NATIONAL DISPOSITIONS OF POWER:
Ottoman Empire: 22 provinces (4 SP), 10 armies, 3 fleets
Tsardom of Russia: 8 provinces (2 SP), 9 armies
Kingdom of Spain: 10 provinces (3 SP), 7 armies, 3 fleets
Kingdom of France: 6 provinces (2 SP), 5 armies, 2 fleets
Swedish Empire: 6 provinces (2 SP), 5 armies, 2 fleets
Polish-Lithuanian Commonwealth: 6 provinces (2 SP), 6 armies
Hapsburg Monarchy: 6 provinces (2 SP), 6 armies
Great Britain: 3 provinces (1 SP), 3 armies, 2 fleets
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Click here for the link to Map of 1714---
GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-1714'). During this turn, players are allowed to:
A) Do the public and private diplomacy with other Nations
B) Deploy armies in their provinces and fleets on seas/docked at provinces; at least one army must remain in Capital, however.
C) Set up their initial Staging Points.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1714.1).
Each Year has 12 Turns (1714.1 to 1714.12, for example).
The game ends after 1724.12 (Turn 120), and the Nation with the highest amount of controlled Territories wins!
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CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government.
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 +3 for Capital and +1 for each Province you have.
All your Armies are spawned at Capital Province and Staging Points at the speed of one Army per one Turn; however, You CAN set up a Staging Point at your Capital Province so that 2 Armies will spawn at your Capital per Turn.
You can change which Provinces are Staging Points during your turn; the switch will come into effect next Turn.
Amount of Staging Points is dependent on amount of Provinces you have:
1-4: 1 Staging Point
5-9: 2 Staging Points
10-19: 3 Staging Points
20-29: 4 Staging Points
30-39: 5 Staging points, and so on
If a Territory of yours is captured, and it had a Staging Point, it is dismantled and you will need to set up a Staging Point somewhere else during your next Turn.
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ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn. Water/Mountain Crossings are marked as red lines; this allow your Armies to cross mountains/sea provinces.
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NAVIES:
Provinces adjacent to a sea can create one fleet/turn from an army. Fleets can only move to sea provinces, or 'dock' at your sea-adjacent provinces. Unlike armies, fleet from different 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 docked at 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.
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.
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COMBAT:
When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
If you attack through Mountain Pass or Water Crossing (or attack from a Fleet), your Armies receive -1 penalty to their rolls.
Capital Provinces provide +2 to Defense rolls; Staging Points provide +1 to Defense rolls. These bonuses do NOT stack if you put a Staging Point in your Capital Province.
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.
In case of a draw, the Attacking army retreats to its point of origin.
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DIPLOMACY:
There is Peace, and there is War. The only real difference is behavior of Fleets; nations at Peace can share a Sea together, while fleets of nations at War will automatically engage each other when they meet on the same Sea region.
All other agreements, plots, alliances and so forth are left up to the players, who are free to conduct their negotiations openly or in the dark of forum's Personal Messages.
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NPCs:
One-Province nations that cannot be negotiatied with, and can be conquered if you win a single combat against its 'Army'. Every NPC Nation counts as Capital, so beware it's mighty +2 Defense bonus!