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Good game everybody!
USER: 1700Public
PASS: Password
Good game everybody!
Balance of Power
1700
1700
[size=14pt]INTRODUCTION:
This is a historical BoP, centering around the 18th century, including the War of the Spanish Succession and the high-point of imperialism. Every aspect of the era is reflected and simulated, from trade to battles to the technologies that shaped the time period. This Balance of Power gives players the opportunity to play as any country and play in any way they see fit, granting them the ability to take their nation and make it sprawl across the globe or make it the greatest industrial powerhouses of its time. There is no winning, only succeeding against all odds.
Basic Rules and Concepts:
1. Keep discussions on-topic and reasonable.
2. Don't miss deadlines. You applied for this game, showing your willingness to participate. Now don't disappoint.
3. You may not directly quote, screenshot, or copy and paste any parts of a country card, turn report, or private conversation with the host or another player into the thread. You are also heavily discouraged from doing this in private conversations.
4. You may not edit or delete posts in this thread. The first time, you will be warned. Each violation after that will result in a penalty enacted on your nation in game.
5. If you like, add HULKSMASH into your private conversations. He enjoys reading it.
6. Credit amounts are both relative and absolute. Domestic credit spending is relative and proportional to country size, whereas international (military and espionage, for example) spending and effectiveness is absolute.
Hosts:
HULKSMASH - That's me, the main host of the game.
Eternal - My partner in crime. He does so much work for the game, definitely more than any cohost for any past BoP. He's more like a second host.
Together, we make up the hosting team that brings you BoP:1700. Please try and be respectful towards us, as we've put dozens of hours of free time into this, and we're here for the same reason as you: to have fun.
Players:
Austria: Amontadillo
Bavaria: König
China: Tiberius Decimus Maximus
Denmark-Norway: Benno Maximus
England: Blobmania
France: ejnomad
Mughal Empire: Yoyoio
Netherlands: MaHuD
Oman: Shatari
Ottoman Empire: Grimmend
Papal States:
Persia: Jagiello
Poland-Lithuania: AdmiralThrawn
Portugal: Gaham1
Prussia: Bluehawk
Russia: BlackTide
Sweden: Harkon Haakonson
Spain: Pimple_of_Pixels
Venice: DoctorPainkiller
Hanover: jloveboner
Mecklenburg: Odyseuss
matiss_vienbergs
Nord Champion
Nord Champion
COUNTRY CARD:
Country Name: The name of your country.
Leader: The name of your leader.
Titles: Your ruler's titles.
Royal Family: Your dynasty name, relevant in the case of a potential personal union
State Religion: Your national religious affiliation.
Stability: The stability of the state and how vulnerable it is to domestic and exterior threats.
National Rank: Assessment of general military, cultural, economic, and technological strength in relation to other countries.
Leader: The name of your leader.
Titles: Your ruler's titles.
Royal Family: Your dynasty name, relevant in the case of a potential personal union
State Religion: Your national religious affiliation.
Stability: The stability of the state and how vulnerable it is to domestic and exterior threats.
National Rank: Assessment of general military, cultural, economic, and technological strength in relation to other countries.
Net Monetary Income: Your total incomes and expenses, all factored together.
Tax Income: Domestic income made from taxing your people.
Trade Income: Income made through trade and the trading of various, primarily luxury, goods.
Colonial Tribute: Income made from colonies.
Vassal Tribute: Income made from vassal states.
Army Upkeep: The cost of maintaining your army.
Naval Upkeep: The cost of maintaining your navy.
Tech Funding: The amount of money you send to your university for research.
Current Treasury: Amount of money you currently have.
Loans: If you've borrowed any money from banks, they will appear here. If loans get too high, your income will decrease.
Colonial/Vassal Income Breakdown: Income from your colonies and/or vassals will receive more explanation, here.
Tax Income: Domestic income made from taxing your people.
Trade Income: Income made through trade and the trading of various, primarily luxury, goods.
Colonial Tribute: Income made from colonies.
Vassal Tribute: Income made from vassal states.
Army Upkeep: The cost of maintaining your army.
