All,
This is the main thread for an experimental game we've started, originally a continuation of the ancient Little Game of Horrors franchise. The scenario is a modified Age of Randomization, set in 1419. Among the special rules are a ban on colonization and warships and the five-province starting frontiers, presupposing that Portuguese and Spanish explorers never sailed beyond the Atlantic, Mohammed never made his way to Mecca and the fortunes of the historical dynasties failed to coalesce into early centralized power-states. The Middle Age political dynamic, therefore, is still extant and the focus is firmly on Europe.
Eight nations-the County of Geldre, the Duchy of York, the Duchy of Milan, the Kingdom of Granada, the Kingdom of Poland, the Grand Duchy of Finland, the Principality of Kazan and the Roman Empire-stand poised above all others, graced by sudden changes in leadership. As they triumph and conquer their lesser neighbors, however, they shall draw closer and closer to one another, each victory placing them more firmly in each other's sights. Their futures are clouded. Moreso than they realize...
The game plays at 7:30 PM EST for four hours, unless all players wish to continue. The scenario-absent randomization-can be found here: http://www.europa2.ru/cgi-bin/leagu...ason=IP-Poland&game=XI&yearsave=1419&lang=eng
Subs are always welcome.
Roster
Byzantium: HG (GM)
Milan: Drake
Finland: Dave
Kazan: Cannonfodder
Geldre: Dago
York/Royalists: DSY
Granada: Shigure
Poland: Hal
Rules
1. Colonization in any form, including TPs, is strictly prohibited
2. Alliances are prohibited
3. Warships are prohibited
4. The land slider is locked at 5 and may not be moved at any time
6. Exploits are banned (including farming the AI for cash)
Clout
Represents the government's political, military and diplomatic might, and its ability to pursue special projects. It may be earned in the following ways:
Existing: 5 points plus 3 points per provincial capital, unless in a state of Civil War
War: 5 points
Victory: 5 points (including forcing a white peace as the defender; GM's discretion)
Conquests: 1 point/province; 2 points/provincial capital
AARs: 3 points (GM's discretion)
Triumphs
Represents a monarch's personal achievements, lending him or her the moniker "the Great" and conferring the following bonuses:
1. 10 Clout
2. +1-3 to a monarch leader's stats (die roll, equally distributed)
3. +3 to all stats and 10 extra years to the reigning monarch
The Triumph is awarded to the player with the highest Clout each session.
Provincial Capitals and Leaders
Provincial capitals are those provinces containing a fine arts academy. They are the administrative and military hubs of the Empires. Each one produces 3 points of Clout per session as well as a leader, two admirals and two generals.
1. Leaders will be generated each session with an average of 3, a minimum of 2.5 and a maximum of 5. They will spawn at the start of a session and they will be replaced before the next.
2. Leaders belong to provincial capitals, not to countries. If a provincial capital is captured, its leader will be generated for its new owner at the start of the next session.
3. Names may be selected/reused for generated leaders at the discretion of the player. These selections must be made with Acts of Government the Monday prior to a session
Monarchs
A monarch is the supreme commander of a country's army. He is not necessary the monarch himself, but may be a Marshal, Strategos, etc.
1. All Monarchs will have a base 4-4-4 stats and an 1820 death date
2. A Monarch's stats may be modified by Triumphs and Clout
3. A Monarch, if captured, must be ransomed prior to the next session or there is a 50% chance of Civil War
Ransom
If an Elector/Prince/Duke/Etc. is captured in battle (i.e. killed), he must be ransomed from the capturing country before another leader from the same provincial capital will arise. Similarly, a captured Monarch must be ransomed, else there may be dire consequences for his realm.
1. A leader may be ransomed for 1000 ducats
2. A Monarch may be ransomed for 2000 ducats
3. The cost of ransoming a leader or monarch shall double each century beginning from 1550 (from the base, so that a Monarch costs 2000 ducats to ransom in 1550, 4000 in 1650 and 6000 in 1750)
Acts of Government
Acts of Government are the fruits of a ruler's Clout. They allow him to construct public works, fortifications and infrastructure improvements, conduct aggressive diplomacy and alter the policies of his country. All of them have a certain probability of success or failure, determined by the turn of a ten-sided die. They are divided into three kinds, given below.
