So after reviewing my ruleset and heavily revising it, and completely redrawing the map, I'm ready to try running a new game.
Rules:
Sign-ups will remain open throughout the game.
Kingdom of Great Britain - BlackCrown
Kingdom of France -Janha
United States of America - EmperorWalter
Empire of Russia - Fire and Ash
Kingdom of Prussia - The King of lords
Kingdom of Mysore - QingChina31
SiIGNUP IS NOW OPEN TO ALL COUNTRIES
Discord Channel: https://discord.gg/vz3dJVe
Rules:
1. Timescale
Each turn represents a variable length of time depending on the epoch that the game is currently in;, representing 1/20 of the epoch. For the purposes of this game each turn represents Five years. Each player represents a single state. A state is defined as a unit which is defacto independent.
2. Characteristics of a State
Each state has the following characteristics: Territory, Power, Government, Religion, Culture, Happiness, Stability.
2. Territory
The game map is divided into provinces. Every province is controlled by a state. A fully settled state is worth the economic value displayed on the province map. Each province also has a religion and a culture. Territories may be ceded to another state or granted full independence at any time, which if they do not match the state's religion or culture will improve happiness according to their proportion within the state.
3. Power
Each territory is worth a certain number of Power Points, displayed on the map. The aggregate of these points against any modifiers represents the strength, both military and in other terms, of a state.
4. Government
Each state has a government. Governments may only be changed via revolution, via the discretion of a senior partner in a satellite relationship, or via special event. Each government has certain traits that provides benefits and/or penalties.
Governments may not be changed to a form of government which is outdated.
Tribal governments must be briefly noted since they operate rather differently from other states. They have a military modifier of x3 , but they only have a stability of 2, and a happiness cap of 3. To move from a tribal state to a normal state, they must either conquer a civilized province (at which point they are given the choice to instantly convert), after the year 1900, or by special event. If allied with a non-tribal state then only their nominal strength is calculated.
Commonwealths have a blanket power strength of 50+(1/2)Power for defense except against other commonwealths or states sharing the same culture. Commonwealths represent polities like city states or the old Swiss Confederation.
6. Religion and Culture
Religion and culture have no special characteristics, but each state has one. Changing religion or culture incurs a happiness hit of one, unless it was already the majority in the states territory.
Assimilation to the state religion/culture happens automatically at a rate of 1/20 chance per turn.
After 1900, up to 25% of the territories of a state may be changed to the state religion/culture for a happiness hit of one and forfeiting the income of those territories for a turn.
Culture and religion maps will only be sent out on individual requests from players.
7. Happiness
Happiness is a measure of the satisfaction of the people with the government. It goes from 5 being the happiest to 1 being a Crisis. When happiness hits one it will trigger a Crisis, in which all wrong culture/religion provinces are given a chance to revolt and if wrong religions are in the majority, change the state religion. The player must then either choose a new form of government or persist in the old one at the cost of a stability hit. Feudal Monarchies and Despotic monarchies must take a stability hit until 1680.
Happiness is determined semi-randomly, with roughly a 1/10 chance of a crisis every hundred years.
8. Stability
Stability is a measure of the power of the central government, 4 being the most stable and 1 leading to the collapse of the central administration. A stability hit causes stability to drop by 1. At 3 Stability the Sectionalism modifier comes into effect. At 2 Stability, the Anarchy modifier comes into effect.
For a single province state or core tribal territory, the government is penalized with -100% Power modifier for a single turn.
Stability will gradually be improved at the rate of 10% every hundred years.
9. Modifiers
Sectionalism grants a -25% penalty to power.
Anarchy grants -75%.
Institutional conservatism forces that country to take the sectionalism or anarchy modifier in a crisis rather then change government.
Other disasters may have modifiers, generally expressed as -25% penalty.
Modifiers are cumulative.
10. Personal Unions
Personal unions are similar to satellite states except that they will not revolt unless the central government goes into crisis, since they do not have a separate happiness track. They are personally controlled by the player. Only Monarchies may be in a personal union.
11. Technology
The player will automatically gain new technology if they have an acceptable government type at the time the new technology becomes available. if they do not, then they do not gain the new or any subsequent technologies until they change their government. Every technology they fall back on incurs a 25% penalty to military strength, cumulative with other modifiers.
