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Thread: A Tale of Two Rulesets

  1. #1
    cfmonkey45's Avatar Praeses
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    Default A Tale of Two Rulesets

    National Alliances - Modern Alliances - Risk

    In Risk, there are no preset factions. Instead, each faction is allotted 10 provinces and 10,000,000 in starting treasury to claim any territory or string of territories on the globe. Once factions are selected, unclaimed provinces will be given a starting assignment of troops to become NPCs. These regions will then be conquered by players until turn five, when they will consolidate into nation-states. Once this occurs, any nation state may be claimed by a new player to jump in. If a faction quits, its military remains intact, but neutral, for one turn. If no one takes it, it will collapse into a civil war and be free to take again.

    In this iteration, all nations start out with roughly modern technology from the late Cold War (1980s) onwards.

    Spoiler Alert, click show to read: 

    Modern Alliances



    Index I. Economics
    II. Prestige and Public Order
    III. Special Characters
    IV. Government
    V. The Army
    VI. The Navy
    VII. The Air Force
    Economics in Modern Alliances have developed since the inception of National Alliances. Your income is determined by concrete goods that are produced, which can be traded.

    Provinces
    Provinces are major territorial possessions that your nation controls. It is up to you how the province is administered - it can be an independently administrated city, a state with its own congress and senate, or an province run with an iron fist by an Imperial Governor. Regardless of this choice, all Provinces produce an income (whether as tribute, taxes, or profits) that is added to your treasury at the start of each turn.

    Each province grants different levels of income depending upon its status within your Nation.

    Homeland, or Core, regions grant 300,000 in income, and can grant two trade points to construct Economic Assets. Homeland regions are regions that are 1) the same ethnicity and religion, and 2) a province in which you have a core.
    Periphery Regions grant 200,000 in income, and can grant one trade point to construct an Economic Asset. Periphery regions are regions that have either the same ethnicity or religion. Periphery regions can be upgraded to a Core region by purchasing a Core using Prestige, or by completing missions.
    Colony regions grant 100,000 in income and can grant one trade point to construct an Economic Asset. Colonies are regions that have neither the same ethnicity nor the same religion.
    Outposts are regions that grant 50,000 in income, but grant no trade points. Often they are strategic regions that have little economic value, such as Gibraltar, Malta, or the Falkland Islands.

    Economic Assets
    Economic Assets are major Industrial, Agricultural, Financial, or Commercial sites that are built up within a province. The amount of Economic Assets you can possess are strictly limited to your Province's economic levels. Core regions can produce 2 Economic Assets, while non-core regions can only produce 1. Economic Assets are

    Farms
    Major agricultural assets, farms are used both to grow the food necessary for civilization to thrive: corn, beans, rice, etc., and to raise cash crops that make life more enjoyable: coca, tobacco, tea, etc. Farms represent the industrial application of Agriculture - as opposed to subsistence agriculture (which only provides enough food to feed your own populace).

    A farm generates approximately two units of food per turn. Financial Assets double this to four units per turn. Each unit of food also generates $25,000 in taxes to your government. Thus, each agricultural center can produce between $50,000-100,000 in tax revenue per turn. Cost:$200,000
    Extraction
    Raw material extraction, mines represent everything from Iron Mines to Timber Logging to Cotton Growing - everything that could be used in manufacturing to produce a finished product.

    Mines consume one unit of food to produce one unit of raw materials. Raw materials are then used in manufacturing to produce finished goods. With an additional unit of Financial Services, it can double its output to two units of raw material per turn. Each unit of Raw Materials also produces $25,000 in taxes. Thus, each turn, a mine will produce between $25,000-50,000 in income. Cost:$200,000
    Industrial Factories
    Major Industrial assets, factories take raw materials and turn them into finished goods. Industrial weapons such as tanks, planes, and artillery, may only be produced in provinces that have Factories. This gives Industrial centers a clear strategic value. The flip side of this is that these factories are heavily dependent upon raw materials. Any disruption of their supply will immobilize production for the foreseeable future.

    Each factory consumes one unit of food and one unit of raw materials to produce one unit of manufactured goods. Each units of manufactured goods is consumed to grant $75,000 in income. This production is also doubled by the consumption of one unit of financial services. Thus, Factories can ideally produce between $75,000-150,000 per turn.
    Cost:$300,000
    Financial Centers
    Financial Centers, such as stock exchanges and investment banks, are integral to any modern economy. They provide the necessary venture capital to help grow your economy. As such, this is modeled in game.