Domestic
DPs: 1 click/5 points of Clout (probability: very high)
Tax Base: 1 point/2 points of Clout (probability: very high)
Manpower: 1/4 points of Clout (probability: high)
Gold Prospecting: 10 points of Clout (probability: low)
Gold Exploration: 8 points of Clout (probability: low)
Urbanization: 5,000 population/2 points of Clout (probability: extremely high)
Fortification: 1 level/4 points of Clout per level (probability: medium)
Military Academy: +1 average stat/15 points of Clout (probability: low)
Tutor (Philosophy: diplo, mathematics: admin, art of war: military): +1 monarch rating/6 points of Clout (probability: high)
Campaign Training: +1 random Monarch stat/10 points of Clout (probability: low)
Propaganda: -1 BB/2 points of Clout (probability: medium)
Espionage
All acts of Espionage carry a risk of discovery. Not only will the target player be informed of his assailant in this case, 1 BB shall be added to the assailant (10 in the case of Regicide). BB shall affect the probability of an Espionage act succeeding.
Sabotage: 1 fortification/5 points of Clout (probability: medium)
Piracy: 1 tax base/3 points of Clout (probability: medium)
Border War: 1 manpower/5 points of Clout (probability: low)
Rumors: 1 BB/2 points of Clout (probability: high)
Raid: 1 factory/5 points of Clout (probability: low)
Bribe: 12 points of Clout for forced military access for at least five years (probability: low)
Trade War: 10 points of Clout/1 point of inflation (probability: very low)
Destabilize: -1 stab/6 points of Clout (probability: medium)
Assassination: 8 points of Clout/1 leader out of commission for a session (probability: low)
Regicide: 20 points of Clout to assassinate a Monarch (probability: extremely low)
Secret Police
A player may add protection against Espionage by spending Clout on the Secret Police. If there is an Espionage attempt, this Clout shall decrease each act's chances of occurring. If there isn't, the Clout goes unused and is not refunded. It's a gamble.
Civil War
A country that falls victim to a successful assassination or fails to ransom a captive monarch may plunge into Civil War. It has the following effects:
1. All Acts of Government for the upcoming session are cancelled (the Clout carries over to the next)
2. The sitting Monarch is changed to Civil War for the duration of his/her reign, at 1-1-1 stats
3. The Monarch leader is slept for the session
4. -6 Stab
5. 5-15 WE
6. There is a medium probability chance of a Civil War event
All orders are PMed in secret to me no later than midnight of the Monday prior to the session. I'm working out a way to process Espionage orders anonymously, perhaps by having Drake process mine, but if somebody has any ideas or a volunteer outside party, that'd be great.
Espionage orders are not revealed unless uncovered, so it is perfectly possible to assassinate an "ally" monarch without being found out.
This is the main thread for an experimental game we've started, originally a continuation of the ancient Little Game of Horrors franchise. The scenario is a modified Age of Randomization, set in 1419. Among the special rules are a ban on colonization and warships and the five-province starting frontiers, presupposing that Portuguese and Spanish explorers never sailed beyond the Atlantic, Mohammed never made his way to Mecca and the fortunes of the historical dynasties failed to coalesce into early centralized power-states. The Middle Age political dynamic, therefore, is still extant and the focus is firmly on Europe.
Eight nations-the County of Geldre, the Duchy of York, the Duchy of Milan, the Kingdom of Granada, the Kingdom of Poland, the Grand Duchy of Finland, the Principality of Kazan and the Roman Empire-stand poised above all others, graced by sudden changes in leadership. As they triumph and conquer their lesser neighbors, however, they shall draw closer and closer to one another, each victory placing them more firmly in each other's sights. Their futures are clouded. Moreso than they realize...
The game plays at 7:30 PM EST for four hours, unless all players wish to continue. The scenario-absent randomization-can be found here: http://www.europa2.ru/cgi-bin/leagu...ason=IP-Poland&game=XI&yearsave=1419&lang=eng
Subs are always welcome.
Roster
Byzantium: HG (GM)
Milan: Drake
Finland: Dave
Kazan: Cannonfodder
Geldre: Dago
York/Royalists: DSY
Granada: Shigure
Poland: Hal
Rules
1. Colonization in any form, including TPs, is strictly prohibited
2. Alliances are prohibited
3. Warships are prohibited
4. The land slider is locked at 5 and may not be moved at any time
6. Exploits are banned (including farming the AI for cash)
Clout
Represents the government's political, military and diplomatic might, and its ability to pursue special projects. It may be earned in the following ways:
Existing: 5 points plus 3 points per provincial capital, unless in a state of Civil War
War: 5 points
Victory: 5 points (including forcing a white peace as the defender; GM's discretion)
Conquests: 1 point/province; 2 points/provincial capital
AARs: 3 points (GM's discretion)
Triumphs
Represents a monarch's personal achievements, lending him or her the moniker "the Great" and conferring the following bonuses:
1. 10 Clout
2. +1-3 to a monarch leader's stats (die roll, equally distributed)
3. +3 to all stats and 10 extra years to the reigning monarch
The Triumph is awarded to the player with the highest Clout each session.
