Balance of Power: Kandallan
Right, talking this over with some people I've decided to shift talk of this out of the Hosting thread and into a self contained threadnaught. When I open up recruitment, this thread will be re-purposed. In the mean time, I'm going to do a breakdown of the Nation Card to clarify what's what, as well as modify it as feedback comes in. I'll also make a second post, in which I'll make a world summary, as well as a summary of each individual nation so that people can at least have a clue what it is they're applying for. I'm going to reserve a third post just in case, but it might never be relevant. I'll try to post in the thread whenever I make a major update to these intro posts. Recruitment is currently not open, so don't bother for now. Nonetheless, feel free to ask questions of settings or rules, or give feedback: I always appreciate frank honesty rather than just trying to gloss over problems that arise.
Blank Country Card
Code:
[Overview]
Name of Nation:
Leader:
System of Government:
Ideology:
Progressive Attitudes:
Domestic Policy:
Stability:
Economy:
[Income]
Economic Income: ??
Trade Income: ??
Total Credits Earned This Turn:
Credits Banked:
[Materials & Goods]
Raw Material Stocks:
Coal ?? +/- ??
Copper ?? +/- ??
Food ?? +/- ??
Gems ?? +/- ??
Gold ?? +/- ??
Iron ?? +/- ??
Luxuries ?? +/- ??
Raw Mana ?? +/- ??
Tin ?? +/- ??
Wood ?? +/- ??
Raw Material Income [By Season]:
Season Spring Summer Autumn Winter
Coal +/- ?? +/- ?? +/- ?? +/- ??
Copper +/- ?? +/- ?? +/- ?? +/- ??
Food +/- ?? +/- ?? +/- ?? +/- ??
Gems +/- ?? +/- ?? +/- ?? +/- ??
Gold +/- ?? +/- ?? +/- ?? +/- ??
Iron +/- ?? +/- ?? +/- ?? +/- ??
Luxuries +/- ?? +/- ?? +/- ?? +/- ??
Raw Mana +/- ?? +/- ?? +/- ?? +/- ??
Tin +/- ?? +/- ?? +/- ?? +/- ??
Wood +/- ?? +/- ?? +/- ?? +/- ??
Refined Materials:
Bronze ??
Charcoal ??
Lumber ??
Mechanisms ??
Refined Mana ??
Steel ??
Finished Goods:
(Highly Nation Specific)
[Technology and Magic]
Administrative Level - ??
Infrastructure Level - ??
Military Tech - ??
Naval Tech - ??
Industrialization Level - ??
Technomancy Level - ??
Thaumaturgical Level - ??
(Specialised School levels)
[Military]
Conscript - ??
Light Infantry - ??
Light Archers - ??
Light Cavalry - ??
Local Fortifications -
[Naval Capabilities]
Small Traders - ??
Large Traders - ??
Small Warships - ??
Large Warships - ??
Transports - ??
[Diplomacy & Trade Overview]
Trade Goods Overview:
Trade Agreements/Diplomatic Actions:
Major Ongoing Issues:
War Movements:
[Other Notes]
Colour on Map:
____________________________________________________________________________________________________
[GM Notes]
Country Card Breakdown
Spoilered for size, also taking it out of a code block destroys the tabbing - this won't be pretty.
[Overview]
Name of Nation: - Self explanatory
Leader: - Name of current leader or leading body
System of Government: - Current system of Government
Ideology: - Current ideology of the majority of the population
Progressive Attitudes: - Opinions of populace on magic/technomancy
Domestic Policy: - Major domestic policies. Examples are slavery, freedom of religion, strictness of laws and so on
Stability: - How much the populace supports your Government
Economy: - Economic policies, such as open markets, tariffs, interventionism etc.
[Income]
Economic Income: - Base income from all non foreign sources
Trade Income: - Income from foreign sources
Total Credits Earned This Turn: - Total income
Credits Banked: - Unspent credits held in reserve
[Materials & Goods]
Raw Material Stocks: - Current national stocks of all base resources, plus expected change this season.
Raw Material Income [By Season]: - Expected income/expenditure of each resource per season assuming no changes/events. Luxuries are placed here, but for some nations, they may be a "refined material" or "finished good" - in the cases of jewellery, or other crafts. I'm probably going to leave it here for neatness' sake though.
Refined Materials: - Created from investment of credits and raw materials, used in creation of finished goods.
Finished Goods: - Created from credits, raw materials and/or refined materials. Which goods you end up with are highly nation specific. I'm going to have some examples in the original post, but if there's something you want to go for specifically, PM me and we'll talk it over. I'm not limiting these to just the listed ones.
[Technology and Magic]
Administrative Level - Defines how organised your nation is: census results, border checks, logging of trade and so forth. The higher this is, the more money you can eek out of your nation.
Infrastructure Level - Defines how well connected your cities are, as well as base neccesities. Water distribution, speed messages and armies move and eventually distribution of energy are based off this.
Military Tech - How well developed your military technology is, not only does this allow better weapons and armour, and more effective troops, but combines with magic or technomancy, you can try for some fun hybrids...
Naval Tech - Boats! Works much the same as military tech, but also determines efficiency of naval trade, blockades and such. Also reduces the chance of unfortunate accidents occurring at sea.
Industrialization Level - Determines how much your nation has modernized. Higher levels will extract raw materials more efficiently, as well as potentially improve the refining and construction process'.
Technomancy Level - A measure of how much your magitech has developed: Higher levels allow much more complicated machines, engines and all sorts.