Naval Upkeep: The cost of maintaining your navy.
Tech Funding: The amount of money you send to your university for research.
Current Treasury: Amount of money you currently have.
Loans: If you've borrowed any money from banks, they will appear here. If loans get too high, your income will decrease.
Colonial/Vassal Income Breakdown: Income from your colonies and/or vassals will receive more explanation, here.
Resources are tracked as follows:
Name: Stockpile (Change per turn) [Factors affecting change]
Food: X (+-) [+ from farms, - to armies]
Wood: X (+-) [+ from forests, - to navies]
Coal: X (+)
Iron: X (+)
Copper: X (+)
Saltpeter: X (+)
Steel: X (-) [- to armies, - to navies]
Bronze: X (-) [- to navies]
Gunpowder: X (-) [- to armies, - to navies]
Name: Stockpile (Change per turn) [Factors affecting change]
Food: X (+-) [+ from farms, - to armies]
Wood: X (+-) [+ from forests, - to navies]
Coal: X (+)
Iron: X (+)
Copper: X (+)
Saltpeter: X (+)
Steel: X (-) [- to armies, - to navies]
Bronze: X (-) [- to navies]
Gunpowder: X (-) [- to armies, - to navies]
Trade Income Breakdown
Total Trade Income: Total amount you make from trade.
List of each trade region and how much you make from them
Modifiers: Any extra factors for your trade income.
----------
Trade Region: Name of Trade Region.
National Trade Power: Amount of trade power you have in the region. (% of total)
National Income: Amount of income this power gets you. [% of trade power*region wealth]
--
Repeated for each trade region you have power in.
Total Trade Income: Total amount you make from trade.
List of each trade region and how much you make from them
Modifiers: Any extra factors for your trade income.
----------
Trade Region: Name of Trade Region.
National Trade Power: Amount of trade power you have in the region. (% of total)
National Income: Amount of income this power gets you. [% of trade power*region wealth]
--
Repeated for each trade region you have power in.
National University
Funding: Total amount of funding you're granting research.
Prestige: The importance of your university both in your country and abroad. More prestigious universities tend to be more effective.
Great Thinkers: Number of great thinkers at your university, including their bonuses.
----------
Each tech group will have a general level of advancement, as well as any special innovations you have made. More information regarding these can be found in the "technology" systems, below.
Land Progress:
Innovations:
Naval Progress:
Innovations:
Economic Progress:
Innovations:
Industrial Progress:
Innovations:
-CULTURE-
Culture plays a multifaceted role in this game. It allows for other nations to influence your domestic population and stability, and high culture increases national pride. Invading a nation you are culturally influenced by will cause negative effects, although a successful victory will have greater importance. Additionally, being condemned by a nation (particularly the Pope) that exerts tremendous influence on your people will hurt international standing, prestige, and stability, as well as your own cultural rank.
Cultural Rank: The importance and prominence of your culture in the world.
Culture Exerted on Neighbors: Your culture importance to other nations.
Culturally Influenced By: Who you are culturally influenced by.
Funding: Total amount of funding you're granting research.
Prestige: The importance of your university both in your country and abroad. More prestigious universities tend to be more effective.
Great Thinkers: Number of great thinkers at your university, including their bonuses.
----------
Each tech group will have a general level of advancement, as well as any special innovations you have made. More information regarding these can be found in the "technology" systems, below.
Land Progress:
Innovations:
Naval Progress:
Innovations:
Economic Progress:
Innovations:
Industrial Progress:
Innovations:
-CULTURE-
Culture plays a multifaceted role in this game. It allows for other nations to influence your domestic population and stability, and high culture increases national pride. Invading a nation you are culturally influenced by will cause negative effects, although a successful victory will have greater importance. Additionally, being condemned by a nation (particularly the Pope) that exerts tremendous influence on your people will hurt international standing, prestige, and stability, as well as your own cultural rank.
Cultural Rank: The importance and prominence of your culture in the world.
Culture Exerted on Neighbors: Your culture importance to other nations.
Culturally Influenced By: Who you are culturally influenced by.
