NATION SHEET:
Name: Try to match it to your government, I guess
Leader's Name: Name here (username here)
Government Type: One of the four available, see 'Nation Traits'
Traits (Points left): Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][armies][various other]
Capital Province #: Needs to have at least 3 Provinces adjacent to it (Mountain Passes/Water Crossings count), check the map link below.
National Color: Preferably bright colors
History: Purely for fluff purposes, no need to go verbose if world-building isn't your forte
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GAME PROGRESSION:
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; at least one army must remain in Capital, however.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
Each Year has 12 Turns (1900.1 to 1900.12, for example).
The game ends when one of these conditions is fulfilled:
A) One Nation controls 2/3 of all Provinces (48 for Europa map).
B) One two-power Alliance controls 3/4 of all Provinces (60 for Europa map).
C) Turn 240 (Year 1920.12) ends (normal map).
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MAP:
The map is divided into 79 Provinces.
Here is the link to the initial map.6 Provinces are 'Populous' provinces, which net extra army size. These provinces are choosen at random, after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nations).
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown).
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CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Academy already built in there.
When Capital Province is conquered, it reverts into normal Province. The rest, however...
LOYALISTS:
After Capital falls, new Capital is established in random, un-conquered province and then there's 50% for every unconquered province to remain with 'legitimate' government or surrender to the conquerors.
If the 'new' Capital (white roof instead of grey) falls as well, nation ceases to exist and player is eliminated from the game; on other hand, re-capturing the old Capital Province restores the Capital and secures the nation's existence once more.
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ARMY MANAGEMENT:
The max number of Armies you can have is calculated by formula: N+P+C = Max army size
N = Number of normal Provinces you control
P = Number of Populous Provinces you control, x2 (for anything but Monarchy), x3 (for Monarchy)
C = Capital province bonus of +2 (Dictatorship/Democracy), +3 (Monarchy/Republic)
All your Armies are spawned at Capital Province at the speed of one Army per one Turn.
They also spawn at each Military HQ you have built (same speed as at Capital). Capital Province always takes priority for Army spawning purposes (for example, when you're reaching Max Army limit).
When you have more Armies than Max Army size, you lose 1 Army per Turn till the number of your Armies goes down to appropriate limit.
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ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn.
Railroads allow Armies can move 2 Provinces per turn, provided all three (starting, middle, destination) provinces have Railroads built. 'Improved Railroads' tech increases this to THREE Provinces per turn.
Water Crossings and Mountain Passes always require full 1 Turn to cross, Railroads or not.
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NAVIES:
Provinces with a port can create one fleet/turn from an army. Fleets can only move to sea provinces, or friendly provinces with Ports. Unlike armies, fleet from neutral nations can share a sea zone.
Fleets can be used to transport troops. Each fleet can be used to escort one army across one sea province. Multiple fleet can be used to ferry one army across multiple sea zone. The escorting can take place before or after a fleet move. Armies attacking from the sea takes a -1 penalty to their combat rolls.
If a fleet is in a friendly province that is taken, the fleet will flee to one of the neighboring sea zones at random, engaging any enemy fleet on the way. The displaced fleet can still move on its owner's turn.
Fleets get bonus from Explosive Shells; then, they receive combat bonuses from Nautical technologies.
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COMBAT:
When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
Attacking Armies get Attack bonuses, while Defending Armies get Defense bonuses.
If you attack through Mountain Pass or Water Crossing, your Armies receive -1 penalty to their rolls.
Each 3 armies more than enemy grants +1 bonus to the more numerous side; this bonus fluctuates as amount of armies changes via combat!
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed. The rolls are repeated until all Attackers or Defenders are destroyed.
When a Province is captured AFTER combat, one random Improvement is razed to the ground. If Province was captured without fight, nothing is razed.
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RESEARCH:
Each Turn, your Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per Academy you own, but this can vary:
Monarchies receive only 1 RP from Academies outside Capital Province.
Republic receives 3 RP from the Academy in its Capital Province.
Democracy receives 3 RP from EVERY Academy it has.
'Advanced Theoretical Sciences' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP based on certain Traits and Technologies:
'Enlightened' trait grants 3 RP, while 'Traditional' trait removes 3 RP.
'Experimental Sciences' Tech grants 3 RP.
Research Treaties generate varying amount of RP per turn.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
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PROVINCIAL IMPROVEMENTS:
You can build 2 of these in entire nation, 1 per Province in the same turn. Some government types, lots of railroads, trade treaties as well as certain research increases the amount of PI's per turn you can build.
You can also dismantle Provincial Improvements, albeit this counts into 'PI/Turn' limit. You never recover armies from a dismantled Military HQ.
Railroad (no requirements):
Armies can move 2 Provinces per turn (3 with 'Improved Railroads' tech), as long as starting, mid- and destination provinces are all connected by Railroad. You gain +1 to PI/Turn per 10 Provinces with Railroads you control (this bonus caps at +3).
Academy (no requirements):
Provides 2 Research Points per turn (this can vary however, check 'RESEARCH' above).
Fortifications (no requirements):
Armies in the province gain +2 bonus to their Defense rolls.
Port (No requirements):
Let you create one Fleet at the cost of one Army.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create a Military HQ there.
Airfield (requires Military Aircraft):
All friendly armies in the province and in provinces adjacent to Airfield gain +1 to their Attack and Defense rolls.
AA Batteries (requires Ground-Air Defense):
Has 50% chance to cancel enemy Bombing Action against the province. Ground armies attacking the province with AA Batteries do not gain bonuses from nearby Airfield(s) (if present).
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FORMALIZED DIPLOMACY:
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
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 per 10 Provinces and +1 PI/Turn bonus per 20 provinces they control together.
Research Treaty - Exchange of scientific reports and visits of foreign scientists. Both sides of the treaty gain +1RP per 4 Academies they control together (for example, Nation X has 6 academies and Nation Y has 3 academies. 6+3 = 9 /4 = +2 RP to both). The RP bonus cap from all treaties total is +10.
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.
Activation:
All treaties are officially recognized at the start of the next turn after
both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Research Treaty and Alliance at Turn 8; at Turn 9, they can move their armies on their territories and they start gaining RP via research treaty as well.
The only treaty that is instanteous is war declaration.
A nation can have only 4 Research/Trade treaties.
Alliance nuances:
When Alliance is broken, armies are moved to respective territories of their owners IF said territories are at range (adjacent without railroads, at range 2 (later 3) with Railroads).
Armies that cannot be moved to their home country are instantenously disbanded.
Trading:
In current version of the game, you can trade Provinces, and researched Technologies as 'Blueprints'; make sure you make good deals or the trade might bring you defeat in the long run. 'Blueprints' must be researched (check RESEARCH spoiler), and Province(s) will be handed over as soon as they're free of armies of their previous owner.
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NPC EMPIRE:
An old-world power. It's government type is Monarchy with Army size 'Adequate' and Development 'Normal', but has no other traits. It fills up whatever space is left after all Player slots are taken. It is rather passive albeit will counterattack in full force if provoked. Controlled by GM.