Thaumaturgical Level - How much your wizards wizz. The higher this is, the more elaborate your rituals can be, and the more reality bends for you.
(Specialised School levels) - Nations can choose to focus on a few specific schools of magic rather than the whole fish - this will be reflected here if they choose to do so.
[Military] - Summary of available military units, any relevant notes.
Local Fortifications - Summary of any significant fortifications.
[Naval Capabilities] - Like Military, but for boats.
[Diplomacy & Trade Overview] -
Trade Goods Overview: - Which specific non-primary resource goods you are exporting, and what you are importing.
Trade Agreements/Diplomatic Actions: - Current alliances, peace deals, trade agreements and so on and so forth.
Major Ongoing Issues: - Where you find out why your country is exploding.
War Movements: - And where you find out who is doing it.
[Other Notes] - Anything else: colour on map is currently only occupant, but I'm leaving this in case it's needed.
Name of Nation: - Self explanatory
Leader: - Name of current leader or leading body
System of Government: - Current system of Government
Ideology: - Current ideology of the majority of the population
Progressive Attitudes: - Opinions of populace on magic/technomancy
Domestic Policy: - Major domestic policies. Examples are slavery, freedom of religion, strictness of laws and so on
Stability: - How much the populace supports your Government
Economy: - Economic policies, such as open markets, tariffs, interventionism etc.
[Income]
Economic Income: - Base income from all non foreign sources
Trade Income: - Income from foreign sources
Total Credits Earned This Turn: - Total income
Credits Banked: - Unspent credits held in reserve
[Materials & Goods]
Raw Material Stocks: - Current national stocks of all base resources, plus expected change this season.
Raw Material Income [By Season]: - Expected income/expenditure of each resource per season assuming no changes/events. Luxuries are placed here, but for some nations, they may be a "refined material" or "finished good" - in the cases of jewellery, or other crafts. I'm probably going to leave it here for neatness' sake though.
Refined Materials: - Created from investment of credits and raw materials, used in creation of finished goods.
Finished Goods: - Created from credits, raw materials and/or refined materials. Which goods you end up with are highly nation specific. I'm going to have some examples in the original post, but if there's something you want to go for specifically, PM me and we'll talk it over. I'm not limiting these to just the listed ones.
[Technology and Magic]
Administrative Level - Defines how organised your nation is: census results, border checks, logging of trade and so forth. The higher this is, the more money you can eek out of your nation.
Infrastructure Level - Defines how well connected your cities are, as well as base neccesities. Water distribution, speed messages and armies move and eventually distribution of energy are based off this.
Military Tech - How well developed your military technology is, not only does this allow better weapons and armour, and more effective troops, but combines with magic or technomancy, you can try for some fun hybrids...
Naval Tech - Boats! Works much the same as military tech, but also determines efficiency of naval trade, blockades and such. Also reduces the chance of unfortunate accidents occurring at sea.
Industrialization Level - Determines how much your nation has modernized. Higher levels will extract raw materials more efficiently, as well as potentially improve the refining and construction process'.
Technomancy Level - A measure of how much your magitech has developed: Higher levels allow much more complicated machines, engines and all sorts.
Thaumaturgical Level - How much your wizards wizz. The higher this is, the more elaborate your rituals can be, and the more reality bends for you.
(Specialised School levels) - Nations can choose to focus on a few specific schools of magic rather than the whole fish - this will be reflected here if they choose to do so.
[Military] - Summary of available military units, any relevant notes.
Local Fortifications - Summary of any significant fortifications.
[Naval Capabilities] - Like Military, but for boats.
[Diplomacy & Trade Overview] -
Trade Goods Overview: - Which specific non-primary resource goods you are exporting, and what you are importing.
Trade Agreements/Diplomatic Actions: - Current alliances, peace deals, trade agreements and so on and so forth.
Major Ongoing Issues: - Where you find out why your country is exploding.
War Movements: - And where you find out who is doing it.
[Other Notes] - Anything else: colour on map is currently only occupant, but I'm leaving this in case it's needed.
Differences in System!
This is an important one - this BoP will be changing a few of the older and more established rules, because I either don't like them or feel they could be implemented better.
- Credit trade snowballs are no longer a thing. You have a finite volume you can trade, and a finite production. You have various "Trade Goods" which are abstracted into the "Luxuries" resource. What these actually are differ for each nation, and supply and demand affects your trade value. If, for example, country A produces Ivory and demands Pearls, whereas country B produces Exotic Pets and demands Ivory, country A will gain more from the trade deal than country B if they each trade the same number of Luxuries. Home created luxuries do significantly less for you than imported ones, so spread spread your goods around. Overseas you need a navy to support this, and unlike modern times banditry and piracy is still a serious problem - escort your traders!
- Expanding on this, for naval trade you will require trade ships, each of which can hold a certain volume of goods. Land trading takes more time, but does not require naval infrastructure and is a bit less risky.
- Game turns are now seasonal rather than yearly. Income of Credits and Resources will vary by season, so remember to use your nation card to plan ahead. Furthermore, due to the slower turn scale, it is now more likely you'll have forewarning of attack due to troop movements around the borders and the like. Consider your war strategies carefully.
- As covered previously, finished goods and military units are not fixed. If you want to develop something, try investing in a feasibility study. If they become "General Knowledge", they'll be added to the main list in the OP.
- Food is a thing. Do not let food run into negative. Seriously. Trust me on this one.
- Also, there's magic and such.