Rules & Proposals

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  1. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Okay the majority have voted in favour, so this passes!

    BOOM!



    If you get a [0], perhaps the penalty should remain across all regions; after a massive catastrophic loss, it would've been felt all across your empire.
  2. High Fist
    High Fist
    Yeah I was gonna propose to change that but decided not to for your reasoning.
  3. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Do you guys think the penalties and bonuses when you get a 1 or 3 should last for just one turn (straight after you got the result) or until you attack the same region again, i.e they'll remain idle for an infinite time until you attack that region again.
  4. NobleWoman
    NobleWoman
    Only for that turn that follows straight after the result comes.
  5. Rhinelander
    Rhinelander
    Only for next turn.
  6. Lord of Shadows
    Lord of Shadows
    Only for the next turn.
  7. ♞Rogue General♞
    ♞Rogue General♞
    Same, only for the next turn.
  8. Librarian
    Librarian
    Only for next turn.

    I have a separate proposal, it isn't probably gonna get support/or if it get support it might not be implemented.
    Proposal
    I think it would be interesting, if you could have a separate random event roll which is slightly less frequent than the regular and less likely. Say you rolled a d5, if you got a 1 or a 2,(So a 2 in 5 chance, just an example) a rebellion would occur in the new world, depending on the country, it would spawn a colored and aggressive rebel faction. If they get a 1 or 2. The GM would then roll a dice to see which nation gets it,

    Rebel Countries(SUggestions)

    England --> United States Of America
    Castille --> Mexico(*)
    Venice --> Brazil(#)
    Aragon --> New Spain (*)
    Papal States --> Noveau Knights/Knights Of The New Temple/New Templar Order (#)
    France --> Quebec/Louisiana
    Russia --> Alaska (?) (#)
    Germany --> German New World Republic (?) (#)
    Egypt --> Egyptian Colonies (?) (#)
    Switzerland --> Swiss New World Republic (#)
    Norway --> New Scandia/Norse Viking Kingdom/Viking Kingdom of Nords (#)
    Gandhara --> The American Indians/The New Indian Republic (#)
    Gondor --> Free Republic Of Middle Earth
    Amazonia --> Maya/Amazonian Tribes


    Key
    ? = The ? symbol indicates that I am unsure, I am in no way dictating the names, possibly all of these could have their own names even ones without the '?'
    * = Since Aragon and Castile were united when colonization, I cannot research very much and both nations will need to settle what name.
    # = In real life, these nations did not colonize, these are just unimaginative names I can think off.

    Firstly, a rebel faction will aim to push their previous overlords out of America, but once their previous kings are out, the person they rebelled against can proxy control them, controlling them normally, but if a new player wanted, they could negotiate with the colonizer to play as their colonies.
    Players may name the rebel faction what ever they want.
    I think this would be a nice touch.

    I may have forgotten something so when I remember I'll edit in here and put a note on the date I updated it outside of the content box


    Last Edit: 2014/04/18
    YYYY/MM/DD
  9. SonofaBooyah
    SonofaBooyah
    I have an issue with the exploration of the new world. I don't think it makes sense that I'm about to run out of regions to conquer just because I can't discover any-more. I think the rule should be changed, so that the regions directly adjacent to one you have just conquered automatically become discovered. You still roll to see if any additional regions are discovered.
  10. ♞Rogue General♞
    ♞Rogue General♞
    Or how about the explorer rules stay the same, but we can attack "undiscovered" land as well. The downside is that you get a -1 penalty (or perhaps -2 penalty?) for invading an undiscovered land.
  11. Lord of Shadows
    Lord of Shadows
    I agree with ♞Rogue General♞.
  12. ✠Ikaroqx✠
    ✠Ikaroqx✠
    Librarian - IMO that's too complex for this sort of game, but here's a workaround: if a region revolts in the New World, and isn't successfully retaken by the player next turn, the region will turn dark grey and a new faction, called New World Rebels, will be created. This faction will represent all new world rebels, and emergent countries like the ones you listed. It'll be GM controlled, and it can only attack. It cannot conduct diplomacy. It will not be allowed to build forts or cities, but it can build ships. There will be only 4 dice options when attacking a region:
    1 - failure and the enemy launches a counterattack
    2 - defeat
    3 - defeat, but with a +1 bonus
    4 - Victory and the region is taken

