NATION SHEET:Name: <Nation's name here.>
Leader's Name: <Name here (username here)>
Government Type: <One of the four available, see 'Nation Traits'>
Traits (Points left): <Begin with 5 and spend. Please list your traits in this order: [government][size][development][armies][various other]>
Capital Province #: <
From Starting Map. Must have at least three adjacent provinces (crossings count) and not itself adjacent to another player's capital (all crossings count for this).>
National Color: <Anything not too dark, particularly not dark greys>
History: <Nation's fluff.>
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GAME PROGRESSION:Game starts at Turn 0 (called 'Pre-1900'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players and/or NPCs
B) Deploy armies in their provinces; at least one army must remain in Capital, however.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
Each Year has 10 Turns (1900.1 to 1900.10, for example).
The game ends when one of these conditions is fulfilled:
A) One Nation controls 2/3 of all Provinces (70 for normal map).
B) One two-power Alliance controls 3/4 of all Provinces (79 for normal map).
C) Turn 250 (Year 1924.10) ends (normal map).
TURN RESOLUTION:At the start of the global turn all new armies spawn (or despawn), RP is accumulated, and Research Projects complete with it. Players declare their actions and, if it is their turn, treaties will go into effect, bombing actions will be calculated, and troops will move. Building improvements will take place at the very end of an individual player's turn. However, some results, such as annexing territory captured the previous turn, only occur at the very end of the global turn.
Note that players are allowed to give their orders early during a turn if they wish. You are allowed to change your actions up until the point when your turn actually passes and is finalized.---
MAP:The map is divided into 105 Provinces. Here is the link to the initial map.
Starting Map9 Provinces are 'Populous'
provinces, which net extra army size. These provinces are chosen at random, after Players submit their sheets.
Each Nation has Capital Province, chosen by their owners (Players) or GM (NPC Nations).
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown).
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CAPITAL PROVINCE:The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Academy already built in there.
When Capital Province is conquered, it reverts into a normal Province. The rest, however...
LOYALISTS:After Capital falls, new Capital is established in random, unconquered province and all provinces being occupied by other nations immediately transfer their control to the respective conquerors of those territories (rather than costing an annex action).
The national coloration remains; but interior of provinces are whitened to signify the difference.
If the 'new' Capital falls as well, all of its remaining territories go to the conqueror and the defeated nation ceases to exist, its player eliminated from the game; on the other hand, re-capturing the old Capital Province restores the Capital and secures the nation's existence once more.
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ARMY MANAGEMENT:The max number of Armies you can have is calculated by formula: N+P+C = Max army size
N = Number of normal Provinces you control
P = Number of Populous Provinces you control, x2 (for anything but Monarchy), x3 (for Monarchy)
C = Capital province bonus of +2 (Dictatorship/Democracy), +3 (Monarchy/Republic)
All your Armies are spawned at Capital Province at the speed of one Army per one Turn. Armies spawn at the very start, before actions are declared, and may move immediately.
They also spawn at each Military HQ you have built (same speed as at Capital). Capital Province always takes priority for Army spawning purposes (for example, when you're reaching Max Army limit).
When you have more Armies than Max Army size, you lose 1 Army per Turn till the number of your Armies goes down to appropriate limit.
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NAVYYou can also build Fleets by moving an Army into an allied province with a Port and spending a PI to transform it. A new Fleet occupies the province that created it, and can only move into either allied Ports or on Sea Provinces. Fleets can either move on their own or transport allied armies over sea, moving at a rate of 2 sea provinces per turn (as if railroaded). To embark an army must be moved onto a Fleet in a port and to disembark the Fleet must “move” into the enemy province (though it stays at sea, while the Army disembarks). However, either embarking or disembarking is a full movement for the army and cannot be performed in the same turn. Each Fleet can only carry a single Army itself, limiting the scope of sea invasions without significant investment.
Fleets occupy your max army size and can engage other fleets in combat, but
do not receive the same bonuses that land Armies do outside those from superior numbers and from Airfields. Furthermore, armies that attack a province by disembarking suffer a -1 crossing penalty (removed with the Marines trait), and if an army no longer has enough Fleets to support it on a sea province it will be lost at sea. If the province where a Fleet is docked is captured, it is scuttled by the enemy forces.
Sea Provinces are marked by letter designations rather than numbers (e.g. A, B, C, …, Z, AA, AB)
Entering a sea province with neutral ships does not trigger a battle, though hostile ships must first be dealt with.
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ARMY MOVEMENT:You can move as many Armies as you wish; they move 1 Province per turn.
Railroads allow Armies can move 2 Provinces per turn, provided all three (starting, middle, destination) provinces have Railroads built. 'Improved Railroads' tech increases this to THREE Provinces per turn.
Water Crossings and Mountain Passes always require full 1 Turn to cross, Railroads or not.
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COMBAT:When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
Attacking Armies get Attack bonuses, while Defending Armies get Defense bonuses.
