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1 General Discussion on Sun Sep 04, 2011 12:44 am


Well, here's the first thread. From now on, place-holder threads will be created, and filled with relevant information as it becomes available.

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2 Re: General Discussion on Sun Sep 04, 2011 12:46 am

Hello. This is mostly a test if I got the permissions right.

I plan on making banners and customized icons later on; I'm also going to see about getting a new background image. The white is just killing me.

For those of you from Warping Empires, I was Solar Storm.

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3 Re: General Discussion on Sun Sep 04, 2011 12:57 am

Hi all... I was Keland on WE. For background can I sugest NOT black with whiteis text... it kills my eyes. XD

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4 Re: General Discussion on Sun Sep 04, 2011 1:16 am


Hi, it's Cody AKA Safavid from WE. I've been working on the trait system but I need help thinking up some and listing effects. Obviously, I'm going to need to fix some of the government trait effects to work with this one. Anyway, look tell me what you think.

Government Type:
Monarchy - Rule by a King, Queen, Prince, Emperor, or similarly titled individual. Monarchies are defined by their system of hereditary rulership and the cultural legitimacy that surrounds them. Unlike dictators, monarchs are part of their empire's culture, and hold power through legitimacy as well as strength of arms.
Cultural Legitimacy : Monarchies often engrain themselves in their society's culture. Kings may come and go, but the monarchy remains. Because of this, people tend to be loyal to the monarchy, even when the current ruler is less than perfect.
- Monarchies cannot fall to Despised Public Approval level
Royal Privilege : Monarchies are known to be excessive consumers. Some of this is necessary - they must keep up appearances to the masses after all - but often their huge estates and hobby projects are an unnecessary drain on the country's resources.
- Monarchies produce 10% fewer Industry Points

Theocracy - Theocracies stem from the idea that some deity or higher being is the true ruler of the empire. This deity's will may be interpreted and implemented by a gathering of high priests, or a single representative, but they always rule in its name. This deity's church may be the government itself, or may be attached to the wider government, as long as everyone knows who's truly in charge.
Religious Allegiance : Religion is one of the few forces capable of crossing an empire's boundaries and shifting the loyalty of its population. New believers inevitably bring about priests, who bring with them temples and churches. These new believers may be citizens of their own empire, but their piety compels them to support the government that represents their deity.
- Theocracies default to Applauded level Imperial Relations
Traditionalism: The religious members of a theocracy do not always have a welcoming relationship with science. Scientists like to ask questions, and sometimes those questions can be unhelpful to those who expound faith as the way of life. Thus, theocracies tend to lag behind in advancement.
- Theocracies must pay 20% more Industry Points than normal to research a technology

Dictatorship - Unlike monarchs, dictators don't have legitimacy to back them up; they have to fight tooth and nail to seize power and hold it. This gives them an iron grip on policy, and a uniquely grim worldview. Dictators can always say that they have earned their place in the world.
Martial Rule : Dictators rule by strength of arms. Because of this, they are always diligent about maintaining a large, strong army to fight for them, and are not afraid of using it.
- Dictatorships pay 20% less IP for military maintenance
Disaffected Populace : Few people appreciate living under the iron fist of a tyrant. Dictators have neither legitimacy nor public support to placate their subjects, and have to reply on suppression.
- Dictatorships have a more difficult time gaining Public Approval

Republic - A Republic is a representative government. While other governments might rules by tradition, wealth, or force of arms, the republic rules through the will of the people. Apart from elections, republics can take many forms, from parliamentary to senatorial. Still, representatives will always rule at the whims of political elections.

Patriotism : Because they choose their rulers and representatives, the electorate of a republic is far more invested in the success of their government than the citizens of other empires. Indeed, the citizens of a republic are often proud of their government, and would have no other in its place. This exceptional loyalty is most apparent in times of trial, where people will rally behind the government.
- If a Republic's planet is invaded militia will join the armed forces to help repel the invaders. If a Colony is invaded the republic gains 1 Standard Infantry Regiment. If a Core World is invaded the republic gains 3 Standard Infantry Regiments. All militia regiments disperse after invaders are repelled.