Discipline: Affects the losses taken during a battle. Militaries with low discipline will find themselves depleting numbers much faster, as troops will choose to rout or surrender.
Tactics: This reflects upon the skills of your generals, and primarily affects the inter-turn battle report. High tactics will give you more information and options during a battle, and will make your orders be carried out more effectively.
Organization: How cohesive your army after a battle. It will affect losses post-battle (while fleeing or pursuing). A more organized army will take fewer morale hits as well.
MOBILIZED UNITS:
Rundown of your mobilized troop numbers.
Melee Infantry: Generally represent pikemen. Most effective against cavalry. Generally being phased out.
Conscript Musketmen: Effectively musketmen, except much more susceptible to routing and morale losses.
Irregulars: Adaptable forces most effective on the wings of an army or in difficult terrain.
Musketmen: The staple force of any military.
Light Cavalry: Effective at scouting and pursuing enemy troops quickly. Can be used in a cavalry charge.
Heavy Cavalry: Most effective in a cavalry charge, can quickly demoralize troops and rout conscript musketmen quickly.
Artillery: Necessary for sieges, and somewhat effective at demoralizing enemy troops. They are defenseless, and if overrun will immediately surrender.
Divisions:
-- Army Name [Location]
List of troops.
Experience: Roman numeral I-V (1-5), reflecting upon your troops' military experience.
Morale: How happy your men are, reflecting upon their willingness to continue marching and their general combat effectiveness.
-----
DEMOBILIZED UNITS:
Melee Infantry:
Conscript Musketmen:
Irregulars:
Musketmen:
Light Cavalry:
Heavy Cavalry:
Artillery:
Divisions:
-- Army Name [Location]
List of troops.
-----
MOBILIZED Navy:
Your ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:
Divisions:
- Fleet Name [Location]
List of ships.
-----
DEMOBILIZED NAVY:
Your demobilized ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:
Divisions:
- Fleet Name [Location]
List of ships.
-------
Plans in Case of Invasion: You make these, so if you get attacked you can defend yourself. This also lists player-constructed fortifications and tactics.
Tactics: This reflects upon the skills of your generals, and primarily affects the inter-turn battle report. High tactics will give you more information and options during a battle, and will make your orders be carried out more effectively.
Organization: How cohesive your army after a battle. It will affect losses post-battle (while fleeing or pursuing). A more organized army will take fewer morale hits as well.
MOBILIZED UNITS:
Rundown of your mobilized troop numbers.
Melee Infantry: Generally represent pikemen. Most effective against cavalry. Generally being phased out.
Conscript Musketmen: Effectively musketmen, except much more susceptible to routing and morale losses.
Irregulars: Adaptable forces most effective on the wings of an army or in difficult terrain.
Musketmen: The staple force of any military.
Light Cavalry: Effective at scouting and pursuing enemy troops quickly. Can be used in a cavalry charge.
Heavy Cavalry: Most effective in a cavalry charge, can quickly demoralize troops and rout conscript musketmen quickly.
Artillery: Necessary for sieges, and somewhat effective at demoralizing enemy troops. They are defenseless, and if overrun will immediately surrender.
Divisions:
-- Army Name [Location]
List of troops.
Experience: Roman numeral I-V (1-5), reflecting upon your troops' military experience.
Morale: How happy your men are, reflecting upon their willingness to continue marching and their general combat effectiveness.
-----
DEMOBILIZED UNITS:
Melee Infantry:
Conscript Musketmen:
Irregulars:
Musketmen:
Light Cavalry:
Heavy Cavalry:
Artillery:
Divisions:
-- Army Name [Location]
List of troops.
-----
MOBILIZED Navy:
Your ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:
Divisions:
- Fleet Name [Location]
List of ships.
-----
DEMOBILIZED NAVY:
Your demobilized ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:
Divisions:
- Fleet Name [Location]
List of ships.
-------
Plans in Case of Invasion: You make these, so if you get attacked you can defend yourself. This also lists player-constructed fortifications and tactics.
SYSTEMS:
Your economy is the most important part of your nation. With no money, you have nothing.
Your two major sources of income will be taxation and trade.
