GAME PROGRESSION:
Game starts at Turn 0 (named 'Pre-1940'). During this turn, players are allowed to set up diplomatic ties with other Players.
After all Players finish pre-game diplomacy, game starts proper with Turn 1 (Year 1940.1).
Each Year has 12 Turns (1940.1 to 1940.12, for example).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Provinces for at least 6 turns.
B) Stagnation: Turn 240 (Year 1960.12) ends.
C) Spacepower: One Nation completes 'Lunar Landing' research project.
---
MAP:
Here is the link to the alternate 1940 map.12 Provinces are 'Populous' territories, which net extra army size. These territories are:
Kiev (#20), Stalingrad (#22), Izmir (#26), Transylvania (#39), Poland (#43), Bavaria (#49), North Germany (#50), Milan (#61), Seville (#76), Morocco (#77), Alexandria (#84) and Leningrad (#87)
Mountains are impassable, except at Mountain Passes (red lines on brown). Water regions can be traversed by Fleets, while Armies can cross short distances via Water Crossings (red lines on blue).
---
CAPITAL TERRITORY:
The center of every Nation, housing the seat of the government. It counts as Military HQ.
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 given 1 extra Army there. There's 50% for every unconquered territory 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 territory restores the Capital and secures the nation's existence once more.
---
ARMY MANAGEMENT:
All your Armies are spawned at Capital territory at the speed of one Army per one Turn. Maximum amount of Armies you can have is determined by amount of Territories you have as well as certain Research projects you complete.
Armies also spawn at each Military HQ you have built (same speed as at Capital). Capital territory 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.
Once you research 'Mechanized Infantry', you can create Mobile HQs, by 'spending' 1 Army at a HQ Improvement.
Mobile HQs have all abilities of a HQ Improvement except the ability to spawn new Armies. They also cannot attack; and a Mobile HQ without Armies in the same Territory will be insta-killed by invading enemy Armies.
---
ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Territory per turn. With development of 'Mechanized Infantry', they can move 2 Territories per turn.
Railroads allow Armies can move 3 Provinces per turn, provided all four (starting, middle, destination) territories have Railroads built. 'Electric&Diesel Trains' tech increases this to FOUR Provinces per turn.
Sea Regions and Mountains can be crossed at Water Crossings and Mountain Crossings (red lines).
---
GOVERNMENTS:
Constitutional Monarchy:
Head of the family (King or Queen) rule over their domain, with their family members being next in line to the throne. The Parliament or other political body governs the administrative side of Constitutional Monarchy, rendering actual monarchs with less amount of power than kings and emperors of the old.
Cheap Conscripts: Populous provinces, as well as Capital, increase amount of max armies by 3 instead of 2.
Not Quite Modern: Constitutional Monarchies receive -3 to RP (Research Points) per Turn.
Republic:
The nation is governed by a 'council' of elected representatives of the people; said representatives are often experienced and/or popular individuals, with their numbers going up to few hundred - depending on internal politics and the size of the nation. They often have a representative, 'Speaker' or some such, who deals with foreign dignitaries and representatives of the citizenry.
All Roads Lead To...: Capital Province increases amount of max armies by 3 instead of 2. Academy in Capital Province provides 3 RP per turn, instead of usual 2.
Dictatorship:
The nation is in the grip of one man; army is utterly loyal to the leader while the population supports him/her due to the terror politics or sheer charisma of the dictator - sometimes both. The dictator has a council of advisors, generals and ministers who run the administration for him. Centralized economy and effective bureaucracy further ensure the steady development of the nation.
For the Fatherland: Armies of the Dictatorship get +1 bonus to their defensive rolls.
NEUTRALS:
Several Territories are independent, neutral nations. To conquer them you need to win a battle against one 'army' that has +2 Defense bonus. Once you conquer the neutral nation, it becomes your Territory.
Neutrals are: Ireland (#2), Norway (#6), Estonia (#16), Latvia (#17), Lithuania (#18), Armenia (#29), Albania (#35), Bulgaria (#37), Hungary (#41), Poland (#43), Austria (#48), Netherlands (#52), Belgium (#53), Switzerland (#60) and Portugal (#72)
---
NAVIES:
Territories 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.
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 usually receive combat bonuses from Nautical technologies, with exception of Rocketry (Aeronautics category).
You can dismantle Fleets that are docked in a Port of a Territory that you control; you do not regain the Army spent on the navy, though.
---
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, your Armies receive special -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 Province was captured without fight, nothing is razed.
---
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:
Republics receive 3 RP from the Academy in its Capital Province.