12. Diplomacy
Diplomacy is primarily the domain of the players. In addition to PU, three other types of diplomatic relationship require recognition by the game, which is to say the must be officially declared in game to be valid. These are, Alliances, Satellite states, wars.
Finally a state can choose to give Subsidies to another state, constituting no more then 10% of the real income of the receiving state.
13. Alliances
Alliances represent a mutual obligation to come to war for one another. It involves adding the respective military strengths of both partners in a war together, and concurrently making them both liable for defeat or victory according to their contribution.
14. Satellite States
Satellites can be acquired by diplomacy or event. The Junior partner is forced into an alliance with the senior partner, and may not leave except by war or revolt. For a happiness hit, Satellites and Personal Unions may be annexed by the central state.
15. War
War is calculated automatically by the ratios of military strength between combatants. In addition there is a 20% of a white peace. The victor can gain territory up to 10% (30% chance), 25% (20%), 50% (10%), 75% (10%), 100% (10%) of the coalition they are fighting. To force them into satellite status requires a sum of 50% of the territory of the junior partner. As long as they gain at least 10% through the war, the victor may annex at least one territory.
A player may start up to five offensive wars per turn. Allies will only be called into wars on different continents following Enlightenment. Wars are to be announced only via PM to the GM.
16. Claims
After 1680 tribal territories are assigned as claimed by a non-tribal territory by event. Invading claimed territories as anything other then the claimant will trigger a war with the claimant. Claimed territories may otherwise by assigned to new claimants as normal, either by negotiation or war.
17. Religious Wars
If a religious minority is in a wrong culture area, then hitting zero for religious happiness will trigger a national uprising. If it is from the primary culture and greater then 66%, then it will seek to change the state religion. Any others have no effect.
18. Events and AI
Any non-player controlled territories will have events proceed as per history, with a chance of events happening differently per player interactions. In addition the GM may allow for special events for players.
19.
From now on, a new type of relationship, Trade Treaty, is now available. Nations in a trade treaty pay 10% of their power towards the nation with whom they have a treaty. Nations subject to a treaty may only have one treaty per country, kind of like a sphere of influence. Only countries who are past Feudal Monarchies may sign trade treaties.
Appendix:
Contains a more thorough description of government types and technology changes.
Each turn represents a variable length of time depending on the epoch that the game is currently in;, representing 1/20 of the epoch. For the purposes of this game each turn represents Five years. Each player represents a single state. A state is defined as a unit which is defacto independent.
2. Characteristics of a State
Each state has the following characteristics: Territory, Power, Government, Religion, Culture, Happiness, Stability.
2. Territory
The game map is divided into provinces. Every province is controlled by a state. A fully settled state is worth the economic value displayed on the province map. Each province also has a religion and a culture. Territories may be ceded to another state or granted full independence at any time, which if they do not match the state's religion or culture will improve happiness according to their proportion within the state.
3. Power
Each territory is worth a certain number of Power Points, displayed on the map. The aggregate of these points against any modifiers represents the strength, both military and in other terms, of a state.
4. Government
Each state has a government. Governments may only be changed via revolution, via the discretion of a senior partner in a satellite relationship, or via special event. Each government has certain traits that provides benefits and/or penalties.
Governments may not be changed to a form of government which is outdated.
Tribal governments must be briefly noted since they operate rather differently from other states. They have a military modifier of x3 , but they only have a stability of 2, and a happiness cap of 3. To move from a tribal state to a normal state, they must either conquer a civilized province (at which point they are given the choice to instantly convert), after the year 1900, or by special event. If allied with a non-tribal state then only their nominal strength is calculated.
Commonwealths have a blanket power strength of 50+(1/2)Power for defense except against other commonwealths or states sharing the same culture. Commonwealths represent polities like city states or the old Swiss Confederation.
6. Religion and Culture
Religion and culture have no special characteristics, but each state has one. Changing religion or culture incurs a happiness hit of one, unless it was already the majority in the states territory.
Assimilation to the state religion/culture happens automatically at a rate of 1/20 chance per turn.
After 1900, up to 25% of the territories of a state may be changed to the state religion/culture for a happiness hit of one and forfeiting the income of those territories for a turn.
Culture and religion maps will only be sent out on individual requests from players.
