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'
Starting Tech: Any of 'basic' Technologies is viable
Traits (Points left): These are stored within 'Nation Traits' spoiler. Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][miscellaneous (if any)]
Capital Province #: Needs to have at least 3 Provinces adjacent to it (Mountain Passes/Water Crossings count), check the map link below. CANNOT be adjacent to another Capital!
Other Provinces: List them here.
National Color: Preferably bright colors, #RRGGBB values much appreciated. Please avoid colors already on the map!
History: Purely for fluff purposes, skip 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 NPC (if present)
B) Deploy armies in their provinces.
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) One Nation controls 2/3 of all Provinces (36 in EoD:RE).
B) Turn 50 ends; the Player with most Provinces wins.
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MAP:
The map is divided into 54 Provinces.
>>>Here is the link to the initial map<<<8 Provinces are 'Populous' provinces, which give bonus +1 to Max Army limit. These provinces are choosen at random,
after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nation).
Water and Mountains are impassable, except at Water Crossings (red lines on slate) and Mountain Passes (red lines on brown). Attacking through these incurs -1 penalty until Engineer Corps tech is researched.
'Unclaimed' Provinces after start of the Game require to be conquered, behaving as if there's 1 Army stationed inside (without modifiers).
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CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ for purposes of Army deployment.
Capital Province provides some important bonuses: +3 RP/Turn, +1 Max Army limit, and +1 to Defense rolls of your Armies stationed within.
Losing the Capital does not mean the end of the game for you, but it can severely damage your ability to 'bounce back'. Protect it well!
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ARMY MANAGEMENT:
Every Nation's starting Max Army Limit is 3 (base 2 + Capital Province's bonus of +1).
You can increase the Max Army Limit in several ways: playing as Monarchy or Republic, annexing Populous Provinces, changing your Military Doctrines, developing certain Technologies and by building Factories.
At start of your Turn, you can place Armies at your Capital and Military HQs you have. You can place 1 Army at Capital/HQ per Turn.
When you have more Armies than Max Army size, you must disband as many Armies as needed until you go down to your new Limit.
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ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn. You cannot move newly placed Armies.
Railroads allow Armies can move 2 Provinces per turn, provided all three (starting, middle, destination) Provinces have Railroads built. Enemy Railroads are NOT accounted for that.
Moving through Mountain/Sea Passes requires a full Turn until Advanced Engineering tech is researched.
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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.
Combat roll itself is a 1d8+bonuses-penalties. Whichever army loses the roll, is destroyed. The rolls are repeated until all Attackers or Defenders are destroyed.
In case of a Draw, the Attacking Army returns to the Province they've attacked from.
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 Nation produces a certain amount of Research Points (RP).
Your Capital Province gives +3 RP/Turn.
Each Academy you own gives +3 RP/Turn as well.
These values can be modified by your Government, Technologies and Doctrines.
Research topics and required RP values are in 'Research and Technologies' spoiler.
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PROVINCIAL IMPROVEMENTS:
You can build 3 per Turn. Each Province can have maximum of 5 Provincial Improvements, and the same Improvement cannot be build in the Province twice.
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, as long as starting, mid- and destination provinces are all connected by Railroad. You gain +1 to PI/Turn per 5 Provinces with Railroads you control (this bonus caps at +3).
Academy (no requirements):
Provides 3 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.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'spent' in the Province to create a Military HQ there.
Factory (no requirements):
+1 Max Army Limit.
Airfield (requires PRIMITIVE AEROPLANES from Aeronautics):
Provides 'Airfield Bonus' depending on your Aeronautics tech.
AA Batteries (requires ANTI-AIR DEFENSE from Aeronautics):
-3 to Enemy Strategic Bombing rolls against the Province.
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TREATIES:
Treaties are agreements between two Players to promote development of their nations. Treaties can be arranged before start of the game (Turn 0), or during the game.
Maximum amount of Treaties a Nation can have is 1; this can be increased by Mercantile Nation Trait (+1) and by researching Broadcasting (+1).
Treaties are active at start of the next Turn after the two Players have agreed to form a Treaty; treaties formed at Turn 0 are active from the start of the game (Turn 1).
The two Players interested in a treaty must agree on the bonus of the Treaty. Available bonuses are:
A) +1 Province Improvement/Turn.
B) +2 Max Army Limit.
