Post by Martian on Jul 13, 2016 19:41:48 GMT -5
Hello. This is the wonderful set of rules that we will be playing by. Everything that is underlined in the “INITIAL SCENARIOS” are the things you need to know about them. The other stuff in those tabs simply further explain how and why this scenario works.
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GENERAL RULES:
Each nation, at the beginning of the game, must pick a capital. This capital choice is not permanent; once every 5 turns, you are allowed to switch your capital to another province if you so desire.
You cannot move you capital in wartime. This applies even when the fighting is nowhere near you but you are still involved in the war. If your capital is captured by the enemy in battle, they are considered to have totally won the war. They are allowed to dictate peace terms to you, and you must accept.
Obviously, there are commonsense exceptions to the rule: if, for example, you are clearly and badly losing the war, capturing the enemy’s capital will not result in a victory for you, but in a status quo ante bellum peace.
WAR:
There are two ways to declare war: abrupt and formal. Formal declarations are the traditional “wait 1 turn before attacking”, while with abrupt declarations, you can attack the same turn you declare. However, abrupt declarations are universally disliked, and all alliances you have are automatically broken and cannot be renewed for 5 turns.
It is wished that a reason is publically stated for a declaration of war. Simply waging war like a FFA is not acceptable. Whether it be because of politics, influence of another nation, or a want of a certain land, there must be a reason to wage war.
Declaring War on a Trade-State is looked down upon. There will be consequences for doing so. Before making such a DICK MOVE, make sure you will be able to handle the repercussions.
INITIAL SCENARIOS of MAJOR NATIONS:
Orctova and its major nations generally do not get along with the nations of other lands. In Noliterre lore, The Orctova supercontinent is predominantly “evil,” while the other lands are generally against whatever Orctova does.
Southern Orctova is an exception to this, seeing as human influence has taken hold of the land.
Avaron is generally the home base of good, and as such it is always in conflict with Orctova. It is also strongly traditionalist in the north, while in the south new technologies are constantly being added, leading to fissures within the continent.
Noliterran Archipelago is unified but the islands are in disagreement over which nations they should do business with. The Archipelago in the north is unified, but the islands are likely to be swayed economically or culturally by different continents or nations, generally those that are close to a certain island.
The nations of East Vondexa and the Resni Mountain Range are closest to Orctova, and while they do not like Orctova, they are less likely to speak out against the nations of the supercontinent.
Hogni Island seems unified to the rest of the world, but the east and west of the island is pitted against each other, in what mimics civil war. The Sutton trade state in Hogni Island serves as a barrier, so the two parts of the island fight with economics and proxy wars, not directly; however, Western Hogni Island feels a bit too isolated from the rest of the world and is starting to consider breaking the non-aggression pact (NAP) concerning all trade-states.
West Vondexa has gone into a post-colonial tailspin following the withdrawal of Neo-Camvonia. This has created a love-hate relationship between these nations and their former overlord, with the people generally loving the Camvonians but the government loathing them for the lack of freedom they represent. While they’re too poor and fragmented to play a large part in world affairs, they generally side with their former master in most matters.
INITIAL SCENARIOS of TRADE STATES:
Lipsko is NOT a trade-state. It is Noliterre’s Vatican City.
No trade-state is to declare war. The only way a trade state can gain land is through a defensive victory in a war, where they were declared upon.
All trade states (one-bonus states) in Vondexa and Avaron start out allied, and must remain so until at least turn 5. The leader of this Western Trade Alliance is the Twin Isles (Emperor Justininan).
All trade states (one-bonus states) in Orctova start out allied, and must remain so until turn 5. There is no official leader of the Orctovan Trade Federation, but the trade-state with the most influence in Orctova is Vodranty (Lord of Turnips).
The Rizani trade-state is semi-steampunk technologically, despite residing in Orctova and belongs to the OTF. Rizani has trading deals with the Noliterran Archipelago, as well as the Island of Camvonia. Upper Mliza currently allows this, but is pondering intervening with Rizani’s deals with the lands other than Orctova. Upper Mliza keeps Rizani alone because its existence hinders Lower Mliza.