7. Happiness
Happiness is a measure of the satisfaction of the people with the government. It goes from 5 being the happiest to 1 being a Crisis. When happiness hits one it will trigger a Crisis, in which all wrong culture/religion provinces are given a chance to revolt and if wrong religions are in the majority, change the state religion. The player must then either choose a new form of government or persist in the old one at the cost of a stability hit. Feudal Monarchies and Despotic monarchies must take a stability hit until 1680.
Happiness is determined semi-randomly, with roughly a 1/10 chance of a crisis every hundred years.
8. Stability
Stability is a measure of the power of the central government, 4 being the most stable and 1 leading to the collapse of the central administration. A stability hit causes stability to drop by 1. At 3 Stability the Sectionalism modifier comes into effect. At 2 Stability, the Anarchy modifier comes into effect.
For a single province state or core tribal territory, the government is penalized with -100% Power modifier for a single turn.
Stability will gradually be improved at the rate of 10% every hundred years.
9. Modifiers
Sectionalism grants a -25% penalty to power.
Anarchy grants -75%.
Institutional conservatism forces that country to take the sectionalism or anarchy modifier in a crisis rather then change government.
Other disasters may have modifiers, generally expressed as -25% penalty.
Modifiers are cumulative.
10. Personal Unions
Personal unions are similar to satellite states except that they will not revolt unless the central government goes into crisis, since they do not have a separate happiness track. They are personally controlled by the player. Only Monarchies may be in a personal union.
11. Technology
The player will automatically gain new technology if they have an acceptable government type at the time the new technology becomes available. if they do not, then they do not gain the new or any subsequent technologies until they change their government. Every technology they fall back on incurs a 25% penalty to military strength, cumulative with other modifiers.
12. Diplomacy
Diplomacy is primarily the domain of the players. In addition to PU, three other types of diplomatic relationship require recognition by the game, which is to say the must be officially declared in game to be valid. These are, Alliances, Satellite states, wars.
Finally a state can choose to give Subsidies to another state, constituting no more then 10% of the real income of the receiving state.
13. Alliances
Alliances represent a mutual obligation to come to war for one another. It involves adding the respective military strengths of both partners in a war together, and concurrently making them both liable for defeat or victory according to their contribution.
14. Satellite States
Satellites can be acquired by diplomacy or event. The Junior partner is forced into an alliance with the senior partner, and may not leave except by war or revolt. For a happiness hit, Satellites and Personal Unions may be annexed by the central state.
15. War
War is calculated automatically by the ratios of military strength between combatants. In addition there is a 20% of a white peace. The victor can gain territory up to 10% (30% chance), 25% (20%), 50% (10%), 75% (10%), 100% (10%) of the coalition they are fighting. To force them into satellite status requires a sum of 50% of the territory of the junior partner. As long as they gain at least 10% through the war, the victor may annex at least one territory.
A player may start up to five offensive wars per turn. Allies will only be called into wars on different continents following Enlightenment. Wars are to be announced only via PM to the GM.
16. Claims
After 1680 tribal territories are assigned as claimed by a non-tribal territory by event. Invading claimed territories as anything other then the claimant will trigger a war with the claimant. Claimed territories may otherwise by assigned to new claimants as normal, either by negotiation or war.
17. Religious Wars
If a religious minority is in a wrong culture area, then hitting zero for religious happiness will trigger a national uprising. If it is from the primary culture and greater then 66%, then it will seek to change the state religion. Any others have no effect.
18. Events and AI
Any non-player controlled territories will have events proceed as per history, with a chance of events happening differently per player interactions. In addition the GM may allow for special events for players.
19.
From now on, a new type of relationship, Trade Treaty, is now available. Nations in a trade treaty pay 10% of their power towards the nation with whom they have a treaty. Nations subject to a treaty may only have one treaty per country, kind of like a sphere of influence. Only countries who are past Feudal Monarchies may sign trade treaties.
Appendix:
Contains a more thorough description of government types and technology changes.
Sign-ups will remain open throughout the game.
Kingdom of Great Britain - BlackCrown
Kingdom of France -Janha
United States of America - EmperorWalter
Empire of Russia - Fire and Ash
Kingdom of Prussia - The King of lords
Kingdom of Mysore - QingChina31
SiIGNUP IS NOW OPEN TO ALL COUNTRIES
Discord Channel: https://discord.gg/vz3dJVe
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