Anyway! The way I see it, there's nine key roles we'd need filled:
Although if we had players for the Netherlands and Portugal and some neat countries, that'd be great too. Denmark-Norway, Persia, and Indian states come to mind. There's plenty of great roles to play.
So, to reiterate, this is a thread for both expressing interest and, crucially as well, assessing the stats. They're below, you're welcome to take a look. There are also new rules I wrote at the bottom, designed to be simple and cheaper for this game. So assessments on that are welcome too.
— 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.
— 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 swell your naval forces temporarily.
— Build Defences (-50 minimum, blocks of 50): Coastal batteries, defensive lines, star fortresses, build anything you like to defend what’s yours.