Some game info
Every Colonial Company will be faced from time to time [normally every 2-6 years] with rather large demands for items,
these can range from "The UK demands 1,000 Tall Ship Masts [ie very straight tall logs] before X date", the subject
will vary a lot and depend on what is happening in the old world, it is recommended that you fulfill these demands [share
holders also have demands] due to the fact the Nations/Share holders could revoke support
A CC can at anytime ask for support from there host nation or company for any reason and amount of stuff, weather you
get what you requested depends on a lot of things, for example - how long since you last asked, the price of it, any wars going on
, relations between each other ext ext
Rather simple, these are taxes that are imposed to the CC and the people of the colony [so the opions of the people in the colony could
be different than the CC's] on all revenue and items made, these taxes can and will change offend [failure to pay the taxes in full could be bad]
You will start off with one city along with a naval and land unit, a goal set by your company/home nation and a small map of the region.
Turns will work differently than in most games, there will be a 3 month [1/2 turn] delay on all info, so turn two will contain info on the last 3 months of turn one while only having info on the 1st 3 months of turn 2. Old world news will be instance
— 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.
— 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!).
— Establish Spy Ring (-50): Set up a system for spying on a desired target.
— 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!
— Stage Coup (-250): Attempt to topple a certain regime. Specify by which local elements the coup is being carried out. If successful a new government will be established.
— Influence public opinion (-30): Make use of a variety of methods, including statements, propaganda, the rumour mill, the media, etc., to influence the opinion of the public; of your nation or another nation.
— 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 3 turns.
— 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.
— Undeploy a Unit (FREE): Send your divisions back home.
— 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.
I want 4 people saying there interested before I start making the game