Provincial Capitals and Leaders
Provincial capitals are those provinces containing a fine arts academy. They are the administrative and military hubs of the Empires. Each one produces 3 points of Clout per session as well as a leader, two admirals and two generals.
1. Leaders will be generated each session with an average of 3, a minimum of 2.5 and a maximum of 5. They will spawn at the start of a session and they will be replaced before the next.
2. Leaders belong to provincial capitals, not to countries. If a provincial capital is captured, its leader will be generated for its new owner at the start of the next session.
3. Names may be selected/reused for generated leaders at the discretion of the player. These selections must be made with Acts of Government the Monday prior to a session
Monarchs
A monarch is the supreme commander of a country's army. He is not necessary the monarch himself, but may be a Marshal, Strategos, etc.
1. All Monarchs will have a base 4-4-4 stats and an 1820 death date
2. A Monarch's stats may be modified by Triumphs and Clout
3. A Monarch, if captured, must be ransomed prior to the next session or there is a 50% chance of Civil War
Ransom
If an Elector/Prince/Duke/Etc. is captured in battle (i.e. killed), he must be ransomed from the capturing country before another leader from the same provincial capital will arise. Similarly, a captured Monarch must be ransomed, else there may be dire consequences for his realm.
1. A leader may be ransomed for 1000 ducats
2. A Monarch may be ransomed for 2000 ducats
3. The cost of ransoming a leader or monarch shall double each century beginning from 1550 (from the base, so that a Monarch costs 2000 ducats to ransom in 1550, 4000 in 1650 and 6000 in 1750)
Acts of Government
Acts of Government are the fruits of a ruler's Clout. They allow him to construct public works, fortifications and infrastructure improvements, conduct aggressive diplomacy and alter the policies of his country. All of them have a certain probability of success or failure, determined by the turn of a ten-sided die. They are divided into three kinds, given below.
Domestic
DPs: 1 click/5 points of Clout (probability: very high)
Tax Base: 1 point/2 points of Clout (probability: very high)
Manpower: 1/4 points of Clout (probability: high)
Gold Prospecting: 10 points of Clout (probability: low)
Gold Exploration: 8 points of Clout (probability: low)
Urbanization: 5,000 population/2 points of Clout (probability: extremely high)
Fortification: 1 level/4 points of Clout per level (probability: medium)
Military Academy: +1 average stat/15 points of Clout (probability: low)
Tutor (Philosophy: diplo, mathematics: admin, art of war: military): +1 monarch rating/6 points of Clout (probability: high)
Campaign Training: +1 random Monarch stat/10 points of Clout (probability: low)
Propaganda: -1 BB/2 points of Clout (probability: medium)
Espionage
All acts of Espionage carry a risk of discovery. Not only will the target player be informed of his assailant in this case, 1 BB shall be added to the assailant (10 in the case of Regicide). BB shall affect the probability of an Espionage act succeeding.
Sabotage: 1 fortification/5 points of Clout (probability: medium)
Piracy: 1 tax base/3 points of Clout (probability: medium)
Border War: 1 manpower/5 points of Clout (probability: low)
Rumors: 1 BB/2 points of Clout (probability: high)
Raid: 1 factory/5 points of Clout (probability: low)
Bribe: 12 points of Clout for forced military access for at least five years (probability: low)
Trade War: 10 points of Clout/1 point of inflation (probability: very low)
Destabilize: -1 stab/6 points of Clout (probability: medium)
Assassination: 8 points of Clout/1 leader out of commission for a session (probability: low)
Regicide: 20 points of Clout to assassinate a Monarch (probability: extremely low)
Secret Police
A player may add protection against Espionage by spending Clout on the Secret Police. If there is an Espionage attempt, this Clout shall decrease each act's chances of occurring. If there isn't, the Clout goes unused and is not refunded. It's a gamble.
Civil War
A country that falls victim to a successful assassination or fails to ransom a captive monarch may plunge into Civil War. It has the following effects:
1. All Acts of Government for the upcoming session are cancelled (the Clout carries over to the next)
2. The sitting Monarch is changed to Civil War for the duration of his/her reign, at 1-1-1 stats
3. The Monarch leader is slept for the session
4. -6 Stab
5. 5-15 WE
6. There is a medium probability chance of a Civil War event
All orders are PMed in secret to me no later than midnight of the Monday prior to the session. I'm working out a way to process Espionage orders anonymously, perhaps by having Drake process mine, but if somebody has any ideas or a volunteer outside party, that'd be great.
Espionage orders are not revealed unless uncovered, so it is perfectly possible to assassinate an "ally" monarch without being found out.
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