Demagoguery : People are often easily swayed by the whims of rhetoric and their own prejudices. Too often, opportunistic and unscrupulous people will get themselves elected through fear and hyper-nationalism. At the best of times, these people are corrupt and power-hungry, at worst they believe their own words, and will often take every opportunity to forward their agendas.
- Republics lose a level of Public Approval if their Economy rating reaches Recession or they lose a war.

Federation - A federation is a group of factions that have come together under a single government. While the central government does exert some influence over its components, the different regions of a federation are distinct and self-administrated. A Federation is an ideal government for smaller factions that want to avoid being overrun by larger, more powerful empires. It allows its members to maintain distinct identities while still combining their strength.
Freedom of Ideas : People in federations are exposed to changes and new ideas on a frequent basis. Every faction has its own customs, and often its own technology and policies. Because of this, new ideas have an easier time growing and being realized. An idea that is unpopular or unfeasible in one region may be perfect for another. Innovation is thus widespread.
- Federations pay 20% fewer Industry Points to purchase a technology
Disunity : Although united, the factions in a federation are still distinct, and they do not always agree with one another. This can become even worse when the central government it pitted against the regional factions who compose it. Unlike other governments, a federation has no final authority who can decide issues, so they can get very messy.
- Federations cannot achieve Unanimous Approval level Public Approval

Labor Traits:
Public Serve Is Mandatory:
Rather than go through the pesky problem of dealing with labor unions, this nation has instead outlawed them and made it the civic duty of the populace to break their backs for the state. Often with a sharpened bayonet at the ready to give them a swift poke to any whom might protest.

+Constructs are 25% cheaper
+Lowers public approval rating

This nation is completely self sufficient in terms of agricultural production, and often serves as a major exporter of food and other products to its neighbors in the region. During times of war, this comes in handy as this nations populace and soldiers will rarely go hungry on home turf and can hardly be starved out by attempts at blockade.

+Nation will never suffer food shortages during war time (unless a natural disaster occurs)
+Increases public approval rating.

Labor Unions:
Generally found in democracies and other free societies, this country has allowed the legalization of labor unions which has been a mixed blessing. The government will have to appease these unions or risk them going on strike, but at the same time labor unions provide the government with much needed support within the middle class community.

Cannot be used with dictatorships

+Constructs cost 5% more
+Increases public approval
+Nation begins with Rail Yard construct in one region.

Militarized Country:
Whether its due to the fact that this country is merely highly vigilant or just survived a war, the country remains highly militarized both along the borders and at the cities. A constant reminder is the massive flak towers that tower over the city and the nearby military barracks.

+Nation begins with two flak two units (place in city of choice)
+Nation begins with one Military Barracks (place in city of choice)
+War Fatigue sets in slower amongst the populace

Legal Trait:
Secret Police:
The Secret Police have wormed their way into almost every level of society, people can whisper one word to a trusted friend only to find themselves in a prison by dawn the next day. It is easy for a people to disappear in this society and the people have little to say about it, lest they find themselves condemned to a similar fate.

-Lowers chance of coup.
-If this country is invaded, the intelligence service will be able to give more accurate details than usual on enemy movement, numbers, etc.
-Raises dissent of the general populace.

Perhaps it's because this nation has suffered through the hardships of war and has learned to make every bullet, every bean, and every piece of scrap metal count. Regardless, through forced rationing the government has managed to pull together more resources for its soldiers.

-Country starts with 6 more oil slots than normal
-Decreases Logistical Supply Problem during war time
-Lowers public approval rating.

Whether by fair means or foul, this government is determined to keep order on the streets. If that mean's rounding up all the drug dealers on the streets and summarily executing them by firing squad, then so be it. Despite the cold blooded brutality, the heavy handed tactics of the government have curbed official corruption and crime is low.

