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| Tweet Topic Started: Jun 6 2015, 08:57 PM (16 Views) | |
| Admin | Jun 6 2015, 08:57 PM Post #1 |
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Imperialism Rules Territories CORE: 1 GPT COLONY: .5 GPT Colonization An empire can colonize one unowned territoy per turn either adjacent to an owned territory or separated by one sea zone. An empire can expand farther through military force, treating unowned territories like they have 2 DEFENSE. Treasury Treasury is based on congruent territories. If territories are separated by one territory or a small body of water, they still count as one Region. Regions generate Gold for their own treasury. However, gold can be transferred between treasuries, but you lost 1/2 of it, rounded up. Trade Routes You can establish a trade route between two Regions. The agreement must be mutual between the empires. Congruent regions generate 2%, rounded up, of the GPT. Non-congruent generate 1%. A trade route may be canceled at any time by either participant. Each nation may only have three trade routes. Government Absolute Monarchy - Default, happiness naturally falls at 1/2 the rate, but climbs at a normal rate. Constitutional Monarchy - Default, 10 more unhappiness needed for negative effects. Aristocracy - Default, military campaings cheaper. Republic - No natural decrease in happiness. Military Dictatorship - Military campaigns 50% cheaper. Fascist State - Conquering new territory causes +1 happiness. Communist State - It costs twice as much to conquer Core territories. Technology There are three tech tress: Technology, Culture, and Civil. One cannot lag behind more than a tier in any category. One can spend Gold to purchase a tech. Military You use Gold to fund a Military Campaign. If it is not on an adjacent territory, the cost increases by 1.5x for every territory/ocean territory separating it. The calculations for a battle are GOLD INVESTED/3 + (RAND #-10 to 10). It must overcome the DEFENSE value of the territory being invaded. The DEFENSE value is calulated by REGIONAL GOLD PER TURN/3 + EMPIRE GOLD PER TURN/6 +5/(# of Terriories/5). Core territories +3 DEFENSE. When a territry is conquered, the conqueror gets +5 Gold. Happiness Ranges from +200 to -200. Each turn it moves 2 closer to 0. -2 for each peaceful expansion, -5 for each violent expansion. -10 for each territory lost to conquest. -15 for starting a war. +10 for ending a war. Effects: +200 to +175: One extra GPT for every happiness point over +175. +174 to +150: +2 DEFENSE +149 to +100: +1 DEFENSE +99 to +1: Can establish an additional trade route. 0: Nothing -1 to -49: -1 DEFENSE -50 to -100: - 2 DEFENSE and -2 OFFENSE -101 to -200: Each happiness point below -100 is a percent chance of revolt that turn. Revolt: If a Revolt occurs, 1/4, rounded down, of the nation in Revolt will form a new nation. This new nation will not attack. Each territory has a DEFENSE of 5. A Revolut increases happiness by the number of territories revolting times 5. Reconquering rebel territories has the same unhappiness boost. Revolution: If a revolt occurs, the play could choose to take the route of Revolution. Changes the form of government to a Republic, Fascist State, or Communist State randomly. Each rebel territory only has +1 DEFENSE to the empire it revolted from, and 10 to everyone else. Happiness increases by 8 for every territory that revolted instead of five. The empire looses two technology. Technology Each empire gets one technology per turn in 3 tiers. An empire can sacrific all its GPT to get an extra tech no more than once every five turns. There are three types of technology: Military, Government, and Agriculture Each type has Twenty Tiers. Each tier of military technology researched adds 1 DEFENSE and 1 OFFENSE. Each tier of government technology earned gives 3 happiness. Each tier of Agriculture researched gives .1 GPT in every territory. Transforming Colony to Core A colony territory can be transformed into a core territory for 25 gold. |
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