Tax Income - The money you get from taxes. There are two factors contributing to your tax income: Basetax and corruption. Basetax is the amount you'd get in a perfect world. Basetax can be changed by raising or lowering taxes, but this can have unanticipated consequences.
Corruption is the other factor, represented by a percentage. Your percent corruption will be deducted from your basetax to give you your real tax income. So if you have 25% corruption you'll get three quarters of your basetax.
Corruption is poor bureaucracy, decentralized collection methods, embezzling, and many other rotten practices. Reducing corruption is a complicated task.
Trade Income - Trade empires can become very profitable through the goods that flow within their lands or on their ships.
The map is divided into more than fifty trade nodes, similar to the ones that exist in EU4. They also work largely the same way.
Each trade region will have one or more nations with power there, as well as a total region wealth. Essentially, the percentage of the total trade power that a specific nation has will equal the percentage of that region's wealth the nation gains. If a trade region is far away from a nation, that nation will receive a 'distance penalty' to their income, marked on their country card.
Nations can increase their trade power in a region by investing money, at a ratio of 50 credits to 1 trade power. Region wealth will gradually increase over time, or if many nations are all jockeying for control (competition creates economic growth). Nations with greater economic advancement will gain trade power faster than less advanced ones.
Additionally, nations can hire privateers to target their enemies' trade power. Spend money to hire some which will reduce a nation's income from a specific node, until they get rid of the privateers.
Trade income is broken down by trade region in the trade section of the country card.
Colonial Tribute and Vassal Tribute are secondary sources of income, many nations do not have colonies or vassals, and none have both. They're self-explanatory.
On the other side, we have the expenses of a country. These are: army upkeep, navy upkeep, and tech funding.
Army Upkeep - The total amount of money your army is costing you.
Navy Upkeep - The total amount of money your navy is costing you.
Tech Funding - How much money you're pumping into your university. More into in the tech/research section.
Additionally, if you've taken any loans, the interest that you're paying will also be deducted here.
Your two major sources of income will be taxation and trade.
Tax Income - The money you get from taxes. There are two factors contributing to your tax income: Basetax and corruption. Basetax is the amount you'd get in a perfect world. Basetax can be changed by raising or lowering taxes, but this can have unanticipated consequences.
Corruption is the other factor, represented by a percentage. Your percent corruption will be deducted from your basetax to give you your real tax income. So if you have 25% corruption you'll get three quarters of your basetax.
Corruption is poor bureaucracy, decentralized collection methods, embezzling, and many other rotten practices. Reducing corruption is a complicated task.
Trade Income - Trade empires can become very profitable through the goods that flow within their lands or on their ships.
The map is divided into more than fifty trade nodes, similar to the ones that exist in EU4. They also work largely the same way.
Each trade region will have one or more nations with power there, as well as a total region wealth. Essentially, the percentage of the total trade power that a specific nation has will equal the percentage of that region's wealth the nation gains. If a trade region is far away from a nation, that nation will receive a 'distance penalty' to their income, marked on their country card.
Nations can increase their trade power in a region by investing money, at a ratio of 50 credits to 1 trade power. Region wealth will gradually increase over time, or if many nations are all jockeying for control (competition creates economic growth). Nations with greater economic advancement will gain trade power faster than less advanced ones.
Additionally, nations can hire privateers to target their enemies' trade power. Spend money to hire some which will reduce a nation's income from a specific node, until they get rid of the privateers.
Trade income is broken down by trade region in the trade section of the country card.
Colonial Tribute and Vassal Tribute are secondary sources of income, many nations do not have colonies or vassals, and none have both. They're self-explanatory.
On the other side, we have the expenses of a country. These are: army upkeep, navy upkeep, and tech funding.
Army Upkeep - The total amount of money your army is costing you.
Navy Upkeep - The total amount of money your navy is costing you.
Tech Funding - How much money you're pumping into your university. More into in the tech/research section.
Additionally, if you've taken any loans, the interest that you're paying will also be deducted here.
Resources are another important part of your nation. Without resources, your armies won't operate.