-Riots due to the consequences are rare, though not unheard of.
-Improves economy rating.
-Lowers Imperial Reputation

Civil Liberties:
This empire has a strong tradition of civil liberties. Not only that, but people actually know their rights, and the government respects them. This leads to a vibrant and open society where people can do and say what they wish. Culture and happiness thrive under these conditions. On some occasions civil liberties do stop the government from going after legitimate targets.
- Empire more easily gains Public Approval
- Chance of intercepting Espionage reduced by 10%
- Cannot be used by a Dictatorship

Military Traits:
Total War:
Some nations respect the rules of war and do their best to treat their enemies with humanity; that's not this empire. For this empire's army there is but one rule: crush the enemy, and they will do anything to achieve it. This makes them utterly terrifying to face, as they will offer no quarter and take no mercy. Other empires are aghast at the atrocities this empire is willing to commit for the sake of victory.
- Enemy units that have Reduced status in combat do not recover until the battle is over
- Enemy units that have Broken status in combat are always lost
- Empire has a more difficult time gaining Imperial Reputation
- Empire cannot achieve Beacon of Influence level Imperial Reputation

Prestigious Military Academy:
While all nations have military academies where officer cadets are trained to lead new men, this nation has taken that to new heights by recruiting renowned military experts from around the world to train its new corp of officers. The result has lead to the building of a first rate officer, whom can relies on years of tactics and training from multiple perspectives.

+Decreases Logistical Problems
+Allows Army to move one turn faster
+Decreases chance of breaking due to morale

Conscript Army:
The conscript is not a volunteer recruit. He has no choice but to serve, with the threat of imprisonment or death if he doesn't. As a result, a conscript soldier is hardly the most enthusiastic soldier when it comes to fighting but when one dies there are others to replace him, generally many many more.

+ Can field four free infantry divisions
+All recruitment costs for infantry divisions are halved.
+Units have lowered morale in combat.

Not one step back!:
Fanaticism in this army is an understatement. It's soldiers have been beaten, bullied, and brainwashed into believing that death is better than surrender. And of course their is the ever present threat of a bullet in the back for the doubters. This army will almost never retreat, and will fight to the death even against the most extreme odds. Often against these odds, this nation's soldier will probably be found gleefully charging towards an enemy platoon with a grenade in hand even if it means his own death.

+Units will never retreat when fighting on home ground.
+Units will RARELY break due to psychological trauma or morale damage

Elite Units:
Through painstaking research and investment, the empire has mastered a certain unit. This unit has become better than its counterparts in every way, and can tip the scales against larger or better equipped enemies. However, due to resource constraints only FOUR units may be earmarked as elite.

Choose: Mechanized Infantry, Infantry, Armored Division, Fighter / Bomber Squadrons, Battleship, Cruiser, Submarine to be earmarked as elite.

Weakness Trait:
Army Meddling:
This nation's military has a history of near coups or frequent coups by the Armed Forces whom are a thorn in the side of this nation's rulers. Not only does he have to watch for the ever present danger of a foreign attack but he'll have to deal with the fact that his own military might be eager to depose him or her.

+Increases chance of military coup
+If nation suffers unrest or loses several battles in a row, open rebellion and civil strife are very possible.

Decadent Elites:
This nation's halls of power have become mired in corruption, decadence, and sin. Corruption has become rampant and the mood of the people ever more angry towards those in the society that partake in such behavior.

-10% of IP is lost per turn due to corruption
+Lowers public approval rating

Political Discord:
The Communists are fighting the Democrats on the streets, meanwhile the Socialists are leading their own vicious assault on the Royalists. The political discord in this country has exploded into bloody brawls and street fights, with the political system in anarchy how can any work get done?

-During times of crisis, it will take time to reach major decisions and political infighting can affect the final outcome of that decision.
-Increases chances of assassination of nation's leadership.

