Rules
These rules are copied from Aetius' originals. I simply posted them to use as a template for updating or use.
Economy
• Taxes and Trade are the primary sources of income. This game is not designed to be fair, but designed to be an accurate representation of the economic inequalities of the nations in the eighteenth century.
• Every province is worth 200,000 a turn. Income is updated every Monday by me.
• Provinces can be upgraded, although this is only done when you have nothing better to do with your money and love peace. It is not cost-effective compared to smart wars or gaining trade. Hippies rejoice.
Level 1: 200,000
-upgrade to next level: 300,000-
Level 2: 250,000
-upgrade to next level: 400,000-
Level 3: 300,000
-upgrade to next level: 500,000-
Level 4: 350,000
-these levels are only attainable via Administrators-
Level 5: 400,000
Level 6: 450,000
•
Trade exists always, you do not need to ask for trade rights with people. There are 9 very important trade routes worth 600,000 each. To capitalize on these profits, you must send your fleets to patrol and tax them. The catch is, other nations can send fleets to the same trade route, but then you will be sharing the profits with them. If you are greedy, you will attack the enemy navy and claim all the profits as your own once again.
Example: Spain sends 3 fleets to the Slave Trade Route. Because they are the only ones with fleets there (100% control), they gain 600,000 a turn. Later, the Portuguese send 1 fleet onto the route, and the Spanish pay no heed. This turn they only control 75% of the trade profits because they control 75% of the fleets (3/4) on the route, while the Portuguese earn 25% of it(1/4). This pisses the Spanish leader off, and the 3 fleets pwn the Portuguese and Spain is rich again. End of story.
• Any of your trade income is enhanced +10% for controlling key colonies along that trade route. For example if you control Niger and you control the whole slave trade, you gain 710,000 (+10%) instead of mere 650,000. If you controlled Niger and New Granada you gain 775,000 (+20%) The combination of controlling the sea lanes and colony ports can result in total economic domination.
Fur/Lumber Trade Route (Brown)– Hudson Bay, Quebec, Northern Colonies
Sugar/Tobacco Trade Route (Orange)- British West Indies, Spanish West Indies, Dutch West Indies, Southern Colonies, Central Colonies, French West Indies
Slave Trade Route (Black) – Nigeria, Sao Paulo, Grao-Para, New Granada, Suriname
Manufactured Goods Trade Route (Turquoise) – Essex, Holland, Lisbon, Normandy, Andalusia
Africa Trade Route (Gold)- Angola, South Africa, Mozambique
Arabian Trade Route (Purple)– Syria, Ahmadabad, Karnataka
Spice Trade Route (Light Green) – Bengal, Sri Lanka, Orissa, Sumatra, Java, Borneo
Mediterranean Trade Route (Yellow)- Aragon, Sicilies, Algiers, Rumelia
Oriental Trade Route (Red) – Phillipines, Kwangtung, Kiang-Su, Hong-Kong/Macau, Kyushu
Baltic Trade Route (Dark Slate Blue) – Sjaelland, Uppland, Novogord
Pacific Trade Route (Blue) – Southern Mexico, Rio de Janeiro
Military
Similar to Berts military rules, the costs and times are modified. Things to note;
• All units upkeep is at 50%, except for forts which stay at 5%.
• Armament has replaced armor. What soldiers were armed with is much more important than their armor. In fact, armor was practically nonexistent.
• Training times and cost have been reduced. Armies in this era were raised relatively fast. People didn’t have to be life-trained warriors; the wide use of guns allows this to happen.
• Cavalry and Infantry remain, yet now there is field artillery. Same idea as before though. Cavalry>Artillery>Infantry>Cavalry
• NEW: Units can be retraned with higher skill level. Training time remains the same although you can subtract the initial skill level from the new skill level.
• Some armaments and technology are not available to certain factions. Factions are either “Fully Westernized” or not. Westernization a process whereby societies come under or adopt the Western culture in such matters as industry, technology, law, politics, economics, lifestyle, diet, language, alphabet, religion or values. Once a faction has westernized they can access these higher levels of units.
• To Westernize requires two turns at half income. Westernizing can be canceled at any time but all progress will be lost.
• Forts can be built anywhere, but do not have to be taken to secure a province. They do however have the ability to store large number of soldiers and can allow for raiding if not taken. Another great use for forts is on the cost where your fleet harbors. Land batteries have much more power and range than ships do, thus extending an enormus defensive advantage. Their upkeep is 5%
• All fleets cost the same. You can buy three different types, essentially Large, Medium, and Small. Large>Medium>Small>Large. Small fleets come in 6 ships, Medium come in 3, and Large are just 1. If you look on the graph there are multiple names but each ship fits into these classes.
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Movement
Land Movement
When you move into another province it takes time, the amount of irl time depends on which color it is.
Green - 1 daySea Movement
Yellow - 2 days
Red - 4 days
You simply draw a line from your orign to your destination avoiding as many blue lines you can and not crossing any black lines. Every line you cross equals 1 irl day of travel. If a fleet has soldiers with it, the journey takes twice as long.
If it is within your own sea zone it takes 12 hours.
Current Players -
Rvfvs
Mr. Blue
Israzan
Carloginias
KOS
Rosencruz
Pitne For
Kingzilla
KOVAV
Double A
Rommel
Arkcento
Aussie Guy
Aetius (?)
Nico
Major Darling
Marechnal Ney
Orko
MMM






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