This time, I have built an entire Spreadsheet before starting this game, so we shouldn't suffer any major hiccups. https://docs.google.com/spreadsheet/...HWXR6Q1E#gid=0. In order to use the Spreadsheet, I will need your email accounts.
The fifth edition of National Alliances institutes a new concept: Public Order.
Public Order is a numerical rating between 1 and 100, and represents your country's satisfaction with your rule. People in groups are fickle, and improving or worsening Public Order can occur even when you do everything Right.
Improving Public Order
Gaining Public Order isn't as easy as losing it.
Public Order, though, can be gained through a variety of methods. Often, winning a war, lowering taxes, presiding over an economic boom, possessing popular National Ideas, and enacting good policies can contribute to increased stability.
The following occurrences increase your Public Order.
Every time you win a (significant) Battle.
Every time you win a war.
Every time you sign a war with an armistice resulting in Status Quo.
Every time you utilize a trait of one of your characters.
Your national policies annually compound a bonus.
Your national ideas annually compound a bonus.
Every time your nation experiences prosperity either through lower taxes or economic revival.
You may be allowed to increase Public Order by making a serious financial investment into the well-being of your people. This make take the form of a tax rebate, a donation to a Common Public Trust, the construction of a National Monument, or anything else that you might be able to think of.
Reducing Public Order
Loosing Public Order is an easy thing to do, it occurs when you fail a Public Order roll (see "Effects of Public Order"), but can also happen throughout play. The following circumstances always incur a penalty to your Public Order.
The following occurrences reduce your Public Order by 5.
Every time you build a Factory or Mine.
Every time you lose a (significant) Battle.
Every time you make a declaration of War.
Every time you lose a Special Character.
Every time you make a policy switch.
Every time you lose a province.
Every time you lose an economic asset.
The following occurrences reduce your Public Order by 10.
When you lose a Head of State or Heir.
When you start a War of Aggression.
When you enter into a War without a formal declaration.
When you lose a War.
Additionally, you can use "Public Order" to purchase National Ideas at 25 Public Order points.
Effects of Public Order
Public Order would mean nothing if it didn't do anything, and whats more - if it were too complicated or time-consuming it would actually be detrimental to the game. From time to time, a moderator will roll a d100, if the result is below or equal to your Public Order, then nothing happens. If the result is above your Public order, then your people become dissatisfied, and you enter a period of Civil Unrest, Rioting, or Rebellion.
When do they Roll?A moderator will roll for you whenever you do something in diplomacy or in an event that has a serious chance of pissing people off. Declaring War, Executing Prisoners of War, Ethnic Cleansing, all those kinds of nasty things will spawn a roll.
Civil Unrest: A period of Civil Unrest occurs when you fail a roll, and your Public Order is 66 or higher. Civil Unrest is pretty mild, and simply results in a loss of 5 Public Order. Rioting: A period of Rioting occurs when you fail a roll with a Public order of 33 to 65. Rioting is more severe than Civil Unrest, and results in the destruction of 1 Economic Asset per 2 provinces you control - in addition to the loss of Public Order from Civil Unrest. Rebellion: A period of Rebellion occurs when you fail a roll with a Public Order of less than 33, and is a serious incidence where a significant number of your people no longer believe in your government - and create their own. Approximately 1/3 of your provinces become a new NPC nation, and take 1/3 of your armed forces with them. This NPC nation starts at war with you, and has no desire to join you ever again.
Special Characters are the actors through which you interact with the world. When you talk with one another, or with an NPC, you are speaking through the voice of an Ambassador, Diplomat, President, or King. When you fight a battle you are issuing orders through the mouth of a General. Special Characters are the actors on the screen, and everyone else is merely an Extra. The following are characters that are available for use in play.
You are allowed a character for every two provinces that you control, in addition to your Head of State and Heir. Characters cost 100,000.
Head of State
Your Head of State is the leader of your nation, whether he is a Prime Minister, President, King, Emperor or Caliph. You must always have a Head of State, and if your HoS is ever killed your Heir assumes this position - after your nation suffers a significant Public Order loss. The Head of State performs a myriad of functions he can be used in the same fashion as a General or Diplomat, with the exception of granting a +10 to the roll.
Heir
Every nation has an Heir, he is the "back up" for your Head of State. This character can be a Vice President, Crowned Prince, or just an unofficial "next in line" in a parliament. If at any time you lack an Heir, you must take an heir as your Special Character on your next turn. Heirs can function as both Generals or Diplomats.
Diplomat
Diplomats are useful in negotiations with NPC factions and armies. In such situations, your die roll gains a +5 bonus for each diplomat assigned to the task (with a maximum of +25).