There are three categories of resources: Basic, Raw, and Finished.
Basic resources include food and wood, raw resources are coal, iron, copper, and saltpeter, and finished resources are steel, bronze, and gunpowder.
Food - The most basic resource. Your armies will consume it, and at a greater rate when they are mobilized. Make sure you don't run out, very bad things will happen.
Major producers of food include Poland, Ottomans, Austria.
Wood - Its primary use is to build ships, but wood (charcoal) is also used with saltpeter to make gunpowder.
Major producers of wood include Russia, Sweden, Denmark.
Coal - Used to refine iron and copper into steel and bronze.
Major producers of coal include England, France, Prussia.
Iron - Raw iron. Must be refined with coal to become steel to be useful. Rate of refinement determined by industrial tech.
Major producers of iron include Russia, Austria, Portugal.
Copper - Raw copper. Must be refined with coal to become bronze to be useful. Rate of refinement determined by industrial tech.
Major producers of copper include Spain, Poland, Russia.
Saltpeter - Potassium nitrate, the main ingredient in gunpowder. Combine it with wood to create gunpowder. Saltpeter is plentiful in India and China, but rare in Europe.
Major producers of saltpeter include England, the Netherlands, Portugal, France.
Steel - Used to make all kinds of stuff, and so is present in many ships and units. Fairly common.
Bronze - Used to make cannons. Ships will use a lot of it in construction and upkeep. Significantly rarer than steel.
Gunpowder - Composed of charcoal and saltpeter, it is required by your gunpowder troops to fight. Don't run out.
There are three categories of resources: Basic, Raw, and Finished.
Basic resources include food and wood, raw resources are coal, iron, copper, and saltpeter, and finished resources are steel, bronze, and gunpowder.
Food - The most basic resource. Your armies will consume it, and at a greater rate when they are mobilized. Make sure you don't run out, very bad things will happen.
Major producers of food include Poland, Ottomans, Austria.
Wood - Its primary use is to build ships, but wood (charcoal) is also used with saltpeter to make gunpowder.
Major producers of wood include Russia, Sweden, Denmark.
Coal - Used to refine iron and copper into steel and bronze.
Major producers of coal include England, France, Prussia.
Iron - Raw iron. Must be refined with coal to become steel to be useful. Rate of refinement determined by industrial tech.
Major producers of iron include Russia, Austria, Portugal.
Copper - Raw copper. Must be refined with coal to become bronze to be useful. Rate of refinement determined by industrial tech.
Major producers of copper include Spain, Poland, Russia.
Saltpeter - Potassium nitrate, the main ingredient in gunpowder. Combine it with wood to create gunpowder. Saltpeter is plentiful in India and China, but rare in Europe.
Major producers of saltpeter include England, the Netherlands, Portugal, France.
Steel - Used to make all kinds of stuff, and so is present in many ships and units. Fairly common.
Bronze - Used to make cannons. Ships will use a lot of it in construction and upkeep. Significantly rarer than steel.
Gunpowder - Composed of charcoal and saltpeter, it is required by your gunpowder troops to fight. Don't run out.
The enlightenment has caused great advances in recent years, and the advent of national universities has allowed governmental control over certain parts of the scientific process.
Each player has a National University, through which he will try and technologically advance his nation.
The components of a university are prestige, funding, and great thinkers.
Prestige is the international opinion of your institution, the number of developments your university has, and other factors.
Funding is the amount of money being spent on the institution, generally a well-funded university will be a successful one.
Great thinkers are the most important pieces of a university. Each has a specialization, and will work on this field of study, trying to make a breakthrough. Alternatively, you can give a great thinker an academic mission to accomplish, which he will work on. Any completed missions are known as 'innovations' and will give the discovering nation a small bonus.
If a great thinker becomes unhappy, due to lack of university funding, prestige, or excessive missions that are different from his field of study, there is a chance he could leave for a different university, taking any of his innovations with him.
Outside of universities, there are four categories of technology. Army, Navy, Economic, and Industrial. Each category is given a descriptor, telling the general level of advancement the nation has in that specific field. These descriptors are, in decreasing order: Advanced, Western, Outdated, Obsolete, Primitive. Each descriptor has certain effects on different aspects of a nation, covered below.
