Okay so I decided to share my... scribblings for future EoD games.
UPDATE 1: Biology/medicine research, small fixes and changes, formalized diplomacy (Ready to include in next game)
UPDATE 2: Extra military-related research (Might be ready to include along with UPDATE 1?)
UPDATE 3: Colonies (Gotta work on it, especially colonisation/conquest of colonies, and maybe expand Nautical sciences?)
UPDATE 4: Espionage (Might be too weak/too OP, gonna tinker with it)
UPDATE 5: Sociology Research + government updates (Requires UPDATE 3 and UPDATE 4 to be included first)
Update 1:
GAMEPLAY&MAP:
Game starts at Turn 0 (called 'Pre-1900'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players and/or NPCs
B) Deploy armies in their provinces; 50% of armies (rounded up) can be deployed while the rest stays at Capital (so if you have 5 armies, you can deploy 3 armies anywhere in your Nation, and 2 armies have to remain in Capital).
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
RESEARCH:
Sciences:
(Modern Chemistry) -> Modern Biology -> Fertilizers
-> Modern Medicine
Modern Biology (150 RP):
The unveiling of chemistry secrets allow biologists to look more closely into anatomy, nature of diseases and processes that run the organism.
Fertilizers (250RP):
Improvement of existing organic and development of artificial fertilizers to increase food output. You gain +1 to Max Army limit per every 4 Provinces you control.
Modern Medicine (150RP):
Development of new ways to combat various diseases that plague the populace. Your provinces are now safe from Typhus outbreaks.
NATION TRAITS:
Democracy: gains 'Elected Leader'
Elected Leader: The player of the democratic nation has to resign and give the leadership to another user (not an active player) after 4, 5 or 6 years (40, 50, 60 turns respectively); the length of the term is determined by the first Player of the democratic nation, in the nation's description.
Nation Size:
Tiny (-1)/Medium (0)/Big (1)/Huge (3)/Enormous (4): You start with 5/7/9/11/13 Provinces.
Army Size:
Inadequate (Cost: -2): You start with only 1 Army!
Small (Cost: -1): 2 Armies at start.
Adequate (Cost: 0): 1 Armies at start + 1 extra per 2 Provinces you start with.
Numerous (Cost: 1): 3 Armies at start + 1 extra per 2 Provinces you start with.
Various:
Military Traditions (Cost: 1): One of Provinces adjacent to the Capital starts with Military HQ already built.
FORMALIZED DIPLOMACY:
War - Obviously, the two powers fight each other
Non-Aggression Treaty - Borders are mutually respected between the two nations. This allows Trade Pact and Research Treaty to be conducted.
Trade Pact - Borders are open for circulation of resources, crafts, products and migration of people. Both nations gain +1 Max Army bonus and +1 PI per Turn bonus per 15 Provinces they control together (for example, Nation X has 13 Provinces and Nation Y has 17 Provinces. 13+17 = 30 /15 = +2 bonus to max army/PI per Turn).
Research Treaty - Exchange of scientific reports and visits of foreign scientists. Both sides of the treaty gain +1RP per 3 Academies they control together (for example, Nation X has 4 academies and Nation Y has 5 academies. 4+5 = 9 /3 = +3 RP to both).
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Airfields (when available) of one nation benefit both countries during Alliance.
Trading:
In current version of the game, you can trade Provinces and researched Technologies; make sure you make good deals or the trade might bring you defeat in the long run.
PROVINCIAL IMPROVEMENTS:
Railroads: Now also increase PI/Turn limit by 1 per 10 Provinces with Railroads you control (this caps at +3 bonus).
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Update 2:
RESEARCH:
Military:
(Howitzers) -> Ground-Air Defense
Ground-Air Defense (350RP):
Improvement on long-range cannons so they now can shoot at airborne targets, for example, bombers. Grants 'AA Batteries' Provincial Improvement.
Communications:
Primitive Radio -> Radio Communications -> Radar
-> Shortwave Communications
Primitive Radio (50 RP):
Primitive radios allowing short-range communication. Refinement of devices is required before this technology can be beneficial to the military.
Radio Communications (80RP):
Network of small radio stations operated by trained crew. Armies in provinces with Military HQ get +1 to Defense rolls.
Radar (250RP, requires Military Aircraft from AERONAUCTICS):
Use of radio to detect incoming aircraft at high altitudes. Increases the 'AA Batteries' Provincial Improvement chances to cancel enemy Bombing Action by 30%. If the targeted province has Airfield, it automatically cancels 1 Bombing action of the enemy, due to fighter dispatch.
Shortwave Communications (350RP):
Inclusion of new spectrum of radio waves for military use. Increases the range of defense bonus of Military HQ by 1. Armies attacking from a province with Military HQ gain +1 bonus to their Attack rolls.
NATION TRAITS:
Various:
Secret Military Project now includes 'Primitive Radio'.
PROVINCIAL IMPROVEMENTS:
AA Batteries (requires Ground-Air Defense): Has 35% chance to cancel enemy Bombing Action against the province.