If you attack through Mountain Pass or Water Crossing, your Armies receive -1 penalty to their rolls.
Each 3 armies more than enemy grants +1 bonus to the more numerous side; this bonus fluctuates as amount of armies changes via combat (either by dying or retreating)!
Combat roll itself is a 1d8+bonuses and penalties. Whichever army loses the roll, is destroyed. If there is a tie then attackers "retreat" from the field, returning to the province they attacked from just prior. This only applies to the particular army for that combat, and it is possible for other units to continue on ahead and win the battle (though now split from the retreating army).
When a Province is conquered AFTER combat, one random Improvement is razed to the ground. If Province was conquered without fight, nothing is razed. Any provincial improvements being constructed that turn are canceled! Protect your investments. The province only becomes OCCUPIED until the conqueror ANNEXs it via either spending PI in a future turn, or conquering the nation's capital.
Combat also ends a movement completely, and the victorious or defeated armies will need to wait for next turn to continue travel.
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OCCUPATION AND ANNEXATIONWhen a province is taken by enemy armies it becomes effectively unowned, unable to produce more units, doesn't provide max armies or RP, etc. The only improvements that do work are Railroads and Forts (but for the defender, even if enemy). It will only return to the owner's control if it is reconquered by an allied army or traded back to them by the player who took it.
To formally Annex a territory, the conqueror must wait for the turn after conquest and declare an annexation action while spending 1 PI. At the end of the turn, if not recovered by the original owner, it and all of its improvements will transfer to the conqueror officially.
Occupied provinces are indicated by lines in the occupying force's colors cutting through it diagonally.
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RESEARCH:Each Turn, your Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per Academy you own, but this can vary:
Monarchies receive only 1 RP from Academies outside Capital Province.
Republic receives 4 RP from the Academy in its Capital Province.
Democracy receives 3 RP from EVERY Academy it has.
'Advanced Theoretical Sciences' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP based on certain Traits and Technologies:
'Enlightened' trait grants 3 RP, while 'Traditional' trait removes 3 RP.
'Experimental Sciences' Tech grants 3 RP.
Research Pacts generate varying amount of RP per turn
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
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FORMALIZED DIPLOMACY:Trade Agreements and Research Pacts measure their bonuses to the player based on the total provinces/acadamies between the player and their partners (though not with the partners' trade partners). e.g. Nation X has 13 provinces and 2 Trade Deals with two other nations, one with 9 provinces and one with 7. Together they have 13+9+7=29 Provinces in the trade network, which is enough for +2 PI/turn and +5 Max Armies but one province short of +3 PI/turn and +6 Max Armies.
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
Non-Aggression Treaty - Borders are mutually respected between the two nations. This allows Trade Agreement and Research Pact to be conducted. Implicitly added with those offers, and those deals are broken upon removal of the NA Treaty (such as by war).
Trade Agreement - Borders are open for circulation of resources, crafts, products and migration of people. A nation receives +1 max army for every 5 provinces and +1 PI/Turn bonus per 12 provinces between it and all of its trade partners combined.
Research Pact - Exchange of scientific reports and visits of foreign scientists. You gain +1RP per 4 Academies you control together between all nations in a Research Pact with you (for example, Nation X has 6 academies and Nation Y has 3 academies. 6+3 = 9 /4 = +2 RP to Nation X).
Resource Exchange – You may choose to exchange either RP, Max Armies, or Provincial Improvements per turn for something else agreed upon by the other player, whether it be one of the previous items, an alliance, or as tribute to your conqueror. The deal can be canceled at any time, but along with the above items it can include Diplomatic bindings (such as Trade Deal only with the Exchange, or Declare War if Exchange broken) and those trigger automatically when the complementary Resource Exchange treaty is canceled. This does not count against your treaty limit.
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Airfields (when available) of one nation benefit both countries during Alliance.
Activation:All treaties are officially recognized at the start of the next turn after
both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Research Pact and Alliance at Turn 8; at Turn 9, they can move their armies on their territories and they start gaining RP via Research Pact as well.
The only treaty that is instantaneous is war declaration.
A nation can have only 4 Research/Trade treaties.
Trading:In current version of the game, you can trade Provinces, and researched Technologies as 'Blueprints'; make sure you make good deals or the trade might bring you defeat in the long run. 'Blueprints' must be researched (check RESEARCH spoiler), and Province(s) will be handed over as soon as they're free of armies of their previous owner.
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NPC EMPIRES:GM created nations that take up whatever space is left over. The number isn't set and changes based on the number of players and how many provinces they've taken at game start (but 1-3 is a good bet). They play defensively and cannot be traded with early in the game. Controlled by GM.
In the Shadow of Khans setting, NPC nations are the old Tigurids who settled and forged their own nations. Think Crimean Khanate or one of the various other Turko-Mongol states that appeared (including assimilationist ones like the later Mughals or Yuan China).