Multi-Ethnic Friction:
This country is made up of a mish mash of races, cultures, and nationalities all tossed into one melting pot. It hasn't gone well. Assimilation has been lacking, race riots are near constant, and some are advocating for the partition of the country along ethnic lines, so much so that some extreme minorities in the country have taken up arms against the state!

-Increases chance of civil war
-Chance of insurgent groups forming are high.

War Ravaged Nation:
Whether its from war or some other apocalypse, this country has been battered and bloody. Industry has nearly grinded to a halt, factories are shuttered or destroyed, the railway system is shattered, and the country is still struggling to pick up the pieces.

-Constructs cost 15% more
-Economy Rating Lowered

Last edited by Tarin on Mon Sep 05, 2011 6:02 am; edited 5 times in total

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5 Re: General Discussion on Sun Sep 04, 2011 2:33 am

The gray is soothing to the eye. XD
-LOL- the color has changed three times sense I typed this! XD I liked the gray.

I like this so far... the wheels are turning in my head, I will probably have some trait ideas for you later today.

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6 Re: General Discussion on Sun Sep 04, 2011 2:36 am

corrupt gov't and insurgancy for negative traits... maybe some more social/culteral traits

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7 Re: General Discussion on Sun Sep 04, 2011 3:04 am

Might I also sugest an areia like the enciclopedia where we may make a thread to detail social/political/culture information and other randome goddies about the nation's culture and ect.

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8 Re: General Discussion on Sun Sep 04, 2011 3:37 am

Heres a write up for empire size if we use the regions idea on the map

Empire Size

The size of an empire indicates how large its territory and influence is. More concretely, it determines the number of regions an empire controls. A large empire will have a larger industry and army, but will also be more spread out, more vulnerable, and more likely to make enemies. Note that the size of an empire has little effect on its population; a small empire can be densely populated, while a large one can be spread thin.

A Fledgling empire is one that is just starting to assert it control in the world, or which has decayed to the point that it only controls a very tiny area. Fledgling empires have a single industrialized region and one rural region. With such a small amount of territory it is easy for a fledgling empire to watch and defend its borders, but its size also means that these empires have limited industry.

Minute empires are small, but have begun to expand beyond their capital region. A minute empire has one industrialized region, but up to three rural region. At this size, the outer colony empires become more difficult to protect, but provide some useful industry.

An empire of this size is big enough to be command considerable industrial output. It now has two industrialized regions, and up to five rural regions. With an additional industrialized region comes a great increase in production capabilities. However, two industrial regions also means twice as much vulnerability.

A massive empire has spread its influence over an impressive amount of land. It has up to three industrialized regions and seven rural regions. Massive empires control a considerable amount of space, and often have difficulty protecting the full extent of their territory.


Regions are the basic unit of territory in Call to Arms. The number of regions an empire controls determines the amount of resources it gets, which in turn determines the potency of its trade. Regions come in two varieties, depending on their level of development.

Rural region:
Rural regions are being settled by the reigning empire. They usually have a smattering of small villages, and others settlements which may be miners, logging camps, or other raw industries. Rural regions are not as well defended as industrial regions and usually require military protection to deflect anything larger than a couple raiders. However, Rural regions are substantially easier to found than industrial regions, and must be founded before being developed into industrial regions.
Colonizing a rural region requires 100 IP

Industrialized region:
Industrialized regions are the heart of any empire. These are regions that have been fully developed: they are rife with traffic, and have been urbanized. These regions provide a huge industrial bonus to their empire. Industrialized regions are naturally better defended than rural regions , but are expensive to develop and require a large population.
Developing a industrialized region requires 200 IP

Developing the Empire

As empires grow, their rulers may wish to expand their reach. There are three ways this can be done: Conquest, Colonization, or Development. Note that all of these options are solely voluntary. An empire can maintain its boundaries if it prefers.

Conquest: Once opposing forces have been destroyed and a region has been occupied, leaders may incorporate it into their empire. The conquered region's IP production and population become part of the conquering force's territory. Note that apart from a few special circumstances, conquered lands are far more likely to face public dissent or rebellion than the rest of an empire. It is often necessary to garrison an occupation force on conquered territory at least temporarily, until people grow used to their new rulers.

