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][race][size][development][armies][various other]
Major Race: Your nation's major race;
racial perks go here as well!Capital Province #: Needs to have at least 2 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
---
GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-1000'). 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 1000, Spring).
Each Year has 2 Turns (Spring and Autumn).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Provinces (44 for normal-sized map) for at least 6 turns.
B) Coalition: One two-power Alliance controls 66% +1 of all Provinces (57 for normal-sized map) for at least 6 turns.
C) Triple Entente: One triple Alliance controls 80% +1 of all Provinces (69 for normal-sized map) for at least 6 turns.
D) Stagnation: Turn 200 (Year 1100) ends (normal map).
RESTRICTED MAP (TESTGAME) RULES:
Restricted map with 45 Provinces total, for 5 Player nations.
4 Populous, Mana Node and Rich provinces are rolled for instead of 6.
Only Domination victory (one Player with 23 Provinces) or Stagnation ending (after 100 Turns (Year 1050) allowed.
Here is the link to the testgame map.
---
MAP:
The map is divided into 79/85 Provinces.
6 Provinces are 'Populous' provinces, which net extra army size. These provinces are choosen at random, after Players submit their sheets.
6 Provinces start with 'Mana Node' in them, which are crucial for magical research and spellcasting.
6 Provinces start as 'Rich', which increase PI/Turn of the personal who controls a Rich Province.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nations).
Water can be crossed with Navies, while Mountains are impassable; Water Crossings (red lines on blue) and Mountain Passes (red lines on brown) are means to cross these, too.
---
CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Training Grounds, and always starts with Fortifications and University 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.
---
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 (Magocracy), +3 (Monarchy/Republic)
Further increases into Max Army limit can be obtained via certain Technologies.
All your Armies are spawned at Capital Province at the speed of one Army per one Turn.
They also spawn at each Training Grounds 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.
---
ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn. Water Crossings and Mountain Passes also require full 1 Turn to cross.
---
NAVIES:
Provinces with a harbor 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.
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 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 take a -1 penalty to their combat rolls.
You can dismantle Fleets that are docked in a Port of a Province that you control; you do not regain the Army spent on the navy, though.
At the start of the game, Navies can only move through Coastal Seas (light grey); once Navigational Aids research is acquired, they can also move through Deep Seas (blue-grey).
Fleets get bonuses from Nautical technologies; and additional +1 to Attack rolls from Metallurgy (MILITARY branch) research.
---
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 (or attack from a Fleet), 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 1d8+bonuses and penalties. Whichever army loses the roll, is destroyed.
In case of a draw, the Attacking army retreats to the last allied/own Province it passed through.
When a Province is captured AFTER combat, one random Improvement is razed to the ground (if Castle, it is instead reduced to Fortifications).
If Province was captured without a fight, nothing is razed.
---
RESEARCH:
Each Turn, your Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per University you own, but this can vary:
Monarchies receive only 1 RP from Universities outside Capital Province.
Republic receives 3 RP from the University in its Capital Province.
'Printing Press' Tech increases amount of RPs you get from Universities by 1, no matter the Government type.
'Chemistry' Tech grants +5 RP/Turn, no matter the amount of Universities you have.
'Mixed Academics' Tech grants +2 RP/Turn for each Mana Node you have, and also DOUBLES Research Points generated by your Capital Province.
Research Treaties generate extra 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.
---
MANA NODES AND MAGICAL RESEARCH:
Mana Nodes are sources of Mana, magical power. It is used to cast SPELLS (Stormcall, Meteoric Rain, Transport Gate) and to research Magical things.
Magical Research projects use ManaTurns (explained below). They cannot be done concurrently with Technological (military/scientific/nautical) research.
If you possess 1 Mana Node, you finish 1 ManaTurn of Research. HOWEVER, Spells also use 1 ManaTurn each to cast, so the more spells you cast per turn, the less ManaTurns are spent on your magical research.
Example: You possess 4 Mana Nodes, and are researching Transport Gate spell. Then in Winter 1025 you cast Stormcall twice; This means that 2 ManaTurns will be spent on Transport Gate research between Winter 1025 and Spring 1026.
---
PROVINCIAL IMPROVEMENTS:
You can build 1 Improvement per Turn in your Provinces. Trade treaties, Rich provinces, as well as certain research increases the amount of PI's per Turn you can build. However, you cannot build more than 1 Improvements in the same Province on the same Turn (unless you are Dorfs with Building Mastery perk).
You can also dismantle Provincial Improvements, albeit this counts into 'PI/Turn' limit. You never recover armies from dismantled Training Grounds.
University (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.
Castle (requires Engineering):
Upgrades Fortifications; Armies in the province gain +3 bonus to their Defense rolls.
Harbor (no requirements):
Let you create one Fleet at the cost of one Army.
Training Grounds (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create Training Grounds there.
---
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 +2 Max Army bonus and +1 PI/Turn bonus.
Research Treaty - Exchange of scientific reports and visits of foreign scholars. Both sides of the treaty gain +4 RP.
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Transport Gates and Portal Networks can now be used to transport Armies to the lands of the allied nation.
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.
---
PLAGUE:
Unlike Typhus outbreaks in previous games, Plague is much more dangerous and deadly. When a Plague rears its ugly head in a Province, it is quarantined, heavily restricting movement and trade inside it; causing Rich and Populous provinces to be treated as Normal.
At start of each Turn, there's 70% chance (half that with Chemical Drugs) that Plague will destroy 1 Army stationed in the province. Also, no armies can spawn in Plagued province (if the province has Training Grounds or is a Capital).
2 Turns after it appears, Plague starts doing some nasty roll checks to see what happens next: there's 50% chance that nothing will happen, 30% chance that Plague will peter out, and 20% chance that Plague will SPREAD to (randomly choosen) adjacent province.
8 Turns after it appears, Plague disappears from the affected Province.
---
NPCs:
Minor Powers: Single-province nations that behave like Rebels; they do not build Improvements, nor they form armies, and they do not do diplomacy beyond Peace/War. To conquer a Minor Power, you need to defeat a single army with Fortifications bonus.
---
Fallen Capital:
Amongst NPCs, one land will be instead Fallen Capital, the ruined heart of the Empire that thrived before the cataclysmic 'Birth of Magic'. It's a Province with Rich and Mana Node modifiers that will not go away due to Exhausted Resources/Exhausted Node events.
However, the ruins are also the nest of the monstrous, vicious Chimera, who has +7 bonus to its Defense Rolls (which isn't lowered by Siege Engines/Metallurgy research, nor it triggers 'Racial Prejudices' trait), and the aura of terror it emanates grants -1 Attack penalty to stacks of armies lower than 3! It is also immune to Stormcall and Meteoric Rain.
This means that only a large and powerful enough army with help of magics or technology (or both!) can hope to claim this prosperous land for themselves.
Those who first defeat the Chimeras and explore this land gain knowledge of random Magical, Military or Scientific research that they have not yet discovered but otherwise are able to research on their own (for example, a nation without Hardening technology won't be able to gain knowledge of Gunpowder from the ruins, for example).