    Each financial center consumes one unit of food to produce three units of financial services. Financial services can then be used to double the productivity in another sector of the economy. Thus, one farm consuming one financial service will produce four units of food instead of two. Financial Services cannot be transferred to foreign countries and cannot be saved up for the next turn. Each unit of Financial services will also provide $25,000 in additional income through tax revenue.
    Cost:$300,000

    Trade
    There are two types of trade in Modern Alliances, exchanges, and trade routes. Exchanges are simply an informal agreement between players to trade either food or raw materials for something in return, either cash, or military aid. Trade routes on the other hand are the classic trade routes of alliance games, and they involve trade by taking the gross provincial income of both nations, dividing it by the distance between the two countries, and assigning the proportion by how stronger one country is to the other. Weaker countries may also create tariffs on other nations to prevent the loss of income.
    Modern Alliances implements the system of Prestige, which acts as a currency to purchase diplomatic and domestic influence. It may be accomplished through missions, or through the construction of cultural centers.

    What you can spend your Prestige on:

    Diplomatic Influence: 1 Unit of Prestige translates to 10 Diplomatic Points
    Spheres of Influence: 5 Prestige can purchase 1 SOI. This allows you to leech off 50,000 in Provincial Revenue. If you acquire more Spheres of Influence in these regions, you can trigger a secessionist movement, in which a country may move to either secede from the owning country, or be absorbed into your own.
    Public Order: 1 Unit of Prestige translates into 10 Public Order Points

    Public Order, however
    Public
    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.
    Random Events.

    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 make a declaration of War.
    Every time you lose a Special Character.
    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.

    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.


    [/fieldset]
    Infantry

    The Infantry is the backbone of any army, and they are absolutely necessary for capturing or defending a province. These units are determined at the division level.

    Militia - 9,000 men - A poorly-trained and equipped group used to fill gaps in lines and quickly defend a province. - 1 Day - 50,000
    Regular - 9,000 men - The backbone of any army. Regular Infantry are suited for just about any job. - 3 Days - 70,000
    Elite - 9,000 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

    Additionally, you may outfit each unit with the following upgrades:
    Night Vision - Equips all units with night vision, allowing them to fight in the darkness, providing them with an advantage over regular troops. - 20,000
    Body Armor - Equips all units with advanced body armor, allowing them to better survive intense firefights. - 10,000
    Engineering Brigade - Attaches an engineering brigade to the division. Engineers allow units to very quickly cross rivers, clear mines, and remove obstructions. - 25,000
    Artillery Brigade - Attaches an artillery brigade to the division. Artillery brigades increase the damage dealt to infantry units, but do not harm aircraft or armor. - 40,000
    Anti-Tank Brigade - Attaches an anti-tank brigade to the division. Anti-Tank Brigades increase the damage dealt to armor units, but do not harm aircraft or infantry. - 40,000
    Anti-Air Brigade - Attaches an anti-air brigade to the division. Anti-Air brigades increase the damage dealt to Anti-Air units, but do not harm infantry or armor. - 40,000

    Artillery

    Pulled Guns - Lighter artillery designed primarily for anti-tank and anti-air capabilities. Ex. 8.8 cm Flak - 100,000
    Howitzers - Larger field artillery designed primarily to bombard enemy troop placements and fortifications. - 150,000
    SAM Sites - Missile based weaponry designed to target and destroy high-altitude aircraft - 200,000

    [/contentbox]
    Armor

    Transports - Fast, but unarmored trucks. They may be modified in third world countries to instead carry light weaponry as Technicals. 50,000
    Armored Personnel Carriers - Fast, but armored vehicles that can ferry troops into combat zones. Weapons are generally limited. 100,000
    Infantry Fighting Vehicles - 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. Additionally, they may be able to carry a detachment of infantry into battle. - 150,000
    Main Battle Tank - As workhorse of any army, the Main Battle 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
    Self-Propelled Artillery - Artillery that has been given an armored chassis and full mobility to keep up with a blitzkrieg movement - 300,000
    Self-Propelled SAM - SAM Artillery that has been given an armored chassis and full mobility to keep up with a blitzkrieg movement - 300,000

    Navy
    Capital Ships

    Capital ships represent the core of any navy.

