colonies)
-Make colony a dominion (-25, gives colony limited home rule, boosts popularity, colony can form army, nation shows up on stats)
-Propaganda (-50, also known as yellow journalism. Not necessarily an entirely domestic action, but can be used to rile up support for a cause, war, or government. See: the Spanish-American War.)

Covert Actions

(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught)

-Set up rebel movement in nation (-150 credits, if succeeded rebel movement appears in nation, if failed nation becomes enemy) OOC: This action would have hardly been implemented in the time period. It should be usable but less effective: most rebel groups should start at one or so.
-Fund rebels/fund government to fight rebels (-50 credits, if succeeded rebels can increase or government decreases, or vice-versa, if failed nation becomes enemy or rebel becomes enemy)
-Influence rebels (-20 credits, if succeeded rebels become pro-your nation, ideology might change a bit)
-Frame foreign nation (-30 credits, does what it says on the tin)
-Coup government (-100 credits, if succeeded gain a new, loyal government in nation, if failed make nation your enemy)
-Assassinate leader of nation (-30 credits, international condemnation if found, if not then new leader rises with stability hit)
-Economic sabotage (-25 credits, weakens economy and possibly lowers stability of foreign power)

Military Actions

-Deploy/withdraw army/navy (-1 credit from nation each deployed unit, good for preventing wars or fighting rebel groups, but generally . For fighting rebels, just tell me in your PM. On sea, just tell me the location where you deploy them)

Note: Units that are deployed overseas can find their path blocked/even get destroyed if confronted by an enemy navy unless guarded by a superior naval force.

-Buy another unit(-10, does what it says on the tin. Units go straight to the reserves, where they cost nothing to maintain but can only fight back if attacked)
-Buy another unit(-25, fleets will take 6 months to be constructed)
-Mobilize unit (-10, takes one turn to do so. Takes reserve units and puts them on active duty.)
-Conscript unit (-50, gives 2-4 poorly trained units based on circumstances such as stability, popularity, and luck)
-Send volunteers/mercenaries (-50, depending on the type can do specific actions. Volunteers generally assist a cause or country in defense. Mercenaries require upkeep, but are better trained and more suited to combat. Used rarely, and only in cases such as colonial rebellion
-Build defenses (-100, specify what sort of defenses and where you want them. Defenses on colonies and concessions can offer free upkeep for one unit of each type. Depending on the type of defense, may take several turns.)

Deficit is 5%, so economic actions should be more rewarding.
1990: Israel
Metal Gear: Iran
New Vegas: Salvador
Brazil: Proletarian Unification Party
1936: Empire of Japan
1971: China
Kaiserreich: CSA
You either die Fo'Dolo or see yourself live long enough to be the Patton.

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Master of Oblivion
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Posts: 739
Joined: 02:29:10 Tuesday, 07 August, 2012

Re: Game Rules

Post by Master of Oblivion » 22:18:01 Saturday, 06 February, 2016

TECH 2.0

-Military research (-100, can be used to raise basic levels or specific technology. If the game progresses long enough, additional technologies will be added. For each additional level 100 credits more are required. 2 = 200, 3=300 etc.

For the first several techs, say up to the special ones like subs, machine guns, and chemical warfare, my system was as followed:
0: Entirely primitive. Don't know why people should be allowed to have this: and probably won't, unless somebody grants independence to one of those Stone Age Papau New Guinea tribes
1: Napoleonic/post-Napoleonic: Muskets and lead shot. Sometimes have a predominance of melee infantry. Cavalry is mostly melee or light ranged.
2: Early industrial: Cavalry is almost entirely ranged, though lancer and melee divisions still exist. Rifled muskets and early rifles. Ex: American Civil War, Crimean War
3: Mid-industrial: Think Franco-Prussian War, maybe a little later.
4: Early Modern: The top-of-the-line standard for a military at the start of the game.
5: Modern: Exceptional. Very few nations should start with this: it should be easier to research new techs than to overhaul the military.
6. World War I: This should be impossible or difficult to get to unless you are one of the top great powers and the game has progressed long enough.

Now for the other, more unique sections the following occurs:
Subs
1 = Submarines that can dive to around 20 metres, may be equipped with torpedoes or mines. probably made from wood
2 = Diesel engines and periscopes along with proper naval tactics for submarine warfare
3 = World War I submarines that remain submerged and have multiple weapon systems

Machine Guns
1 = Gatling Guns standards
2 = Maxim gun standards
3 = Vickers Gun standards

Chemical Warfare
1 = Basic methods of delivering Chlorine gas
2 = Artillery and other long range delivery methods of lethal gas
3 = Full doctrines based on chemical warfare

Transferring tech: Transferring tech will speed another nations development along.
1990: Israel
Metal Gear: Iran
New Vegas: Salvador
Brazil: Proletarian Unification Party
1936: Empire of Japan
1971: China
Kaiserreich: CSA
You either die Fo'Dolo or see yourself live long enough to be the Patton.

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