General
Generals are commanders of armies, fleets or airforces, and help coordinate and plan military campaigns (both defensive and offensive). Generals are unique in that they are rated by "stars". Generals begin play with one star, denoted after their name as such: Douglas MacArthur (*). Every time the general wins a battle, he has a 50% chance of gaining a star, and every time he loses a battle he has a 50% chance of losing a star. Generals can have a maximum of 5 stars. If a one-star general loses a battle and fails his roll to keep his star, he is considered lost (either killed or fired).
Generals are deployed with armies on campaign, the side with the highest-ranking general gains a +5 bonus to their victory chance, and the side with superior numbers of generals gain a +5 bonus to their victory chance.
Every nation needs a government, and every government needs policies and ideas to hold it together and to help it function.
Many of the Domestic Policies that you enact will have a direct and indirect impact on the growth and development of your nation.
Domestic Policies
There are three categories that you can change for a cost of 5 Public Order.
Governmental Policy: This slider represents how Democratic and Free, or how restricted and Authoritarian your government is. Democratic Governments have the ability to elect a new government, with new policies, every two turns. This necessarily implies either removing their Head of State and Heir. Authoritarian Governments have the ability to dramatically change the properties of a particular province, which allows them to quickly "assimilate" any foreign provinces, either through reeducation, deportation, or genocide. Foreign Policy: This slider represents how Isolationist and Peace-loving, or how Interventionist and Hawkish your government and people are. Isolationist countries suffer larger penalties in declaring and fighting wars. However, as a trade-off, a largely isolationist nation is viewed by foreign investors to be a very safe bet, and thus they tend to experience much higher amounts of financial investment and economic growth. By contrast, Interventionist Nations can quite easily weather a War of Aggression, but lack the reciprocating economic perks. Economic Policy: This slider represents either how Liberal and Business-friendly your Government acts, or how Socialist and Interventionist it will become when faced with social inequality. Nations that have embraced Market Liberalism are characterized by a high emphasis on productivity while remaining largely indifferent to class struggles, giving a boost in income to Factories, Mines, and Financial Centers. Socialist nations, by contrast, routinely crack-down on such behavior and as a bonus, the Public Order costs to building and improving new Factories and Mines are greatly reduced at the expense of Economic Efficiency.
Democratic Elections
Elections have been the usual mechanism by which modern representative democracy has operated since the 17th century. Elections fill offices in the legislature, sometimes in the executive and judiciary, and for regional and local government.
Each elections affords you two times your Democratic slider state in free Policy changes. So a Nation that is only Partially Democratic can only change two policies per election, while a complete free democracy can change up to six policies for free each election.
Authoritarian Governments
Authoritarian Governments are known for their resilience, dogmatism, and brutality. Virtually all nations struggle with foreign and unassimilated populations and groups within their domain. However, only authoritarian nations are brutal enough to effect a change of this magnitude, whether through genocide, forced displacement, suppression, or mass indoctrination.
National Ideas
Military
Conscripts - Your nation now embraces conscription, where all able young men are drafted into the Army, thus requiring far less money spent in order to recruit them. Infantry cost 25% less.
Nationalism - When empty provinces are invaded, a militia the size of the provincial income of the region is automatically spawned to defend your land. Additionally, this allows you to spawn militias friendly to your nation in other countries occupying your national territories. Spawned and existing pro-national militias will ultimately defect to your faction.
Battlefield Promotions - Allows sufficiently experienced units to promote (e.g. Militia units will become Regular Units, and Regular units will become Veteran level). Further, this halves the experience needed for Generals and units to gain a new rank of experience.
Military Drill - All units start out with +1 experience.
Naval
Battleship Focus - Superbattleships, Battleships, and Battlecruisers cost -15% to produce and start with +2 experience.
Carrier Focus - Escort, Air Carriers, and Super Air Carriers cost -15% to produce and start with +2 experience.
Submarine Focus - Submarines cost -15% to produce, and start with +2 experience.
Ship Production Line - All ships take 2 less days to produce.
Political
Bill of Rights - Annually increases public order.
Cabinet - The loss of Heirs and Characters no longer decrease Public Order.
State Police - Allows Intelligence and Counter-Intelligence Operatives. Further, it increases Public Order slightly.
Bureaucracy - Increases Tax efficiency by 10%.
Financial
National Bank - Improves Financial Centers and can stop Bank Failures.
National Trade Policy - 10% Bonus to Commercial Centers and Trade
Neoclassical Economics - 10% Bonus to Industrial Centers.
Agricultural Revolution - 10% Bonus to Agricultural Centers
Cultural
Humanistic Tolerance - Assimilated and Occupied Regions have increased loyalty.