    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 - 1,200,000
    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 - 2 Weeks- 900,000
    Light Air Carrier - The Light Carrier is a cheap alternative to the expensive and time-consuming Aircraft and Super Aircraft Carriers. - 1 Aircraft Wings - 1 Week - 600,000
    Escorts


    Heavy Guided Missile Cruiser - Though sometimes classified as a Battlecruiser, the Heavy Guided Missile Cruiser is the modern equivalent of a battleship, only instead of turrets, it has a massive bank of guided cruiser missiles that can devastate larger warship and land targets. 1 Week - 400,000
    Missile Cruiser - Smaller than a Heavy Cruiser, it still has much of its potency, and can unleash a fury of missile fire. 4 Days - 200,000
    Destroyer - Far more potent than it was during the second world war, Destroyers now can also hunt submarines while also targeting larger ships with its missile capabilities. 4 Days - 150,000
    Submersibles

    Ballistic Submarine - Limited attack against other submarines, but it can launch a ballistic attack against mainland targets and then sink away undisturbed. - 1 Week - 500,000
    Attack Submarine - The standard submarine. - 1 Week - 300,000

    Airforce
    Fixed Wing Aircraft

    Fighters - Fighters specialize primarily in air-to-air combat. They can easily make short work of helicopters, bombers, close-air support, and other aircraft, but are powerless against ground troops. 300,000
    Close-Air Support - Fighters specialize primarily in air-to-ground combat. They can easily make short work of tanks, infantry, and artillery, but are powerless against other aircraft. 300,000
    Semi-Stealth Fighters - Fighters specialize primarily in air-to-air combat. Like fighters, they can easily make short work of other aircraft, but unlike fighters, they use state-of-the-art stealth technology to evade destruction. 500,000 - Requires Stealth Research

    Tactical Bombers - Tactical Bombers specialize in air-to-ground bombing campaigns, particularly against infrastructure and installations. They can also be used against ground troops, but not to the same effect as CAS. Can be equipped to drop nuclear weapons 400,000
    Strategic Bombers - Strategic Bombers exclusively target ground installation to devastating effect. They cannot target ground troops or other aircraft. Can be equipped to drop nuclear weapons600,000
    Stealth Tactical Bombers - Tactical Bombers specialize in air-to-ground bombing campaigns, particularly against infrastructure and installations. They can also be used against ground troops, but not to the same effect as CAS. Can be equipped to drop nuclear weapons 800,000 Requires Stealth Research
    Stealth Strategic Bombers - Strategic Bombers exclusively target ground installation to devastating effect. They cannot target ground troops or other aircraft. Can be equipped to drop nuclear weapons1,200,000 Requires Stealth Research

    Rotary Wing Aircraft

    Transport Helicopter - Unarmed Helicopters that can be used to ferry troops into and out of battle. They may carry one division of troops into battle. 150,000
    Gunship Helicopter - A cross between transports and attack helicopters. Gunships are modified to be able to sport weapons while still protecting the troops inside. 250,000
    Attack Helicopter - Attack Helicopters are purpose-built helicopters designed to seek out and destroy enemy ground troops, particularly armor, in supporting roles. Unlike fixed wing aircraft, helicopters are able to linger on the battlefield to provide direct cover support. 300,000

    Defenses
    Local Defenses

    WIP

    Weapons of Mass Destruction


    Nuclear Enrichment Facility - 10,000,000 - Enables the production of nuclear weapons.
    Nuclear Bomb - Destroys all developments in a province and reduces provincial income by 50% for one turn.
    Thermonuclear Bomb - Destroys all developments in a province and reduces provincial income by 50% for five turns.

    Note: Nuclear weapons need a delivery system. They must be placed in either a bomber or an ICBM.

    Ballistic Missile Research - 5,000,000 - Enables the production of ballistic missiles
    Short Range Ballistic Missile - Can be used to damage provinces and infrastructure. Range: Three provinces: 100,000.
    Medium Range Ballistic Missile - Can be used to damage provinces and infrastructure. Range: Ten Provinces: 400,000.
    Long Range Ballistic Missile - Can be used to damage provinces and infrastructure. Range: Twenty Provinces: 800,000.

    Note: Sea regions count as 3 provinces.

    Stealth Aircraft Research - 10,000,000. Enables the production of stealth aircraft.





    Fantasy Alliances - The Dark Ages

    Spoiler Alert, click show to read: 


    Last edited by cfmonkey45; September 18, 2014 at 12:34 AM.

  2. #2
    Silo's Avatar Protector Domesticus
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    Default Re: A Tale of Two Rulesets

    Fantasy Ruleset seems to be missing.

    Also imo there are a few unit types missing from the NA ruleset that would fit the technology level: (SP)AAGs, Light Tanks, Multi-Role Aircraft, Tactical Nuclear Weapons, and Stealth Helicopters.
    Additionally, depending on how the system works we might want to distinguish between tube and rocket artillery aswell as between short and long range SAMs.
    Last edited by Silo; September 18, 2014 at 09:37 AM.