Army Tech - Will increase or reduce army upkeep.
Navy Tech - Will increase or reduce navy upkeep.
Economic Tech - Will increase or reduce trade income.
Industrial Tech - Determines the formulas you must use to convert raw resources into finished resources.
Each player has a National University, through which he will try and technologically advance his nation.
The components of a university are prestige, funding, and great thinkers.
Prestige is the international opinion of your institution, the number of developments your university has, and other factors.
Funding is the amount of money being spent on the institution, generally a well-funded university will be a successful one.
Great thinkers are the most important pieces of a university. Each has a specialization, and will work on this field of study, trying to make a breakthrough. Alternatively, you can give a great thinker an academic mission to accomplish, which he will work on. Any completed missions are known as 'innovations' and will give the discovering nation a small bonus.
If a great thinker becomes unhappy, due to lack of university funding, prestige, or excessive missions that are different from his field of study, there is a chance he could leave for a different university, taking any of his innovations with him.
Outside of universities, there are four categories of technology. Army, Navy, Economic, and Industrial. Each category is given a descriptor, telling the general level of advancement the nation has in that specific field. These descriptors are, in decreasing order: Advanced, Western, Outdated, Obsolete, Primitive. Each descriptor has certain effects on different aspects of a nation, covered below.
Army Tech - Will increase or reduce army upkeep.
Advanced: -10% Army Upkeep
Western: -5% Army Upkeep
Outdated: +5% Army Upkeep
Obsolete: +10% Army Upkeep
Primitive: +20% Army Upkeep
Western: -5% Army Upkeep
Outdated: +5% Army Upkeep
Obsolete: +10% Army Upkeep
Primitive: +20% Army Upkeep
Navy Tech - Will increase or reduce navy upkeep.
Advanced: -10% Navy Upkeep
Western: -5% Navy Upkeep
Outdated: +5% Navy Upkeep
Obsolete: +10% Navy Upkeep
Primitive: +20% Navy Upkeep
Western: -5% Navy Upkeep
Outdated: +5% Navy Upkeep
Obsolete: +10% Navy Upkeep
Primitive: +20% Navy Upkeep
Economic Tech - Will increase or reduce trade income.
Advanced: +10% Trade Income
Western: +5% Trade Income
Outdated: -5% Trade Income
Obsolete: -10% Trade Income
Primitive: -20% Trade Income
Western: +5% Trade Income
Outdated: -5% Trade Income
Obsolete: -10% Trade Income
Primitive: -20% Trade Income
Industrial Tech - Determines the formulas you must use to convert raw resources into finished resources.
Advanced
2 Steel = 2 Iron + 1 Coal
2 Bronze = 2 Copper + 1 Coal
2 Gunpowder = 1 Wood + 1 Saltpeter
Western
2 Steel = 3 Iron + 2 Coal
2 Bronze = 3 Copper + 2 Coal
3 Gunpowder = 2 Wood + 2 Saltpeter
Outdated
1 Steel = 2 Iron + 1 Coal
1 Bronze = 2 Copper + 1 Coal
1 Gunpowder = 1 Wood + 1 Saltpeter
Obsolete
Cannot build heavy ships.
1 Steel = 3 Iron + 2 Coal
1 Bronze = 3 Copper + 2 Coal
1 Gunpowder = 2 Wood + 2 Saltpeter
Primitive
[Cannot build medium ships or recruit musketmen (may still recruit conscript musketmen).
1 Steel = 4 Iron + 3 Coal
1 Gunpowder = 3 Wood + 3 Saltpeter
2 Steel = 2 Iron + 1 Coal
2 Bronze = 2 Copper + 1 Coal
2 Gunpowder = 1 Wood + 1 Saltpeter
Western
2 Steel = 3 Iron + 2 Coal
2 Bronze = 3 Copper + 2 Coal
3 Gunpowder = 2 Wood + 2 Saltpeter
Outdated
1 Steel = 2 Iron + 1 Coal
1 Bronze = 2 Copper + 1 Coal
1 Gunpowder = 1 Wood + 1 Saltpeter
Obsolete
Cannot build heavy ships.
