NATION SHEET:
Name: Your nation's name
Leader's Name: Who leads the nation (+username)
Government Type: One of the three available
Traits (points left): Please list them in this order: [Government][Nation Size][Army Numbers][Philosophy(Phil+Phil if you take Ideology Merger)]
Capital Territory #: Where is your Capital Territory located
National Color: Preferably bright colors, #RRGGBB values written on the side much appreciated.
!!NO ORANGES!!History: Purely for fluff purposes, can be a line or two long if you're not best with world-building.
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GAME PROGRESSION:
Game starts at Turn 0. 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.
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Territories (30 for small-sized map) for at least 6 turns.
B) Stagnation: Turn 200 ends (normal map).
Events:
There are several events in the game. At start of each Turn, there's 60% chance for an Event to occur.
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MAP OF MARS:
Click here for Map of Mars!The map is divided into 58 Territories, of which some will be taken by Nations at start, while the rest will need to be Colonized (look to paragraph below).
As the game takes place on entirety of Mars, you can circumnavigate the planet thanks to 'wraparound' routes, indicated with an arrow and number of the Territory.
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CAPITAL TERRITORY:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Lab Complex already built in there.
Furthermore, Capital Territory provides +2 to Max.Army limit
indepedent from Agriculture Dome increase (meaning you can put one in your Capital).
Bonuses received from Capital Territory often change, depending on the type of your Government or your nation's Philosophy.
When Capital Territory is conquered, it reverts into normal Province. The rest, however...
LOYALISTS:
After Capital falls, new Capital is established in random, un-conquered territory and then there's 50% chance (Nationalism and Xenophobic philosophies give a boost) for every unconquered province to remain with 'legitimate' government or surrender to the conquerors.
If the 'new' Capital (white skyscraper 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 Territory restores the Capital and secures the nation's existence once more.
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COLONIZATION OF MARS:
Unlike Earth, there is no prior Human occupation on Mars besides the newly arrived and established colonial Nations. All other Lands are unclaimed, and need to be colonized first if they're to be of some use.
To claim a previously unoccupied Territory, you need to move a unit of Corps there. On the next Turn, instead of moving that Corps unit some where else, you can let it build Fortifications in that Territory, claiming the land for your Nation.
Then, from the next Turn onwards, you will be able to build all other kinds of Territorial Improvements there.
DECOLONIZATION:
If all Improvements in a Territory get destroyed (either by after-combat razing or Missiles), it reverts to unclaimed status (orange soil) and it must be 'colonized' once again.
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ARMIES AND COMBAT:
There are two types of Armies in Era of Mars: Corps and Mecha Corps. The amount of Armies you can control at once depends on several things of which most important are Agriculture Domes. However, certain Technologies, Governments or Philosophies also increase Max.Army Limit.
Corps are spawned at Military HQ and Capital Territory (as it counts as Military HQ) each Turn. They can be converted, at Territories with Suit Assembly, into Mecha Corps (1 Corps per 1 Turn at each Assembly).
Mecha Corps are soldiers piloting Suits; powerful mechanical bipeds. Mecha Corps are much stronger than normal Corps and gain +3 to Attack and Defense rolls against them.
Both Corps and Mecha Corps travel 1 Territory per Turn; if there are any Maglev Improvements, however, they can move up to 2 Territories per Turn.
When two enemy Armies meet in the same Territory, combat occurs; a 8-sided dice is rolled, with defender gaining Defense bonuses, while the invading Army gains Attack bonuses.
The Army with lower roll gets destroyed; in case of a draw, the invading Army retreats to its point of origin.
Once all Defenders are destroyed, the invaders conquer the Territory; during capture, 1 random Territorial Improvement is razed (2 if the conquerors happen to possess knowledge of very destructive Fusion Artillery).
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RESEARCH:
Each Turn, your Lab Complexes provide Research Points, which further current Research Project towards completion. Normally, you receive 2 RPs per Lab Complex, but there are exemptions of this rule:
Democracies [government] get 3 RP from every Lab Complex.
