🔻THE EMPIRES GAME | LOCATION/TIME SELECTION.

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LordOTheFries

Presenting…
*drum roll*
THE EMPIRES GAME!!
Now the first thing you need to know is that this game is very complex. Each game has multiple sub-games (each represented by a single thread) and each sub-game in turn has lots of fiddly mechanics you’ll have to juggle around. Click off if that’s not your kind of thing- other wargame threads would be better suited to you, such as the most well known ‘War in OTF’, FireSerbia’s World War Zombie (season 2 should start soon), or my Warring Kingdoms game/s (the one currently happening is based around the Baltic Sea in 1650). Secondly, this thread is NOT for the game itself, or the sign-ups. This is to decide where the game happens (by vote). Those threads will come later.
Now, to avoid having an OP too long to read, I am going to split up the rules into multiple posts (along with other things). As such, here is a table of contents:
Economic System-10,11
Military System- 12
Popularity System- 13
Conquest System- 14,15
Vote Page- 16
Being a human, I probably won’t finish writing all this out in one sitting, so numbers will likely have to be edited to allow for other posts, and will take a long time in general. Please be patient!

TheArmyOfImperialism
Can I be 3
TheArmyOfImperialism
Pls
TheArmyOfImperialism
Pls
Sir_Raven101

Oh boy, a game with several thousand mechanics that gives me a migraine!

TheArmyOfImperialism
Probably true tho
Sir_Raven101

*headache intensifies* *happiness intensifies*

TheArmyOfImperialism
What
TheArmyOfImperialism
Oh wait no
LordOTheFries
Economic System, Part One.

To dodge issues such as inflation and exchange rates (if complex, the game still has to be playable), I have decided to make the universal currency the Economy Point in-game to simplify. There are a few different ways of gaining Economy Points.

The first is Taxation. You already gain EP passively through taxation (calculated based on country size), but you can also actively tax your subjects. However, for each Economy Point you gain this way, your popularity goes down 1.25 times that (out of 100, explained more specifically later)- for example, +25 taxation results in -31 Popularity.

The second way to gain is through trade, perhaps the least structured mechanic of the game- EP are not necessarily involved. You can swap anything of in-game value for anything else. You can swap Siberia for all of Europe or buy Italy for 2000 EP if you like. Go nuts.

There is one required expense that you must pay once every IRL day (unless I can’t check online, in which case it’s called off temporarily for your benefit)- Infrastructure Costs. Each ‘square’ of land has a cost of 0.05/square; other features- Cities, Ports, Factories cost 0.5 EP each (total cost is rounded down to the nearest whole number).
LordOTheFries
Economic System, Part Two.

There are several ways to spend EP.

Construction Projects- You can, if desired, build various structures or facilities to your benefit.

Cities: Built over 2 IRL days for a x1.15 bonus on all taxation and +5% popularity. 240 EP.

Factories: Built over 1 IRL day for +1% popularity; used to create tanks, bombers, and anti-airs (over 1 day, and no more than 5 total per factory). 120 EP.

Ports: Built over 1 IRL day for a x1.25 bonus on all taxation and +7% popularity. Allows you to build destroyers (1 day/destroyer, 2 destroyers, port). 300 EP.

Military Improvements- If you are not at war, you can improve your military, adding 0.01 strength to any one division of your army (soldiers/tanks/bombers/anti-air/destroyers) per 5 EP.
LordOTheFries
Military System.

Everyone starts with some amount of soldiers and tanks (no destroyers or bombers to start).

Soldiers: Use in land battles. Gained via random-event volunteers or or drafts (-1 popularity per 5k soldiers, -0.1 EP/soldier). 1 strength.

Tanks: Use in land battles. Must be built in factories (12 EP). 16 strength.

Planes/Bombers: Use in land or sea battles. Must be built in factories (18 EP). 10 strength.

Anti-Air: The only reliable weapon against enemy aircraft. Factory-Built (10 EP). 7 strength.

Destroyers: Use in sea and coastal battles. Built at ports (10 EP). 6 strength.
LordOTheFries
Popularity System.

Each country has a ‘popularity score’ which determines the chance of rebellion each turn as follows:

100-pâž—400=r

If p is popularity and r is odds of rebellion.

If one occurs, it can be one of 4 types:

Minor- has 1/6 of military (no drstroyers). Only lasts 3 IRL days before automatically collapsing. -20 EP. 1/4 odds.

Medium- 1/4 of the military. 5 days before collapse. -80 EP. 7/16 odds.

Major- 1/3 of the military. 7 days before collapse. -120 EP. 1/4 odds.

Civil War- 1/3 to 2/3 of all territory. 2/5 to 3/5 of military. Will not collapse automatically and state can be claimed by a player, pulling them into the game. -1/5 of all EP.
LordOTheFries

Conquest System, Part One.
In order to conquer territory, you must win a series of battles until one side surrenders, one side’s capital is captured (automatically making the losing side capitulate), or both sides agree to a draw.
Battles function as follows:
1. Attacker details where he is attacking either with a geographical distinction (“I invade the Malay peninsula through Indonesia”) or a reference to the grid (“I invade J12-K12-F14 via G10”).
2. Belligerent informs host (me) via a DM how many and what kind of troops they use (“I send 8000 soldiers, 400 tanks, and 18 bombers into Singapore”).
3. Defender is informed of all details of invasion except troop numbers and types and is made to inform host (again, via DM) what troops they use to defend (same format as with belligerent except geographical designation is not necessary).
Troop numbers are put through various equations to calculate the belligerent’s odds of victory (max 80%).
If defender wins, 20-80% of the attacker’s troops are destroyed; 5-40% of defender’s troops are destroyed. Defender gains popularity proportionally to the attacker’s losses; attacker loses popularity on the same proportion. If belligerent wins, casualty and popularity effects are the same. The land affected is turned into a gain; attacker gains EP proportional to the size his victory. He also gains 1/5 of the defender’s lost troops for his own troops (i.e. POWs).