Establishmentarianism - Establishes your religion or religious ideology as a national institution (e.g. Church of England, Catholic Church, German Landkirchen, Soviet State Atheism). Improves Public Order by 10 each year.
State Press - Creates several pro-national state media agencies that will spin current events in favor of your government. Improves Public order by 5 each year.
Patron of Arts - Allows your government to fund art projects that increase stability and national solidarity within your nation. Improves Public Order by 5 each Year.
The Infantry is the backbone of any army, and they are absolutely necessary for capturing or defending a province.
Militia - 5,000 men - A poorly-trained and equipped group used to fill gaps in lines and quickly defend a province. - 1 Day - 50,000 Regular - 5,000 men - The backbone of any army. Regular Infantry are suited for just about any job. - 3 Days - 70,000 Veteran - 5,000 men - The elite of any army. These troops are well-trained and equipped and can participate in a number of select missions, such as Amphibious Assaults, Airborne Assaults, and Mountain-Combat - 90,000 Cavalry - 5,000 men - Cavalry are often thought to be archaic in a modern army, yet they often play a vital role, being a cheap alternative to 100,000 Motorized - 5,000 men with 500 Trucks - A modern step up from cavalry. They move far faster and can keep up with Mechanized and Armored elements in supporting roles. - 150,000 Mechanized - 5,000 men with 1,000 Mechanized Vehicles - Combining track-drawn armor with wheel-based steering, Mechanized divisions show themselves as being more than capable to 200,000
Artillery
Pulled Guns - Lighter artillery designed primarily for anti-tank and anti-air capabilities. Ex. 8.8 cm Flak - 150,000 Field Guns - Larger field artillery designed primarily to bombard enemy troop placements and fortifications. Field Artillery is a stop-gap between the smaller pulled guns and the larger caliber Howitzers. - 200,000 Howitzers - Larger caliber weapons designed to decimate fortifications. Its has a limited effect against most other types of targets. - 250,000
Support
Engineer - Engineers can lay mines, clear mines, lay bridges, and conduct demolition work in conjunction with the regular infantry. 50,000 Armored Car - A battalion of armored cars and lighter vehicles that would otherwise be classified as light tanks. They give added bonuses to Infantry units to which they are attached. 100,000 Artillery - An artillery battalion attached to an infantry unit. - 75,000 Anti-Tank - An anti-tank battalion attached to an infantry unit - 75,000 Anti-Air - An anti-air battalion attached to an infantry unit - 75,000
Armor
Self-Propelled Artillery - Artillery that has been given an armored chassis and full mobility to keep up with a blitzkrieg movement - 300,000 Light Armor - Fast, lightly armed, and lightly armored tanks that are useful for reconnaissance, harassment, and rearguard patrols. Though largely outmatched against other tanks, they are still highly effective against infantry and artillery. - 200,000 Medium Armor - As workhorse of any army, the Medium Tank possesses equally sufficient levels and quality of armor and armament. In large numbers, supported by highly mobile infantry and artillery, they can be devastating. - 300,000 Heavy Armor - Exceptional units, though impractical on a large scale, designed to assist in force concentration and breakthrough. - 400,000
Navy
Capital Ships
Capital ships represent the core of any navy.