Colonization: As an empire's population and industry expands it may extend its borders and colonize new region. This allows the empire to spread its influence, expand its industries, and gain control of more territory. While colonies lack the heavy defenses and industry of major cities, they are far easier to found than Industrial regions and have their own advantages.
- Colonization requires an Investment of 100 Industry Points

Development: As industry expands, rural region become more settled, and eventually develop into Core Systems. Not all colonies go through this process, as it is expensive, and colonies have their own benefits to the empire as a whole. Still, the industrial production and defensive power of core worlds makes them a vital part of any empire's domain.
- Only rural regions can be developed into industrial regions.
- Developing a Industrial regions requires an Investment of 200 Industry Points

Outposts: Sometimes it is desirable for an empire to establish a presence in a region without the high cost of colonization. When this is the case, empires can set up outposts to protect their territory without the effort of colonization. Outposts are small, fortified settlements within an otherwise unoccupied regions. They are not self-sufficient and require supplies from the rest of the empire to operate, but still cause a given territory to count as being under your empire's control
- An outpost requires an expenditure of 8 Industry Points per turn to remain operational
- At least one regiment or warship must be stationed to protect each outpost.
- Players may have 2 Outpost for every industrial region they control.

Resource Balance Rule

Within the roleplaying context of Call to Arms, Core systems provide large amounts of factories, industrial production, and refined resources. However, it is rural regions that provide the bulk of raw resources necessary to fuel industry. This is reflected in the Resource Balance Rule: an empire that has more industrial region than rural region faces a 30% penalty to its total Industry Production due to shortages of raw resources.

This rule kicks in any time an empire gains or loses regions, so if an empire drops below the necessary number of rural regions due to being attacked, it will still face the penalty. It is best to have more than the minimum number of rural regions in order to prevent such occurrences.

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9 Re: General Discussion on Sun Sep 04, 2011 4:34 am

XP You switched to core worlds insted of industral reagons. XP

XP You switched to core worlds insted of industral reagons. XP
So is the devlopment path

rural areia --> industralized

and do colonised areias always start out as rural?

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10 Re: General Discussion on Sun Sep 04, 2011 5:12 am

Hello there. It is Bynaar from WE.

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11 Re: General Discussion on Sun Sep 04, 2011 5:17 am

*waves* XD

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12 Re: General Discussion on Sun Sep 04, 2011 5:21 am

hehehe hi Very Happy
*waves back*

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13 Re: General Discussion on Sun Sep 04, 2011 5:31 am

I have already written up a page long thing on the nation I am going to make. -_o Including details about culture and religon. XD *has WAY too much time on her hands* Now all I need is for us to hash out the details so I can fill in the traits and such. XDDDD

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14 Re: General Discussion on Sun Sep 04, 2011 6:10 am

Possible alternate system for income, resources and regions:

Resources are Income (gained through taxation), Oil and Cropland (marked on map).

Cities generate Income at a set rate - maybe something like 25 / city / week. Cities linked by rail to trade partners generate 5 more income per trade partner. Port (coastal) cities also generate 5 more income per trade partner linked by sea. The number of cities a player has is limited by population

Cropland resources provide happiness, reduce the chance of famine, and boost population growth. Oil resources can be used to produce industrial military units.

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15 Re: General Discussion on Sun Sep 04, 2011 6:28 am

I think we're moving a tad would be nice if we really thought out our mechanics and gave them a unique twist, rather than simply copying and pasting the WE rules into a new setting.

Now to offer some ideas of my own:

-Rural/Industrial is too much of a binary, and ignores the fact that industry and commerce are concentrated in cities, not entire regions. Also, things like mining and quarrying don't fit into either category. Thus, I propose we simply have Regions and that each Region is marked by a City in its center. The City is where manufacturing and refining takes place, the rest of the Region where crops and raw materials are extracted. Of course, every region is assumed to have its fair share of villages and towns, but these contribute negligibly to industry. Developing such smaller settlements into Cities would split the Region in two.