'Advanced Computers' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP per Turn based on certain Traits and Technologies:
'Nuclear Fission' and 'Satellites' Techs grant 5 RP and 12 RP respectively.
Exchange Treaties generate +2 RP per Turn for both nations.
Monarchies receive -3 RP/Turn penalty.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
---
PROVINCIAL IMPROVEMENTS:
You can build 3 of these in the entire nation per turn. 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 3 Provinces per turn (4 with 'Electric&Diesel Trains' tech), as long as starting, mid- and destination provinces are all connected by Railroad.
Academy (No requirements):
Provides 2 Research Points per turn (this can vary however, check 'RESEARCH' above).
Fortifications (No requirements):
Armies in the province gain +1 bonus to their Defense rolls.
Port (No requirements):
Lets you create one Fleet at the cost of one Army. You can dismantle Fleets docked at Port (you do not receive your Army back, however).
Military HQ (No requirements):
Provides a 'spawn point' for your armies and grants +1 to Defense rolls of Armies stationed in the territory and territories adjacent to it. Armies attacking from a Territory with a HQ get +1 to their Attack rolls. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create a Military HQ there.
Airfield (No requirements):
All friendly armies in the province and in provinces adjacent to Airfield gain +1 to their Attack and Defense rolls. The strength and range of this bonus increases with certain Aeronautical technologies. Fighters stationed at Airfield can intercept 1 Bombing Action against the Airfield's territory per Turn. Bombing Action: Once per turn, an Airfield can launch Bombers that will destroy 1 Provincial Improvement of enemy nation as long as it is in Airfield's range, although Bombers can be intercepted by Fighters or shot down by AA Batteries.
AA Batteries (No requirements):
Has 40% 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). Improvements in Aeronautics increase the chance to repel Bombing and later on even Missile attacks.
Factory (No requirements):
Each 4 Factories your control grant +1 to PI/Turn limit.
Missile Silo (Nuclear Missiles tech required):
Stores and prepares nuclear missiles for launch. The total amount of Nuclear Missiles you can launch per Turn is equal to your Nation's PI/Turn limit. Also, Missile Silos house numerous other non-nuclear missiles that provide Armies stationed in the territory with +1 bonus to their Defense rolls.
---
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 Exchange Treaties to be conducted.
Exchange Treaty - Borders are open for sharing of trade and research; nations that have Exchange Treaty gain extra +1 to Max.Army bonus and +2 Research Points per Turn.
Military Pact - Nations are helping each other in terms of logistics; Armies can be moved across bordering provinces using Pact partner's Railroads and across water using Pact partner's Fleets.
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 Exchange Treaties at Turn 8; at Turn 9, they can no longer enter each others' territories and start receiving the max.army and RP bonuses.
The only treaty that is instanteous is war declaration.
A nation can have only 2 Exchange treaties.
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. Technologies are applied at start of new Turn, and Province(s) will be handed over as soon as they're free of armies of their previous owner.
---
NUCLEAR WARCRAFT AND CONSEQUENCES THEREOF:
Once you research Nuclear Power tech, you gain access to Atomic Bomb; it's a specialized Bombing action, launched from Airfields. The amount of Atomic Bombs you can use per Turn is 2.
Once you research Nuclear Missiles tech, you can build Missile Silos; the amount of Missiles you can launch per Turn is equal to your PI/Turn limit.
A successful Atomic Bombing/Nuclear Missile attack obliterates up to 2 random Provincial Improvements and 1 Army stationed in the targeted Province.
Unfortunately there is a nasty consequence of a Nuclear attack: FALLOUT.
On successful delivery, an Atomic Bomb/Nuclear Missile produces 6 'units' of Fallout; each Turn, 1 unit is removed. Subsequent deliveries add another 6 units.
A) No Armies can be spawned in affected Territory (no conscript is stupid enough to get willingly irradiated).
B) The affected Territory provides only +1 to Max.Army limit, with all bonuses temporarily ineffective. Any Populous Province is turned into a Normal one as its inhabitants flee the area.
C) Armies stationed in the affected Territory receive -1 to Defense rolls.
D) Territories suffering from 'Fallout' cannot become Populous via a Random Event.
---
EPIDEMICS:
When a Territory is hit by an Epidemic (via a Random Event), no Armies can be spawned in affected Territory, and every Turn, there's 40% chance that 1 Army stationed in the area will be destroyed. Every Turn, there's a 20% chance for an Epidemic to end.
Both Vaccinations and Antibiotics Technologies halve the kill chance and double the end chance of Epidemics (for the 10% kill chance and 80% end chance total).