    This is to prevent this rebel faction from becoming too powerful - after all, it's supposed to represent a temporary revolt that can be quashed.
    I'll update this if I think of more

    Sonofabooyah - To come

    Rogue General - I like that one.
  13. Librarian
    Librarian
    I wanted it to emulate today's revolutions in the new world, I guess that could work, but only if it could eventually return to a vassalised of it's previous state? and gain (vassal)independence? For example, the rebels can only enter diplomacy with their former owners, they may only conduct diplomacy with Vassalage of itself in the deal, then when it is vassalised, it can go to a different country (like the USA for England) but controlled by SOAB (for USA)?

    What your trying to do is only have it as a small rebellion like an old world one, what I am trying to do is to allow more strategy, like if there is the USA, do the enemies of England support the rebels.

    I do have something to admit though, I had thought this out originally as an Idea of new players starting as USA, if I had joined later (I wanted to join ASAP to get much more time) I would have went for USA or Canada.
    If this Idea is not implemented, would you accept if my colonies in the new world would be a burgandy/dark red? It's fine if you say no.
  14. ✠Ikaroqx✠
    ✠Ikaroqx✠
    It's best that your colonies remain the same colour, as 1. They need to be identifiable as the same faction and 2. Lenin Cat is already dark red

    How about this: One rebel faction, the New World Rebels whenever a revolt occurs and the player does not take it back in one turn. They will be coloured dark grey, but to differentiate them from each other, they'll have an outline of the colour of the faction they revolted from. For example, say there's a revolt in England NA, a region will turn grey, and they'll have a red outline.

    My reasoning for this is to prevent using up/ running out of too many colours, especially if more people join this game or the next one.

    Ooh, here's another idea: If the rebels get 5 regions, they'll become an independant faction, like the ones you say. Dunno how they'll be controlled then though.

    However, during the revolt/ revolution phase, who would control the rebel faction? I suppose the GM would, but that'd mean also conducting diplomacy, whereas GM aren't supposed to play their own factions.
  15. Lord of Shadows
    Lord of Shadows
    Idea:
    All factions can have outline color (like in Medieval 2 Total War) to be easily recognized. But, the problem is that it would be hard to color everything. What do you think?
  16. Librarian
    Librarian
    I agree more with Ivan, diplomacy cannot be attempted by the rebel factions, only the other nations can offer to annex them or grant independence. And roll to see if they accept or not. The difference being is, if you choose independance, the nation is inactive and cannot attack but can defend, and only expands if gifted regions, If annexation, they are controlled by the peace maker but keep their colour. Perhaps for the annexed it has a darker grey and a lighter grey for independent.

    Is this fair?
  17. Librarian
    Librarian
    Read the Above, also the above is historically accurate as the Thirteen Colonies only had a pre-constitution constitution, the only thing they could do is Make Treaties, Declare War and conduct Foreign Affairs, pretty much everything to declare war on England.

    My new proposal, is Penalty for Religious conversion, I am not sure of the specifics, but stuff needs to be done, It changes everything as Medieval times were all about the Church.
    I am talking about nation Religion Conversion.
  18. High Fist
    High Fist
    Against that proposal. Religion is role play, not something for a guy to come in and say, "I'm yer pope, give me colonies."

    Do you have a penalty in mind?
  19. Librarian
    Librarian
    It affects diplomacy. Which in turn affects war.
    On second thoughts, this isn't a real big deal.

    Perhaps a -1 on moves for a turn or two?

    I want to remind you that I only have as much power as the others give me.
  20. High Fist
    High Fist
    Nah.
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