-If we decide to do a Resource system, I think every Region should get one Resource by default, but that Resource choices should be limited by geography. You don't grow export crops in deserts, or strip-mine iron on a coastline. Also, there should be randomly-placed regions with more than one Resource, to create zones of conflict, and that there should be limitations on how many of these Regions one player's starting boundaries can encompass.

-I think we could make a more nuanced govt and econ system than we had in WE, even though the one we had was pretty darn good. For example, we could make a distinction between a Democratic Republic (enfranchisement of the majority) and an Elite Republic (enfranchisement limited to an elite minority), and between Syndicalism and State Socialism. But maybe that's just me wanting to make things more complicated than necessary.

-Colonization can't exist in this world the way it did in WE. Any hospitable place can be assumed to be inhabited. This is going to make things difficult, I know, since it pretty much limits us to either A. eliminating a neutral faction every time a newbie joins, B. not allowing newbies in at all, or C. making some sort of wait-list for newbies so we can make a new landmass every time enough sign up to merit one.

-Where is the Artillery, Saf? That definitely needs to be one of the regiment types.

More ideas will come later, but this is all I have for now.

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16 Re: General Discussion on Sun Sep 04, 2011 6:37 am

I am leaning more toward Aspen's thinking... it goes more in line with my previous sugestions from when we were still in the WE discusstion.

As for the more neuanced government that might be useful... but maybe you could make that part optional some people don't know/care about the minor diffrences.

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17 Re: General Discussion on Sun Sep 04, 2011 8:59 am

I'd have to agree with Aspen on this one. Having regions as Industrialized or Rural doesn't fit for this era. For example, if you go just east of LA you'll find a worthless desert yet this is still part of California and the LA region.

I also agree on the more in depth government aspects and throw in my own little suggestion. In order to make it more unique, why not go with the Pyramid?
Economic Style

Political Style

Government Style

For example, the USA is a Capitalist, Democratic Republic. One nation could be a Socialist, Constitutional Monarchy.
Another could be a Communist, Totalitarian Oligarchy.

Point is, we'd throw out Economic Style (ie Communism), Political Style (ie Democracy), and Government Style (ie Monarchy) and people could pick and choose. Of course, some would have rules barring access to another, like Communism and Fascism.

And, for the new people issue, we could just say that the Nation had always been there or just formed, depending. As for resources, I agree with Aspen once more, but with a slight twist. I think one shouldn't decide on their resources simply by saying it's there but by choosing regions that contain the resource. That way, we won't have vast oilfields next to a country with fertile farmland.

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18 Re: General Discussion on Sun Sep 04, 2011 2:25 pm

- I suppose regions could work in a Total War style system - each region having a capital or zone of control. This would also make constructs far easier to implement, since players could simply state where they're building a certain construct. Build a Railway Network within one region and that region has rails, or build an airfield and you can recruit and station aircraft there. If we do this we could entirely eliminate the industrial/rural distinction. Industrial regions would be the ones where you have a dozen constructs, rural would be the ones a player has let languish.

- One thing I really, really want to stress is that resources should be inherent in the system, not selected by the player. Players will always go for balanced and advantageous setups if given the opportunity. If you do regions, impose them on the map and give each one resources based on geography. Players can then choose where to start. You can avoid crippling lacks by providing a baseline amount each player gets even if they don't have a resource. e.g. Every player could have 3 or 4 oil points to start with, and could get more by capturing resources and refineries.

If we do regions, I think we could safely limit resources to things which are advantageous, but not strictly necessary, something like this:
Farmland (population growth, happiness, and lower chance of famine)
Oil (advanced military units, maybe high-level constructs)
Trade Good (higher income)

- I think I've thought of a way around Aspen's little colonization problem. In the world war 1 era, the world was still divided into developed countries and colonized areas. I think we could justify new players or expansion by keeping that in mind. New factions arise when an existing people or government industrializes enough to be a threat to the other major powers. New regions could be gained through imperialism.