1 Steel = 3 Iron + 2 Coal
1 Bronze = 3 Copper + 2 Coal
1 Gunpowder = 2 Wood + 2 Saltpeter
Primitive
[Cannot build medium ships or recruit musketmen (may still recruit conscript musketmen).
1 Steel = 4 Iron + 3 Coal
1 Gunpowder = 3 Wood + 3 Saltpeter
Military will be treated slightly differently in this game, due to the technological disparity between nations being relatively narrow. In total, there are six factors determining an army's effectiveness.
Land Progress Technology: Primarily affecting the upkeep cost of your military.
Discipline: Reflects upon how well-trained and disciplined your military forces are, and how willing they are to keep cohesion through a battle. Low discipline means high routing and a great loss of troops during a battle, leading either to a bloodbath or to a sweeping loss with high numbers of forces captured. High discipline will keep your troops fighting longer and will mean that even a loss will not lead to many troop losses.
Tactics: This is the primary decider of the inter-turn battle report. Militaries with high tactics will receive more information and will have their orders carried out more effectively. Additionally, should circumstances change, your generals will change tactics much more fluidly.
Organization: Affects losses incurred after a battle, reduces the morale loss due to a lost battle, and reflects upon how far your troops are willing to go strategically.Also impacts your army's positioning during a battle - high organization means that your troops will rarely be forced into a pitched battle they do not want to fight.
In addition to these factors, nations will also be granted an "inter turn report" if they are engaged in a battle. These will vary wildly, sometimes (particularly with high tactics) a map will be included and the opportunity to withdraw will be presented. At other times, only a scarce bit of knowledge about the enemy's position will be granted. Players will be granted an opportunity to write a general strategy for how they will approach these battles. These are expected to be curt, general, and short - no longer than a paragraph in length.
Players are free to move troops into various armies and create new armies at their whim. New produced troops are not available for movement or use until the following turn.
Mobilization:
Mobilization takes one turn to complete, and carries consequences. Mobilized troops cost far more credits, gunpowder, and food than their demobilized counterparts, but are able to enter enemy territory. Additionally, a particularly large mobilization may result in the international community being aware through the global turn report.
A nation that is mostly demobilized will fight less effectively, although a number of their troops might be automatically mobilized for any major first pitched battles. Adding demobilized troops into mobilized armies will lead to lower experience and morale ratings, and will lower total discipline and organization.
Land Progress Technology: Primarily affecting the upkeep cost of your military.
Discipline: Reflects upon how well-trained and disciplined your military forces are, and how willing they are to keep cohesion through a battle. Low discipline means high routing and a great loss of troops during a battle, leading either to a bloodbath or to a sweeping loss with high numbers of forces captured. High discipline will keep your troops fighting longer and will mean that even a loss will not lead to many troop losses.
Tactics: This is the primary decider of the inter-turn battle report. Militaries with high tactics will receive more information and will have their orders carried out more effectively. Additionally, should circumstances change, your generals will change tactics much more fluidly.
Organization: Affects losses incurred after a battle, reduces the morale loss due to a lost battle, and reflects upon how far your troops are willing to go strategically.Also impacts your army's positioning during a battle - high organization means that your troops will rarely be forced into a pitched battle they do not want to fight.
In addition to these factors, nations will also be granted an "inter turn report" if they are engaged in a battle. These will vary wildly, sometimes (particularly with high tactics) a map will be included and the opportunity to withdraw will be presented. At other times, only a scarce bit of knowledge about the enemy's position will be granted. Players will be granted an opportunity to write a general strategy for how they will approach these battles. These are expected to be curt, general, and short - no longer than a paragraph in length.
Players are free to move troops into various armies and create new armies at their whim. New produced troops are not available for movement or use until the following turn.
Mobilization:
Mobilization takes one turn to complete, and carries consequences. Mobilized troops cost far more credits, gunpowder, and food than their demobilized counterparts, but are able to enter enemy territory. Additionally, a particularly large mobilization may result in the international community being aware through the global turn report.