MegaCorporation [government] gets 3 RP from Lab Complex in its Capital Territory.
Technocracy [philosophy] increases amount of RP from every Lab Complex by 1.
Positronics [technology] increases amount of RP from every Lab Complex by 1.
Also, there are flat modifiers to Research Points:
Green Path [philosophy] gives -5 RP/Turn penalty.
Socialism [philosophy] grants +2 RP/Turn bonus.
Moleculatronics [technology] grants +7 RP/Turn bonus (+13 for Technocracy).
There are also Autolabs; they provide 7 RP per Turn but are not affected by any bonuses like Lab Complexes are.
Finally, there is Cybernetics technology; instead of providing RP/Turn bonus, it instead lowers RP cost of all Technologies by 10%!
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TERRITORIAL IMPROVEMENTS AND POWER SUPPLY:
Each Territory can build 1 Territorial Improvement per Turn. However, each Territory has a set amount of TIs it can support; the base amount is 4 TIs.
You can support more TIs per Territory by researching energy Technologies: Thermonuclear Power, Cold Fusion and Antimatter Fission. Few improvements require 2 Power.
Macroimprovements are large-scale constructions; these have an extra requirement of Macroconstruction tech needing to be researched before they can be constructed, even if required Technologies for them are already researched.
Improvements you can build in your Territories are:
Fortifications (no requirement):
Defensive structures that grant your Corps +2 to Defense rolls in that Territory. Fortifications are also used to claim previously unoccupied Martian lands (check Colonization chapter for more info).
Agricultural Dome (no requirement):
Agricultural habitats were people live and grow food. Increases your Max.Army limit by 2.
Military HQ (no requirement):
Provides a recruitment and Corps creation point. Provides +1 to Defense rolls of Corps/Mecha Corps in the Territory and Territories adjacent to it. Armies attacking from the Territory with Military HQ gain +1 to their Attack rolls. You need to 'spend' 1 Corps to staff and garrison the complex.
Missile Silo (Martian Aerodynamics tech):
Allows for storage and launch of big-ass missiles: standard Nukes, and, later on, Thermonuclear and even Antimatter Missiles.
Suit Assembly (Mobile Suits tech): [2 POWER]
Military complex that allows for production of mechanized Suits. You can convert Corps into Mecha Corps here.
Forcefield Generator (Forcefields tech): [MACROIMPROVEMENT, 2 POWER]
Powerful generator capable of encompassing large areas with energy shield. All your Units gain +1 to Defense rolls in Territory with FF Generator, and Nuclear/Thermonuclear/Antimatter Missiles destroy 2 Territorial Improvements less, and their chances to destroy Corps/Mecha Corps are halved. Forcefield Generator's Defense bonus is not reduced by 'artillery' techs of any kind, and can never be destroyed by Missile attack.
Airbase (Martian Aerodynamics tech):
Airbases house military aircraft that supports ground armies in combat. Airbase provides +1 to all rolls of your Armies in the Territory and Territories adjacent to it.
AA Network (no requirement):
A network of anti-air defenses. Enemy Armies do not receive Airbase bonuses when attacking Territory with AA Network. AA Network has 40% chance to shoot down an incoming Nuclear/Thermonuclear/Antimatter Missile.
Lab Complex (no requirement):
Laboratories, institutes and other science buildings clumped together. Lab Complex generates 2 Research Points per Turn.
Maglev (no requirement):
Magnetic train network, used to carry items and people across territories. Your Corps/Mecha Corps can move up to 2 Territories per Turn, provided that the starting, middle and destination Territories all have Maglevs.
Transporter (Matter Transmission tech): [MACROIMPROVEMENT, 2 POWER]
A building where goods, armaments and people can be instantly transported en masse. Corps/Mecha Corps stationed in a Territory with Transporter can spend their movement to instantly travel to any other friendly Territory with a Transporter.
Autolab (Positronics tech): [2 POWER]
Automated laboratory that continuously analyzes new data and performs theoretical research. Autolab generates 7 Research Points per Turn, but does not receive bonuses that affect normal Lab Complexes.