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Update 3:
GAMEPLAY&MAP:
Faraway continent of ten Colonial parcels + small native nation (Monarchy).
Colonial parcel provides extra space for your improvements, however:
A) Instead of your nation's population, colonies are comprised mostly of enslaved natives. This means you have to keep at least 1 Army in province all the times; without an army, there's 70% chance natives will riot and burn down random Improvement (Plantations, if present, have 4x more chances to be picked as a target).
B) Moving armies to/from colonial lands takes 5 turns; during that, the armies in transit are inaccessible.
C) If you do not start with established colony, you first need to defeat the natives, who get +1 bonus to Defense roll due to familarity of the terrain.
D) You can build special Provincial Improvement in your Colony, "Plantations"; this increases your max army limit by 1.
NATION TRAITS:
Colonial Power (Cost: 2): You start with one Colonial Province on the Tropighana Continent.
RESEARCH:
Nautical:
Steel Hulls -> Modern Shipyards -> Transoceanic Liners
-> Military Transports
Steel Hulls (50RP):
Research into strengthening of the ships by employing full-steel hulls.
Military Transports (150RP):
Armies are ferried across water in armored transports; your armies no longer receive -1 penalty to Attack rolls when attacking via Water Crossings.
Modern Shipyards (150RP):
Expanded ports and modern shipyards, constructing and maintenancing many ships at once.
Transoceanic Liners (250RP, requires Diesel Fuel from INDUSTRY):
Huge ships capable of carrying thousands of passengers - including military personnel. Moving your armies to/from colonial lands now takes only 3 turns instead of usual 5.
NATION TRAITS:
Various:
Secret Military Project now includes 'Steel Hulls'.
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Update 4:
ESPIONAGE:
Every turn, you can launch Espionage/Sabotage operations. You get 1 Operation per 1 Intelligence Center you have. Send these actions via PM to the GM. Do not post in IC thread.
Intelligence operations (base % chance of success):
Steal RP (20%): You 'copy' 5 RP from targeted nation, but only if said nation is researching the same Project as you.
Hunt Enemy Operatives (40%): Your operatives perform counter-intelligence and try to catch enemy agents 'red-handed'. If they fail, enemy agents get 25% penalty to their actions anyways (this gains bonuses from stacking Operations, too).
Sabotage operations (base % chance of success):
Destroy Improvement (varies): You destroy 1 improvement in targeted province. Base chances: 30% (Academy), 20% (Railroads), 10% (Fortifications, Airfield), 0% (Military HQ) -10% (Intelligence Center)
You can add operations to accomplish the same goal and raise chances by 20% per each Operation stacked; for example, if you use 3 Operations to Steal RP, you get 70% chance total to accomplish the task.
NATION TRAITS:
Dictatorship gains 'The Secret Police' trait: Lowers enemy Operations chance by 15%.
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Update 5:
SCIENCES:
Sociology:
Modern Philosophies -> Suffrage -> Slavery Abolition -> Modernized Government
-> Internal Security Services -^
-> National Education -^
Modern Philosophies (50RP):
Breaking with old-fashioned ways, modernization and cultural exchange benefits the populace.
Suffrage (80RP):
Women are allowed to do men's jobs and slaves are treated better; lowers chances of Colonial riots to 40% and gives +1 max.army bonus per 8 Provinces you control.
Internal Security Services (150RP):
Modern population understands the need for secret agencies to protect their nation from foreign operatives; this Lowers enemy Operations chance by 25%.
National Education (150RP):
Programme of national education, aiming to educate all children, not only those whose parents can afford it. Monarchy Academies now grant 2RP instead of 1RP; all other Governments gain +2 RP bonus, no matter their Academies.
Slavery Abolition (150RP):
Slavery is abolished; the natives of colonies are given full rights and citizenship. This brings riot chances in Colonial provinces to 0%. However, this also abolishes 'Plantations' and removes currently existing ones in your Colony(Colonies).
Modernized Government (500RP):
Constitutional Monarchy: With subjects no longer treated like objects and given proper rights, people feel more valuable and thus trust their royals more. With proper military training of recruits, Monarchy no longer receives its usual penalties to Army rolls; also, all Academies provide 2RP per turn as the nation leaves conservative thinking behind.
New Age Republic: No longer just a gathering of representatives, each council member is a leader of their own city or land, and Capital of the Republic becomes centre of political life. Capital Province increases Max Army limit by 4, and its Academy provides 4RP per turn.
Imperium: Citizens are no longer terrorized - they're cared for, and they start to sincerely revere their glorious Leader who brought them so far into bright future. Imperium armies now have +2 bonus to Defense rolls while removal of thought censorship allows educated citizenry to produce extra +3RP per turn, no matter the Academies.
Federation: Each province is now its own miniature country, led by the Capital Province with the President on top. Each 'country' does its best to help the whole union, while the union tries to treat everyone equally. Federation gains +1 RP bonus and +1 Max Army per 10 Provinces it controls.