All trade-states have some sort of deal/business with the nations directly bordering or completely surrounding them. They are also initially on good terms with the nations that are relatively near them (like how Germany is relatively near Spain, even if they don’t border each other).
______________________________________________________________________________
GENERAL RULES:
Each nation, at the beginning of the game, must pick a capital. This capital choice is not permanent; once every 5 turns, you are allowed to switch your capital to another province if you so desire.
You cannot move you capital in wartime. This applies even when the fighting is nowhere near you but you are still involved in the war. If your capital is captured by the enemy in battle, they are considered to have totally won the war. They are allowed to dictate peace terms to you, and you must accept.
Obviously, there are commonsense exceptions to the rule: if, for example, you are clearly and badly losing the war, capturing the enemy’s capital will not result in a victory for you, but in a status quo ante bellum peace.
WAR:
There are two ways to declare war: abrupt and formal. Formal declarations are the traditional “wait 1 turn before attacking”, while with abrupt declarations, you can attack the same turn you declare. However, abrupt declarations are universally disliked, and all alliances you have are automatically broken and cannot be renewed for 5 turns.
It is wished that a reason is publically stated for a declaration of war. Simply waging war like a FFA is not acceptable. Whether it be because of politics, influence of another nation, or a want of a certain land, there must be a reason to wage war.
Declaring War on a Trade-State is looked down upon. There will be consequences for doing so. Before making such a DICK MOVE, make sure you will be able to handle the repercussions.
INITIAL SCENARIOS of MAJOR NATIONS:
Orctova and its major nations generally do not get along with the nations of other lands. In Noliterre lore, The Orctova supercontinent is predominantly “evil,” while the other lands are generally against whatever Orctova does.
Southern Orctova is an exception to this, seeing as human influence has taken hold of the land.
Avaron is generally the home base of good, and as such it is always in conflict with Orctova. It is also strongly traditionalist in the north, while in the south new technologies are constantly being added, leading to fissures within the continent.
Noliterran Archipelago is unified but the islands are in disagreement over which nations they should do business with. The Archipelago in the north is unified, but the islands are likely to be swayed economically or culturally by different continents or nations, generally those that are close to a certain island.
The nations of East Vondexa and the Resni Mountain Range are closest to Orctova, and while they do not like Orctova, they are less likely to speak out against the nations of the supercontinent.
Hogni Island seems unified to the rest of the world, but the east and west of the island is pitted against each other, in what mimics civil war. The Sutton trade state in Hogni Island serves as a barrier, so the two parts of the island fight with economics and proxy wars, not directly; however, Western Hogni Island feels a bit too isolated from the rest of the world and is starting to consider breaking the non-aggression pact (NAP) concerning all trade-states.
West Vondexa has gone into a post-colonial tailspin following the withdrawal of Neo-Camvonia. This has created a love-hate relationship between these nations and their former overlord, with the people generally loving the Camvonians but the government loathing them for the lack of freedom they represent. While they’re too poor and fragmented to play a large part in world affairs, they generally side with their former master in most matters.
INITIAL SCENARIOS of TRADE STATES:
Lipsko is NOT a trade-state. It is Noliterre’s Vatican City.
No trade-state is to declare war. The only way a trade state can gain land is through a defensive victory in a war, where they were declared upon.
All trade states (one-bonus states) in Vondexa and Avaron start out allied, and must remain so until at least turn 5. The leader of this Western Trade Alliance is the Twin Isles (Emperor Justininan).
All trade states (one-bonus states) in Orctova start out allied, and must remain so until turn 5. There is no official leader of the Orctovan Trade Federation, but the trade-state with the most influence in Orctova is Vodranty (Lord of Turnips).
The Rizani trade-state is semi-steampunk technologically, despite residing in Orctova and belongs to the OTF. Rizani has trading deals with the Noliterran Archipelago, as well as the Island of Camvonia. Upper Mliza currently allows this, but is pondering intervening with Rizani’s deals with the lands other than Orctova. Upper Mliza keeps Rizani alone because its existence hinders Lower Mliza.
All trade-states have some sort of deal/business with the nations directly bordering or completely surrounding them. They are also initially on good terms with the nations that are relatively near them (like how Germany is relatively near Spain, even if they don’t border each other).