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MISSILES:
Once you construct a Missile Silo, you can launch Nuclear Missiles at your enemies (later on, you can gain access to Thermonuclear and even Antimatter missiles). You can launch 1 Missile from each Silo you control each Turn. Missile Silos have range of 2; with Fusion Engines it becomes 3.
Nuclear: They are able to blow up two Territorial Improvements at once, and kill 1 random Corps or Mecha Corps on hit. Unfortunately, these dirty devices produce Fallout, which severely screws up the Territory that was blasted.
Thermonuclear: After researching Thermonuclear Power, you gain access to Thermonuclear weapons. These fusion bombs, compared to their predecessors, produce no Fallout, whilst the amount of Territorial Improvements destroyed is raised to 3.
Antimatter: Once you get Antimatter Fission, you get Antimatter missiles. These instruments of destruction blow up to FIVE Territorial Improvements on hit and can kill up to 2 enemy Armies!
Do not be overly worried, though! There are several ways to ensure your Nation's defense against ballistic holocaust:
AA Networks have a chance to shoot down incoming Missiles; while at start they have not-so-reassuring 40% chance to do so, with Laser Artillery tech that chance is boosted to 70%, and if you get Wave Motion Weaponry tech, your AA Networks will have a whooping 95% chance to shoot down incoming missiles.
Forcefield Generator is another Territorial Improvement hindering Missiles; if present in the Territory, it reduces amount of TIs destroyed by 2, plus the Missiles have only 50% chance to kill an Army of yours stationed under its protective parasol.
Fallout from Nuclear Missiles:
Every time a Nuclear missile strikes a Territory, it produces Fallout. Fallout screws up the unfortunate Territory in several ways:
A) No Corps can be spawned or Mecha Corps created in affected Territory (no conscript is stupid enough to get willingly irradiated).
B) Agricultural Dome built there provides 1 point of Max.Army less.
C) Armies stationed in the affected Territory receive -1 to Defense rolls.
A singular Nuclear Missile produces 6 'units' of Fallout; each Turn, 1 unit is removed. Subsequent Nuclear strikes add another 6 units.
There is fortunately a way to greatly reduce Fallout time; Radiophages tech! It both cuts down current Fallout and increases the rate Fallout is lowered per Turn (check Techs spoiler for details).
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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 Scientific Exchanges and Military Pacts to be conducted.
Scientific Exchange - Cooperative research provides both nations with +4 RP/Turn bonus (modified by Technocracy philosophy).
Military Pact - Nations are helping each other in terms of logistics; Armies can be moved across bordering provinces using Pact partner's Maglevs.
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 Non-Agression and Scientific Exchange at Turn 8; at Turn 9, they can no longer enter each others' territories and start receiving the RP bonuses.
The only treaty that is instanteous is war declaration.
Each Nation can have up to 2 Scientific Exchanges going at once.
Trading:
In current version of the game, you can trade Territories, and researched Technologies.
Technologies obtained this way will be applied at the start of new Turn. Territories will be handed over as soon as they're free of armies of their previous owner.
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ESPIONAGE:
Each Turn, you can perform 1 Espionage action. The base chance for Espionage Action to succeed is 50%; this is modified by various Technologies and Philosophies.
When an Espionage Action fails, there's a roll to determine whether the target discovers your attempt at confusion; the chance is equal to half the % of failure.
For example: If you have 60% chance for your action to succeed, yet it fail, then there's 40/2 = 20% chance that the target discovers your attempt.
All Espionage results will be processed, applied and announced at the start of a new Turn.
The following Espionage actions are available:
Data Loss: Causes a loss of Xd6 Research Points in target Nation's Research Project, where X is the 'rank' of the Project.
Plant Hoax: A fake 'espionage attempt discovered' alert will be sent to the target Nation's player (Paranoia away~!).
Sabotage: 1 randomly choosen Territorial Improvement in a Territory choosen by you will be destroyed.
Surveillance: Halves enemy Espionage chances till your next Turn. If you do not choose any Espionage Action for a Turn, Surveillance is applied automatically.