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Post by King Sonic on May 22, 2012 16:58:31 GMT -8
Still think exclusive hosting is such a hot idea? I've already announced my intent to dual host so as to maximise player numbers.
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Ayane
Citizen
Space Ninja
Posts: 38
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Post by Ayane on May 22, 2012 21:18:57 GMT -8
If funny was a country, your joke would live on a different planet. Don't be an ass.
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Post by Ailedhoo on May 23, 2012 9:17:54 GMT -8
When it comes to technological advancement for the future setting, how will inventions be set? For example: what about of technology needs to come before anti-matter generators can be made?
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Post by King Sonic on May 23, 2012 20:52:41 GMT -8
I have no idea, though for space-based tech, ballistics will probably cover such.
Prototype rules:
===Joining===
Give your standard nation bio. Name, government, history, etc.
Pick 5 territories and select your capital. Your territories can be anywhere provided they are on the coast, or reasonably within range of your capital overland. (Think the HRE's princely estates often being very spread out)
===Orders Etiquette and Standards===
This is important.
It is common to change orders. I understand this. However, having to sift through multiple PMs can be irritating. So, a few ground rules.
-You CAN post false orders in thread to deceive your foes. Orders in PM will ALWAYS take priority. -If you send multiple PMs with orders, I count the most recent. -If you have made multiple PMs, make sure to put a FULL SET of orders in the most recent one. I will ONLY factor in the most recent PM. This cuts down on the time I have to spend processing orders immensely, rather than if you sent forms A, B, C, and made B change A, but then C change B, and so on. -The exact order of your commands can vary, though I suggest you state your highest priority spending in case there's a shortfall; this lets me know exactly what to cut.
===Expansion===
You can either use an army to claim a province, or spend 6 gold to acquire a province. Armies have a chance of being beaten back, but can be re-used next turn, whereas gold strains your pockets but guarantees expansion. Space colonies can be built later on, but this will be explained in depth when that happens.
Claims can go theoretically infinite but ugly attempts to "rope off" land will result in them being cut. Ugly borders will likewise often be adjusted in a situation that leaves parties strategically and economically where they were before.
To prevent Fiat Lux-esque territory enclosure, you can only claim up to ten overseas territories a turn. You must settle on the coast and wait a turn before moving inland.
Your goal should be to unite regions(demarcated by their thicker borders), as this provides bonuses.
===Economy===
Income is tax revenue + tariff revenue + client revenue + miscellaneous income(grants, loans, etc.).
Your GDP is your population multiplied by your industry with your trade added on top. Your tax rate(default 20%) is added on top of this. Higher taxes yield more revenue, but brain drain will occur towards low tax countries.
You also by default charge a tariff of 20% on imports. For simplicity this applies across all imports mechanic-wise, and more or less represents the average. You can raise the rate, but every 1% will cause a random NPC to cut off trade with you until it is lowered. Going lower will raise your economic output as the free market takes hold(producing lower prices and better quality goods), but the labor movement will be displeased. It is best to leave the rate be.
Trade can be cut off by embargos and blockades; a strong navy is a must if you intend to be a trading power.
Industry grows by 10% per turn and population by 5%. These percentages are reversed for third world nations.
You also have client revenue, which is 10% of your client states' GDP.
States can also give tribute, loans and grants to eachother.
===Spending===
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===Diplomacy===
You can declare war, embargos, alliances, etc. as necessary. Diplomacy is one of the key components to a long lasting IOT, as it keeps it from being more than RISK. Many diplomatic acts are not hardcoded, but some have mechanical effects:
-If you are embargoed, you lose access to that state(and its clients)'s markets; you can also not use its territory for overland trade. If you embargo an NPC, they instead just lose 5% of their GDP. This simplifies trade. -Open borders, military access, etc. allow you to move through a nation's lands. You can still move through anyway but that tends to constitute invasion. -If the UN motions to embargo you, it will apply a -50% modifier to trade income as strategic waterways are cut off the world over. The UN will auto-embargo you if you attack it, pending a vote on the issue. -War, obviously, causes your troops to freely engage eachother when in close proximity. Peace does the opposite and is the default state of all nations. -Gift technology. The opponent receives half of the difference of your tech. You can only gift technology to ONE other nation per turn. -Demand vassalisation. You can demand a minor power become your client, and they will accept if they have no real chance of fighting you off. Doing so causes neighboring nations to form defensive alliances and embargo you, so use it sparingly.
===Military===
Armies cost 5 gold and 1 pop to recruit. Navies cost 10 gold and 1 pop to recruit. Air wings cost 20 gold and 1 pop to recruit.
You can only recruit up to 5% of your population per turn in peacetime. You can recruit 10% when at war, but be advised that this will drive up revolt risk very quick.
===Combat===
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===WMD===
WMD use is heavily penalised. The more severe the weapon used, the more severe the repurcussions. Generally, nations, starting from hostile to neutral, will embargo you. States will also sometimes motion to have you expelled or embargoed by the UN. Some may even intervene militarily or support your enemies.
===Stability and Revolts===
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===Roleplay===
Roleplay is rewarded. What your roleplay is about will determine what it goes towards; talk of trade agreements will increase your trade tech, economic reforms will boost your industry, etc. Roleplay will not be applied until the second turn, however, so as to give players enough time to build a reasonable framework before the bonuses kick in and begin to skew power.
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Post by King Sonic on May 23, 2012 21:42:35 GMT -8
<snip>
This post was purged due to presence of adlinker links.
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Post by King Sonic on May 26, 2012 8:54:16 GMT -8
imperiumofftopicum.proboards.com/index.cgi?board=mp2unI'm still developing MP2's UN, but I'm more or less making it more robust, while fixing the issues MP's UN had, such as a piss poor defense system. The UN in particular is now susceptible to espionage missions(it is a very far flung realm), but it has its own intel agency. I'm also including past pieces of legislation that start off as standing statutes. They are dated if possible, with sponsors; the sponsors are named after nations of note in other IOTs. Mathalis, Riccio, etc. Such powers as the Hetmanate, Marian Empire, Iberia, and the like are liable to appear as cameos. I will also consider a world history from 2178-3000, maybe. Though a complete history would defeat the point of the Artifacts mechanic.
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Post by christos200 on May 27, 2012 4:47:34 GMT -8
Since Istanbul is UN territory, i reserve Venice.
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Post by Jehoshua on Jun 7, 2012 21:14:15 GMT -8
Dibsing is such bad form, shame on those who have pre-emptively claimed territories!
Either way I have three options Im considering. Two of them in Europe and one elsewhere, with the two being separated by a certain serene republic geographically.
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Post by King Sonic on Jun 8, 2012 5:24:36 GMT -8
Austria and Milan, I'm guessing.
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Post by celticfury on Jun 12, 2012 7:00:34 GMT -8
I feel that I must ask: have you created a ruleset (even just a basic outline) for NGOs?
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