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19 Re: General Discussion on Sun Sep 04, 2011 2:36 pm

The resorces thing would set up a need for real trade as well.

If you say all countires produce X ammount of all resorces. (Because frankly everywhere has the abilitie to produce a little of everything or at least easily import some.) Let's say cole, steel, oil, lumber, and agricultural goods. Then based on the geography of the planet, markers are placed to indicate an abundance of a particular resorce. Then IF you build a mine (cole or steel), lumber yard, oil refinery, ect you get Y more per each per period.


We could say that you have to build the mine ect. to get X resorce, but in resorce rich areias you get X +.5X more per period.


You could put a cap on how many constructs (mines, ect.) you can build of each type unless you are in a resorce ritch areia in witch case for that resorce you can double the cap and all refineries ect. produce teh same amount of a resorce.

At witch point we may decide to make "paying" for things in a format more XYZ costs 2 lumber, 10 steel, 5 cole, 15 agriculter... It would make it so you HAVE to have access to all of the basic resorces.

I think something simmeler to any of those would increas the need for politial action either threw traid or war.

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20 Re: General Discussion on Sun Sep 04, 2011 3:37 pm


Personally, I like what i'm hearing. I think Talis makes a good point that we should carve up the map into regions or sectors and each have a territorial capital with their own constructs in the province. But I am against needing resources to build particular units or enhance them. They should be used for purposes of trade really only. Like you said, the only problem is the map. I don't think we should force people to have to wait or not accept anyone. If worse comes to worse, we can always create a secondary map.

I also had another idea. What if we had something like contested regions to start out with? IE Aspen, you and I in WE we're fighting over the planet Khormshashr. What if we had both had troops on it? Maybe if we did something like that in CTA it could make things very interesting because you would have to split resources, population, and it would force people to come up with interesting backstories. Not to mention, plot to blow one another out of the water.

We also need more government types! I had to eliminate a chunk of the one's from WE because they don't really apply. So if you can think of some and the benefits that go along with them, feel free to submit them.

As for the artillery, I didn't include that because I figured there were too many units already and most artillery is attached to armored formations or infantry divisions. If you really want indepdent artillery units, I'll do it. Also, what do you guys think of the new traits that I put up? Which one's are too weak? Which one's are overpowered? I think i'll probably change Conscript Army a bit to give it more of a detractor as well as the Not One Step Back trait. Also, feel free to suggest your own traits please!

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21 Re: General Discussion on Sun Sep 04, 2011 3:55 pm

I don't really like setting up trade resources because they're difficult to quantify and rarely affect game mechanics. Things like wood, steel, and fine china would be all over the place, and there's no reason to trade for them unless they have some perceptible effect on game mechanics. And while we could make them have an effect, that gets really confusing after about six resources.

But enough of that, here's a proposal list for constructs, assuming we use a region-with-capital setup:

Rail System - The region is covered by a railway system which connects disparate towns and the capital city. This rail system also connects to neighboring regions with rail systems.
- Units move faster along railroads
- Boosts income for every region connected by rails
- Can be sabotaged or hijacked by enemies.

Telegraph Network - A chain of telegraph poles connects the towns and cities of the region, allowing for fast communication. This network also connects to neighboring regions with telegraph networks.
- Advanced warning of events occurring within network
- Allows coordination of separate armies
- Can be cut by enemy forces or saboteurs to block communications

Electric Grid - This nation has managed to create an interconnected electrical grid, allowing factories to function 24/7 and with the flick of a light switch increasing the standard of living amongst the populace.
- Improved Happiness

Oil Refinery - An industrial scale oil refinery can process oil much more efficiently than small-scale projects, allowing for more oil production.
- Boosts local oil resources by 4 oil points.