  3. #3

    Default Re: A Tale of Two Rulesets

    Can we just do whichever game you'll have more interest in? If it's based on spreadsheet that you know how to work more than others, we kinda need you a little more.

  4. #4

    Default Re: A Tale of Two Rulesets

    Eh, NA seems fun. Is it completely make-your-own nation, like samurai in Siberia, or does it actually have somewhat to be grounded in reality?
    Last edited by NotYetRegistered; September 19, 2014 at 01:41 PM.
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    May I suggest ya'll get back on topic. Talk about Napoleon's ethnicity in another thread, this thread is about a leashed penis...
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  5. #5
    Mary The Quene's Avatar Praeses
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    Default Re: A Tale of Two Rulesets

    I'm up for a risky NA alliance game although i somewhat hope it will be somewhat close to reality.
    Veritas Temporis Filia

  6. #6
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: A Tale of Two Rulesets

    Would a complete noob be considered or should I remain a-lurking?

  7. #7

    Default Re: A Tale of Two Rulesets

    Yeah sure dude, join.
    Quote Originally Posted by Saint Nicholas View Post
    May I suggest ya'll get back on topic. Talk about Napoleon's ethnicity in another thread, this thread is about a leashed penis...
    Quote Originally Posted by Someone
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  8. #8
    Trot's Avatar Vicarius Provinciae
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    Default Re: A Tale of Two Rulesets

    Quote Originally Posted by Iron Aquilifer View Post
    Would a complete noob be considered or should I remain a-lurking?
    Everyone is a noob a one point or another. Jump on in.

  9. #9
    cfmonkey45's Avatar Praeses
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    Default Re: A Tale of Two Rulesets

    How risk works is that we have a map with ethnicities and religions corresponding to each province. You choose a faction culture/religion and choose territories that correspond to it. I.e. of you choose East Slavic/Orthodox, you can choose any spot on the map that is East Slavic and Orthodox. So you can have multiple "Russia's", but you can't have Samurai in Siberia. You can have a Russia that starts out in Siberia.

  10. #10
    Iron Aquilifer's Avatar Protector Domesticus
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    Default Re: A Tale of Two Rulesets

    So your initial 10 provinces are all homeland?

    The type of government you decide on (Absolute Monarchy, Oligarchy, Republic ect.) doesn't affect anything?

    And is the research just a one-time purchase with no extra requirements?

    For the infantry upgrades, is it a limit of one per unit or could you feasibly buy them all for a single division?

    Semi-related, the elite: is that an upgrade for regular infantry or is it gained from experience?

  11. #11

    Default Re: A Tale of Two Rulesets

    Quote Originally Posted by Iron Aquilifer View Post
    So your initial 10 provinces are all homeland?
    Yes

    The type of government you decide on (Absolute Monarchy, Oligarchy, Republic ect.) doesn't affect anything?
    Not really. Basically RP purposes and whatnot.

    And is the research just a one-time purchase with no extra requirements?
    Usually.

    For the infantry upgrades, is it a limit of one per unit or could you feasibly buy them all for a single division?
    You could buy them for any number of units you wish. They will be rather expensive though.

    Semi-related, the elite: is that an upgrade for regular infantry or is it gained from experience?
    It's in the same category as Militia and Regular. You can choose the cheaper Militia, or the more expensive elite. No prerequisite

  12. #12
    cfmonkey45's Avatar Praeses
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    Default Re: A Tale of Two Rulesets

    Added to Celsius' post, Elite units can perform special missions, such as Airborne Assault and Amphibious Landings. They represent special regiments such as the United States Marine Corps, the 101st Airborne, or Russian Airborne Troops (Vozdushno-desantnye voyska)

  13. #13
    Mary The Quene's Avatar Praeses
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    Default Re: A Tale of Two Rulesets

    So is it going to be NA then? I'm really looking forward to that one
    Veritas Temporis Filia

  14. #14
    Double A's Avatar person man
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    Default Re: A Tale of Two Rulesets

    Quote Originally Posted by Celsius View Post
    Can we just do whichever game you'll have more interest in? If it's based on spreadsheet that you know how to work more than others, we kinda need you a little more.
    My vote is entirely based on the game CF voted for.
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  15. #15
    cfmonkey45's Avatar Praeses
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    Default Re: A Tale of Two Rulesets

    Yeah, sorry about the delay, I've been more or less without internet for this past weekend. I've been staying at my parent's place because I had to move out of my old apartment, and it's about a week until I can move into my new one. So, I'll post the map and the finished ruleset up tonight.

  16. #16
    MuttonChops's Avatar Praepositus
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    Default Re: A Tale of Two Rulesets

    No rush bro. My Islamic state caliphate can wait for you

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