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Huojin
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Game Rules

Post by Huojin » 14:33:36 Friday, 14 October, 2016

RULES

— NPC Diplomacy (FREE): Private message with the GM (or contact on IRC) for discussions with NPC nations, individuals, groups, etc.
— Enact Reforms (-20): Blanket cost for all reforms (political, domestic, economic, etc.) carried out in a nation. Will have particular effects on your nation, please specify the reforms you wish to carry out.
— Investment (-50 minimum, blocks of 50): Invest in an specified area of the economy to enhance its growth.
— Send Aid (-25 minimum, blocks of 25): Send aid (economic, material, military, etc.) to a specified political or rebel group, individual, or nation.
— Influence Others (-25): Catch-all for propaganda and other similar actions, designed to influence individuals or large groups or populations towards your way of thinking.

— Fund Explorers (-10): Send intrepid individuals to strike out to new lands, making contact with new peoples. Assists claims by virtue of discovery, and increases chances of successful trade post, claim, and colony establishment.
— Establish Trade Post (-20): Having negotiated with a local ruler, build a trade post to reap the benefits of trade from exotic new regions.
— Establish Claim (-20): You know the limits of your land, but now you want everyone else to know too. Stake a formal claim (which will show up on the map) of areas you deem yours, even if you’ve hardly been there!
— Encourage Colony (-50 minimum, blocks of 50): Provide people with transport, exemptions, encouragement of all kinds to move somewhere new and set up shop. Will speed the natural growth of colonies. This action can also be used to found new colonies.
— Charter Company (-100): Grant a charter to an intrepid band of merchants to explore and trade abroad under your auspices. They will operate broadly within the remit of your nation, and be limited by the powers granted under your charter (do you want them merely to trade, own and manage land, form their own police force, more?), but will act independently of your nation and without exhausting national coffers in pursuing their agendas. Think of them like aligned rebel groups. They will receive a profitability rating from 1 to 6, which functions like stability.

— Incite Unrest (-75): Stir up unrest, dissenting elements, and other opposition groups in another country. Chances of success increase dramatically if it’s based on something more than thin air.
— Frame Others (-30): From intricate covert ongoings to false flag attacks, frame someone else for something you did (or didn’t do!).
— Assassination (-150): Kill anyone - from the leader of a vast empire to a man on the street. But you probably don’t want to bother with just a random man on the street, if we’re honest.
— Sabotage (-30): Economic, social, political, structural, anything that can be broken, this breaks it. Chances of success increase if you give some specifics!

— Buy a Unit (-10): Recruits a new unit directly to your reserves.
— Buy a Fleet (-20): Builds a new series of ships, ready to sail after 1 turn.
— (De)Mobilise a Unit (FREE): Raise or dismiss your reserves, adding them to your standing forces after 1 turn. You will not be able to send them into battle until the turn after you have mobilised them.
— Deploy a Unit/Fleet (-10): Send troops or ships from one place to another. Each time you launch an attack or an advance, you must use this action.
— Send Volunteers (-25): Encourage members of your own population to enlist abroad to fight for someone else’s king and country.
— Hire Mercenaries (-20): If you’re running low on troops, hire some. 20 credits per unit, they are ready to fight on the turn you buy them.
— Commission privateers (-30): Issue letters of marque to various characters of ill-repute to target your enemies and harm their trade.
— Build Defences (-50 minimum, blocks of 50): Coastal batteries, defensive lines, star fortresses, build anything you like to defend what’s yours.


NOTES

→ Trade reaps benefits for in peace, but can be harmed in war. As a bloody naval confrontation wages, belligerent parties (and some innocent bystanders) will see their income from their Trade bonus drop. This can be alleviated (or prevented entirely) by emerging victorious in the naval war - but it’s a hard fought proposition.

→ War is not an easy thing, and your armies will frequently be defeated and sent packing (or routed), rather than utterly crushed and reduced to 0 units. You may therefore wish to bear in mind the slightly-intangible ability of your populace and the slightly-more-tangible ability of your national coffers to continue to wage war, and decide when enough is enough. Various domestic political concerns may also begin to rear their ugly heads on various sides of a conflict to usher you towards its conclusion.

→ Fighting is one thing, and peace quite another. Wars in this era are rarely clear-cut affairs, and while there are often those who emerge better off than others, players are firmly discouraged from attempting to impose unconditional surrenders or overly onerous treaty terms on “vanquished” enemies. Such proposals may engender diplomatic outrage in Europe, and popular uprising prompting renewed support for the war in apparently-defeated enemies. Players are encouraged to examine treaties ending wars throughout the era and apply thought to the give-and-take often present in their forging.

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