Super Battleship - Armed with some of the largest guns yet developed, the Super battleship is intended to dominant any naval engagement Capital ship insufficiency. - 3 Weeks - 300,000 Super Air Carrier - As the largest aircraft carrier yet available, the Super Air Carrier is the most efficient and cost-effective air carrier. - 3 Aircraft Wings - 3 Weeks - 250,000 Battleship - The core of any modern fleet. The Battleship is essential for dominating naval engagements and providing artillery support for amphibious operations. - 2 Weeks - 225,000 Battlecruiser - Smaller than a Battleship, yet larger than a Heavy Cruiser, the Battlecruiser is intended as a stop-gap between the two. Ideally, it will outshoot any smaller craft, and outrun any larger foes. - 2 Weeks - 150,000 Aircraft Carrier - The air carrier is the newest innovation in Naval Combat, as it allows for Naval Aviation to take place at sea. - 2 Aircraft Wings - 175,000
Escorts
Heavy Cruiser - Nicknamed "the Poor Man's Battleship," heavy cruisers are a quick and cheap alternative to building Battleships. Further, their increased speed allows them to patrol the oceans and hunt down enemy trade ships and escorts. - 1 Week - 120,000 Light Cruiser - Smaller than the heavy cruiser, the Light Cruiser is often devoted towards patrols and anti-submarine warfare. - 1 Week - 80,000 Escort Carrier - Escort Carriers are a stop-gap for providing aerial support in favor of naval units - 1 Aircraft Wing - 1 Week - 100,000
Support Craft
Frigate - Can lay mines, sweep mines, fire weaponry, fire torpedoes, and drop depth charges - 6 Days - 30,000 Destroyer - Can lay mines, sweep mines, fire torpedoes, and drop depth charges - 4 Days - 25,000 Corvette - Can lay mines, sweep mines, and drop depth charges - Littoral Craft - 2 Days - 12,500
Submersibles
Large Submarine - Larger submarines are useful for long range engagements, but are impractical on a larger scale, unless one has a sufficiently strong economy. - 1 Week - 35,000 Medium Submarine - The standard submarine. - 1 Week - 25,000 Midget Submarine - A smaller submarine, impractical for longer offensives, but able to inflitrate the littoral zones of combat zones - Littoral Craft - 4 Days - 12,500
Airforce
Single-Engine Aircraft
Fighters - Can engage other aircraft, either as interceptors or escorts. - 4 Days - 100,000 Close-Air Support - May only target ground forces. - 4 Days - 125,000
Multi-Engine Aircraft
Tactical Bombers - A compliment of medium bombers. They do significant damage to ground forces and Economic Assets. - 4 Days - 200,000 Strategic Bombers - A compliment of heavy bombers. Does double the damage of Tactical Bombers, but cannot engage ground forces. - 4 Days - 200,000
Transports - Necessary for Airborne assault missions. These aircraft are unarmed and can fit one veteran division - 4 Days - 250,000
Defenses
Local Defenses
Trenches - Free, but impermanent. Trenches may destroy farmland and agricultural buildings. Mine Field - $1000 per kilometer. Anti-Aircraft Guns - Interlocking systems of flak weaponry allow for aerial defenses - $100,000 For each of 10 Levels Regional Defenses - Interlocking systems of bunkers, trenches, and artillery emplacements have allowed these regions to become fortified. - $100,000 For each of 10 Levels
Regional Defenses
Fortress - A massive complex of concrete bunkers that can allow nations to garrison their armies in relative safety and security. - 2 Weeks - 500,000 Naval Base - An intricate complex of fortified shipyards and bunkers that allow ones fleet to avoid aerial bombardment - 2 Weeks - 500,000 Coastal Batteries - A number of massive guns that can ward off enemy capital ships. They can further be turned inland to engage enemy combatants, but their effectiveness is limited to their line of sight.
Last edited by cfmonkey45; March 09, 2012 at 09:10 PM.
The Roman Struggle | Marcus Licinius Scipio - Proconsul of Gallia Transalpina
but on the bright side, I like that some of this was taken from Europa Universalis
Lol. Technically, it should still be 3, but for some reason we're up to 5 or 6 now.
Everything is built for a WW2 Era game. I'll give you guys two options: start with player created countries (a la risk), or we can create a historical (like January 1942) or alternative history model (The Southern Victory Timeline).
The Roman Struggle | Marcus Licinius Scipio - Proconsul of Gallia Transalpina
Alistair Yronwood - Lord of Yronwood, Warden of the Stone Way, Blood Royal
"Darkness? I was born in it...molded by it. I didn't see the light until I was already a man. By then it was nothing to me but blinding! The shadows betray you because they belong to me!
"But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn." "You clearly don't know who you're talking to, so let me clue you in. I am not in danger, I AM the danger! A guy opens his door and gets shot and you think that of me? No. I am the one who knocks! "
I am have been disappointing recently by how simple many games have been. With a spreadsheet like in SA the whole game can run very simply and pretty all the time consuming calculations are automated.
"All warfare is based on deception. Hence: when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near." - Sun Tzu
I don't have a battle calculator as of yet. I figured that the utility of actually having it would be undermined by its complexity, and I didn't want that to slow down the game. The payday sheet is like 98% complete, all it needs is a Payday Summary sheet (non-essential) and a Trade Sheet (which will be built by the players, like how it was in SA 5).
The Roman Struggle | Marcus Licinius Scipio - Proconsul of Gallia Transalpina
I don't have a battle calculator as of yet. I figured that the utility of actually having it would be undermined by its complexity, and I didn't want that to slow down the game. The payday sheet is like 98% complete, all it needs is a Payday Summary sheet (non-essential) and a Trade Sheet (which will be built by the players, like how it was in SA 5).
well, we know we cant rely on just battle mods, as that is ALWAYS the downfall of these games
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"
If the mod tells me off then so be it but if not then even better.
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"
It is about time we got a new spreadsheet, they are the only thing that keeps games running
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"