Balance of Power: Kandallan - Pre Game Thread

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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.


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.
 
World Breakdown

The world of this BoP is based off a Fantasy PnP RPG game I was in for years, with a bit of expansion and tweaking to make it a better BoP'verse. The planet in question is called Kandallan, and the maps below give you an idea of how things are layed out. I'm waiting on my mapmaker finishing off a good scale map which includes terrain and the like, and from there I can create the geopolitical map. They'll be edited in when available.

Maps

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Hisorical Introduction

(When I get around to it)

Breakdown of Nations

Dragon Horde:

Sky Blue
Number: 1

Leader: Dragon Lord Guthrum Thorwulfsson
System of Government: Dictatorship
Ideology: United Tribes, Personal Glory
Progressive Attitudes: Magic and Technology yet to really spread, attitudes unknown
Domestic Policy: Slavery


Eurid Tribes

Tan
Number: 2

Leader: Council of Chieftains
System of Government: Tetrarchy
Ideology: Decentralized, Fiercely Independent
Progressive Attitudes:  Magic and Technology yet to really spread, attitudes unknown
Domestic Policy: Predominantly Self-Governing Tribes


Melkerite Empire:

Light Brown
Number: 3

Leader: Godking Irusuk
System of Government: Imperial Cult, Theocracy
Ideology: Nationalist, Supremacist, Expansionist
Progressive Attitudes: Magic considered to be people attempting to emulate the Godking and loathed. Nobles fear Tehcnomancy as it may allow the suppressed nations to rise.
Domestic Policy: Slavery, State Religion, Religious Law


Principality of Phodra:

Yellow Orange
Number: 4

Leader: Prince Andreas Brana
System of Government: Federal Monarchy
Ideology: Militaristic, Nationalistic
Progressive Attitudes: Wary of technology, supportive of Magic
Domestic Policy: Harsh Justice, Fair Courts; Slavery



Duchy of Baraduin:

Red
Number: 5

Leader: Grand Duke Quirin Hawk
System of Government: Constitutional Monarchy
Ideology:  Anti-War, Anti-Melkerite
Progressive Attitudes: Magic mistrusted due to use by Melkerites
Domestic Policy: Fair Justice, Subsidized education



Free City of Annulonde:

Mid green
Number: 22

Leader: Elected Council
System of Government: Democratic Republic
Ideology: Freedom of Expression, Liberalism, Highly Mercantile
Progressive Attitudes: Supportive of both Magic and Technology
Domestic Policy: Affordable Healthcare, Individual rights



Realm of Kirdan:

Light Pink
Number: 6

Leader: Malika Elisril bint al-Malak (Underage); Current Regent: Israfel ibn al-Jibrail
System of Government: Theological Monarchy
Ideology: Progressive, Bureaucratic
Progressive Attitudes:  Supportive of both Magic and Technology
Domestic Policy: State Religion, Feudal Structure



New Kirdan

Royal Purple
Number: 14

Leader: Melech Seriel ibn al-Malak
System of Government: Theological Meritocracy
Ideology: Progressive, Free Thinking
Progressive Attitudes: Highly supportive of Technology, Accepting of magic
Domestic Policy: State Religion, Egalitarianism



Irinan League:

Hot Pink
Number:7

Leader: Empress Megan Imiri
System of Government: Elective Monarchy
Ideology: Defensive, Decentralized
Progressive Attitudes: Various
Domestic Policy: Various

[Note that the Irinian League is a collection of 17 City States, under a blanket name for protection, similar to the Holy Roman Empire. Players may ask to play as a City State if they so wish]



Viridistan:

Lemon Yellow
Number: 8

Leader: Elder Council
System of Government: Gerontocracy
Ideology: Authoritarian, Highly Anti-Melkerite
Progressive Attitudes: Accepting of both Magic and Technology, slight shunning of Magic due to Melkerites
Domestic Policy: Caste system, Bonded Slaves



Kingdom of Aaronius:

Dust Brown
Number: 9

Leader: King Fendel Kallamar
System of Government: Absolute Monarchy
Ideology: Militaristic, Anti-Melkerite
Progressive Attitudes:  Cautious about Technology, enthusiastic about Magic
Domestic Policy: Pogrom of Melkerites, Privatised Military



Zunaarana Republic:

Light Grey
Number: 10

Leader: Elected Council
System of Government: Constitutional Republic
Ideology: Liberal, Protectionist
Progressive Attitudes: Cautious about Magic and Technomancy, but neither are condemned
Domestic Policy: Social Order, Exile is main legal punishment



Ezrebit

Light Green
Number: 11

Leader: Grand Vizier Libur Hazas'drun
System of Government: Totalitarian Democracy
Ideology: Expansionist, Mercantile
Progressive Attitudes:  General support for both Magic and Technology
Domestic Policy: Egalitarianism, Citizens have Right to Impeach Government by vote



Embario:

Umber
Number: 12

Leader: General Ursuul
System of Government: Stratocracy
Ideology: Expansionist, Militaristic
Progressive Attitudes:  Populace against magic and technology, considering them dishonourable in war
Domestic Policy: Mandatory Military Service for Men



Xatachlan:

Mid-Dark green
Number: 13

Leader: High Priestess Nei'Li
System of Government: Theocracy
Ideology: Religious Supremacy, Mercantile
Progressive Attitudes: Supportive of technology, support magic for priesthood only
Domestic Policy: Criminal Labour