C) +3 Research Points/Turn.
A Treaty remains in force until either of the Players declares that it is void. Treaties are also automically voided when either Player bound by a Treaty attacks the other.
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NPC NATION:
If there will be a large number (10+) of unclaimed Provinces after all Nation Sheets are in, GM will make a Normal- or Large-sized NPC Nation if possible.
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STRATEGIC BOMBING:
Strategic Bombing Action is a special action available once you develop 'Strategic Bombers' tech.
Each Airfield can launch an SB run against adjacent enemy Province. You must specify the Province and the Target of the bombing run.
A 1d6 roll is performed.
If the rolled number is 1, the bombing run fails.
If the rolled number is higher than 1, the bombing run suceeds and the Target is destroyed.
This chance can be reduced by AA Batteries, and Airfields (further reduced if Radar tech is researched).
Multiple Airfields can be used to bomb the same Province, and even the same Target, if one so desires. In case of early success, other SB rolls will NOT be redirected!
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MILITARY DOCTRINE:
These specialized war plans can help your nation achieve certain goals faster. Once you set a Doctrine, you can change it again after 5 Turns; during Turn 0 ('Pre-1900'), you can set Doctrines so that they are active from the very start of the game.
At start, only two Doctrines are available, and two Doctrines can be active at once. New Doctrines are unlocked when certain Technologies are researched, while additional Doctrine slots are unlocked when you reach 5 and 7 Doctrines available for use (+1 slot in both instances).
If you gain a new Doctrine Slot, you can add a new Doctrine immediately on your Turn; this resets the cooldown timer.
Trench Defense/TD: (available at start)
-1 to Attack and +1 to Defense rolls.
Mass Conscription/MC: (available at start)
+3 Max Army limit.
Total War/TW: (requires EXPLOSIVE SHELLS from Military)
+1 to Attack rolls. Enemy provinces captured via Combat will have 2 Improvements razed.
Chemical Warfare/CW: (requires MODERN CHEMISTRY from Sciences)
+1 to Attack and -1 to Defense rolls.
Aerial Superiority/AS: (requires MILITARY AIRCRAFT from Aeronautics)
Airfields cost only 0.5 PI/Turn to build. -1 to Enemy Strategic Bombing rolls.
Defense in Depth/DD: (requires SHORTWAVE RADIO from Communications)
Fortifications and Military HQ in Province provide bonus +1 to Defense rolls of Armies stationed within.
Bomber Squadrons/BS: (requires STRATEGIC BOMBERS from Aeronautics)
+2 to Strategic Bombing rolls. Airfields provide additional +1 to Attack rolls.
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TYPHUS:
Typhus outbreaks occur when there's no 'modern medicine' developed yet. Typhus Outbreaks can only occur via Random Events.
A Province with Typhus cannot be used to place Armies.
If the Province is Populous, it also reverts to 'normal' if hit by Typhus.
At start of each Turn, Typhus-affected provinces will roll a 1d6 dice. The outcomes are as follows:
1-2: Typhus spreads to adjacent Province.
3-4: Nothing happens.
5-6: Typhus outbreak ends.
Researching 'Modern Biology' gives +1 to above roll; researching Antibiotics makes your Provinces safe from Typhus forever.
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RANDOM EVENTS:
Each turn, a random Province is rolled; the targeted Province (or its Nation) will be hit with one of Events from list below:
1.Typhus Outbreak:
Province is hit with Typhus!
2.Earthquake:
2 random Improvements in the Province are destroyed; 1 if you have researched Advanced Engineering tech.
3.Emmigration Wave:
Only Populous Provinces; Province reverts to normal.
4.Young Genius:
Current Research Project gains 10% of required RP.
5.Immigration Boom:
Only normal Provinces; Province becomes Populous.
6.Separatists:
Target Province becomes 'Neutral' if no Army is occupying it; else, 50% chance to destroy each Improvement (all rolled separately). Capital Provinces can never trigger this Event.
7.Laboratory Disaster:
Current Research Project loses 10% of required RP.
8.Parliamentary Crisis:
Democracies only. Political Party bonus removed and Elections will occur next Turn; this also resets the Elections timer.
9.Interesting Times:
Two Events are rolled this Turn.
10.Comet Sighted:
All Academies in Nation +1 RP/Turn for 5 Turns. Comet Sighted can happen only once per Game.
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