Flak Towers - These ugly gargantuan structures are built within a city to protect it against air raids. They are filled with massive anti-aircraft guns that fills the sky with high explosive shrapnel that tears aircraft to shreds.
- Region capital has anti-air defenses

Flak Tower Network - Flak towers are built at border posts and key towns to make air-raids incredibly hazardous.
- Entire region has anti-air defenses.

Listening Post - Massive, concrete dishes that catch distant sounds provide the best early warning system before radar. Listening posts can catch the sound of aircraft miles out, allowing defenders to prepare themselves.
- Advanced warning of air-raids in the region.

City Fort - The capital city has a military fortress at its heart or commanding its approach. Its thick concrete walls and munition stores provide defenders with an advantageous position against attackers.
- Enhanced defense and logistics in the capital city

Border Posts - Bunkers, watchtowers and outposts at strategic points along the border of the region provide a solid defensive front against possible attackers.
- Enhanced defense and logistics along region's border

Airfield - An airfield supports aviation and flight, but it's more than a flat runway in a field. The airfield also houses the parts, fuel, and personnel necessary to support military aircraft.
- Aircraft can be stationed at and launched from the region's capital.

Shipyard - A military shipyard houses all the materials, personnel and facilities to build and maintain warships.
- Warships can be stationed and launched from the region's port
- Region must border a sea to construct

Jump School - This nation in addition to mastering the skies has now found a way to land men en masse out of them.
- Allows the recruitment of Paratrooper Companies


I figured you came up with the oil limitation, Tarin, since you mentioned Oil Points. I actually like the idea to be honest; it gives players a sense of industrialization and creates an impetus to competition. Still, I would suggest giving every player a little bit of the resource to start, even if they don't have a node. Say for example people had 4 oil points to start, and could gain more by controlling the resource. That could help balance things. None of the resources should be absolutely vital, but they should provide reasons to fight over them.


Please do include artillery batteries. I honestly think the current system could be more varied with this era. I'll try posting some unit type suggestions of my own next.

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22 Re: General Discussion on Sun Sep 04, 2011 4:18 pm


What do you guys think of including 'specialist' type units? Like paratroopers? But you can only have ONE type of specialist unit and there has to be a CAP on how many you can have. That way we don't have a bunch of elite units running around.

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23 Re: General Discussion on Sun Sep 04, 2011 4:19 pm

Here's a revision of Empire starting sizes to fit better with a region-with-capital setup

Empire Size

The size of an empire indicates how large its territory and influence is. More concretely, it determines the number of regions an empire controls. A large empire will have a larger industry and army, but will also be more spread out, more vulnerable, and more likely to make enemies. Note that the size of an empire has little effect on its population; a small empire can be densely populated, while a large one can be spread thin.

A Fledgling empire is one that is just starting to assert it control in the world, or which has decayed to the point that it only controls a very tiny area. Fledgling empires have a single region. With such a small amount of territory it is easy for a fledgling empire to watch and defend its borders, but its size also means that these empires have limited industry.

An empire of this size is big enough to be command considerable industrial output. It now has between two and four regions. With an additional industrialized region comes a great increase in production capabilities. However, two industrial regions also means twice as much vulnerability.

A massive empire has spread its influence over an impressive amount of land. It has up to six regions. Massive empires control a considerable amount of space, and often have difficulty protecting the full extent of their territory.

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24 Re: General Discussion on Sun Sep 04, 2011 4:21 pm


Looks good to me man, thanks.

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25 Re: General Discussion on Sun Sep 04, 2011 4:24 pm

I like your setup Vaklu, looks like a good distinction.

And what if we combine our concepts, Tarin? We could say that most normal units only cost cash or whatever, while specialist units could take up valuable oil slots.

That would balance the resources (because you get different units, but not necessarily better ones) and also limit specialist units (because you can only field so many).

Of course, this would still run into the problem that oil isn't really appropriate for some specialist units. Perhaps we could also use things like constructs (build an airfield for planes, flight school for paratroopers, etc), and aspects (pick "Nationalism" for "Imperial Guard" unit).

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