Jalay Tribe Holdings:

Burgundy
Number: 15

Leader: High Queen Ysnet Jalay-Jalay
System of Government: Matrifocal Democracy
Ideology: Guild Socialism, Conservatism
Progressive Attitudes: Against both Magic and Technology
Domestic Policy: Social Order, Religious Sects



Eastern Sharnock:

Deep Purple
Number: 16

Leader: Dame Liet Feldmelkin
System of Government: Feudal Autocracys
Ideology: Peaceful Expansionism, Order
Progressive Attitudes: Moderately supportive of both magic and technology
Domestic Policy: Slavery, Focus on stability



Western Sharnock:

Turquoise
Number: 17

Leader: Knight Gillian Feldmelkin
System of Government: Feudal Autocracy
Ideology: Peaceful Expansionism, Justice
Progressive Attitudes: Moderately supportive of both magic and technology
Domestic Policy: Slavery, focus on fairness



Elphalan League:

Gold
Number: 18

Leader: Lord Constantine Kellmarsh
System of Government: Absolute Monarchy
Ideology: Xenophobia, Isolationism
Progressive Attitudes: Strongly in favour of magic
Domestic Policy: Oppression of foreigners, Closed Borders



Archduchy of Kadath:


Lavender
Number: 19

Leader: Arch Duke Stanislaw Achenbach
System of Government: Federal Monarchy
Ideology: Anti-Elphalan, Pro-Native
Progressive Attitudes: Support for both magic and technology, but only at a moderate, safe pace
Domestic Policy: Supports and are respected by the local tribes, Indentured Servitude



Lands of the Petrel Throne:

Peach
Number: 20

Leader: King-Admiral Gareth Lidwell
System of Government: Feudal Monarchy
Ideology: Anti-Native, Protect Ancestral Lands
Progressive Attitudes: Highly supportive of both Magic and Tech
Domestic Policy: Freedom of Religion

[Has lost a lot of terrain to the SE to natives lately, following the death of the previous King, Kyneth]



Bjarnholm Valley:

Mid Brown
Number: 21

Leader: Speaker Blane
System of Government: Absolute Theology
Ideology: Highly Religious, Isolationist
Progressive Attitudes: Low support for magic and technology
Domestic Policy: State Religion, Caste System



Kingsleague of the Beautiful Flame:

Sand Yellow
Number: 23

Leader: Lord Protector Alexander Zaen
System of Government: Stratocracy
Ideology: Militaristic, Xenophobic
Progressive Attitudes: Strongly in favour of tech, resentful of magic
Domestic Policy: Segregation of Foreigners, State Religion

 
You mentioned religion in the 'Domestic Policies' section, will religion play a major part in your game (with lore etc...)?
If so, will players have pre-set state religions?
 
Religion is one of the driving forces of stability for some nations, and a portion of it in others. The importance of this will really depend on your country: a Theocracy is significantly more reliant than say, a republic with freedom of religion. As a result, some players will have pre set religions. If there is no primary religious body in a nation, this will be noted. There are very few truly atheistic places at present however.
 
What kind of magic schools are we looking at?

Anything you can imagine? Only a few basic ones like fire,wind,water,air? Or also more advanced stuff like summoning, telekinesis or illusion and the likes?
 
Some would say too many. Anyway, sign me up*!

Name of Nation: The Glorious Kingdom of Tuckleslovakia
Leader: Tuckles, our Lord and Savior
System of Government: Anarchocommunistic Democratic Monarchy
Ideology:  Tea Party
Progressive Attitudes: Pro Homosexual Zoophilia
Domestic Policy: No for'ners
Stability: It's an indeterminate structure all up in here.
Economy: What's that?


[Income]

Economic Income: A lot I guess.
Trade Income: No for'ners allowed.


Total Credits Earned This Turn:
Credits Banked: Credits are for non-anarchocommunistic democratic monarchies. We deal in jelly beans.

[Materials & Goods]

Raw Material Stocks:

ALL THE RESOURCES!

<insert the other stuff there>


Yeah, I was kinda too lazy to finish this. Way too complicated.

* I am not in fact joining this game.
 
How do you do the combat? Is it freeform (based on attack/defense plans + common sense?) Or will you use a system like Dodes?
 
Let me know if you need a co-host, as I'd like to get some experience before running my own game (which is also going to use a co-host system).

gaham1 said:
Really one letter off and you are going to call me out on it? :neutral:
Don't feel bad, he's British so it's not like they know how to spell either.
 
MaHuD said:
How do you do the combat? Is it freeform (based on attack/defense plans + common sense?) Or will you use a system like Dodes?

The former. Considering how freeform magic and the like are, I really don't see a numerical system working well.

Shatari said:
Let me know if you need a co-hos

I'll be asking for one or two of these when I open the applications, but cheers for voicing interest.
 
Elisianthus said:
MaHuD said:
How do you do the combat? Is it freeform (based on attack/defense plans + common sense?) Or will you use a system like Dodes?

The former. Considering how freeform magic and the like are, I really don't see a numerical system working well.
Excellent. Will you take morale and stabilty into account aswell? Say if a country has very low public order, his army will suffer aswell?
 
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