A nation that is mostly demobilized will fight less effectively, although a number of their troops might be automatically mobilized for any major first pitched battles. Adding demobilized troops into mobilized armies will lead to lower experience and morale ratings, and will lower total discipline and organization.
Land units and ships cost money and resources. This section will contain lists of the requirements of each.
Armies:
Navies:
All of these values are calculated for you in your card. We know it's a lot of math and that's why we do it for you.
Armies:
Recruitment
Melee Infantry: 150 Credits, 1 Food, 2 Steel
Conscript Musketmen: 150 Credits, 1 Food, 1 Steel, 1 Gunpowder
Irregulars: 300 Credits, 1 Food, 1 Steel, 1 Gunpowder
Musketmen: 300 Credits, 1 Food, 2 Steel, 2 Gunpowder
Light Cavalry: 450 Credits, 1 Food, 2 Steel
Heavy Cav: 600 Credits, 1 Food, 3 Steel
Artillery: 450 Credits, 2 Bronze, 1 Gunpowder
Mobilized Upkeep
Melee Infantry: 100 Credits, 2 Food, 1 Steel
Conscript Musketmen: 100 Credits, 2 Food, 1 Gunpowder
Irregulars: 200 Credits, 2 Food, 1 Gunpowder
Musketmen: 200 Credits, 3 Food, 1 Gunpowder
Light Cavalry: 300 Credits, 4 Food, 1 Steel
Heavy Cav: 400 Credits, 4 Food, 1 Steel
Artillery: 300 Credits, 1 Gunpowder
Demobilized Upkeep
Melee Infantry: 50 Credits, 1 Food
Conscript Musketmen: 50 Credits, 1 Food
Irregulars: 100 Credits, 1 Food
Musketmen: 100 Credits, 2 Food
Light Cavalry: 150 Credits, 2 Food
Heavy Cav: 200 Credits, 2 Food
Artillery: 150 Credits
Melee Infantry: 150 Credits, 1 Food, 2 Steel
Conscript Musketmen: 150 Credits, 1 Food, 1 Steel, 1 Gunpowder
Irregulars: 300 Credits, 1 Food, 1 Steel, 1 Gunpowder
Musketmen: 300 Credits, 1 Food, 2 Steel, 2 Gunpowder
Light Cavalry: 450 Credits, 1 Food, 2 Steel
Heavy Cav: 600 Credits, 1 Food, 3 Steel
Artillery: 450 Credits, 2 Bronze, 1 Gunpowder
Mobilized Upkeep
Melee Infantry: 100 Credits, 2 Food, 1 Steel
Conscript Musketmen: 100 Credits, 2 Food, 1 Gunpowder
Irregulars: 200 Credits, 2 Food, 1 Gunpowder
Musketmen: 200 Credits, 3 Food, 1 Gunpowder
Light Cavalry: 300 Credits, 4 Food, 1 Steel
Heavy Cav: 400 Credits, 4 Food, 1 Steel
Artillery: 300 Credits, 1 Gunpowder
Demobilized Upkeep
Melee Infantry: 50 Credits, 1 Food
Conscript Musketmen: 50 Credits, 1 Food
Irregulars: 100 Credits, 1 Food
Musketmen: 100 Credits, 2 Food
Light Cavalry: 150 Credits, 2 Food
Heavy Cav: 200 Credits, 2 Food
Artillery: 150 Credits
Navies:
Recruitment
Transport Ship: 100 Credits, 1 Food, 3 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Light Ship: 300 Credits, 1 Food, 4 Wood, 3 Bronze, 2 Steel, 1 Gunpowder
Medium Ship: 400 Credits, 1 Food, 6 Wood, 4 Bronze, 3 Steel, 1 Gunpowder
Heavy Ship: 500 Credits, 1 Food, 10 Wood, 6 Bronze, 4 Steel, 2 Gunpowder
Mobilized Upkeep
Transport Ship: 50 Credits, 1 Wood, 1 Steel
Light Ship: 150 Credits, 1 Wood, 1 Steel, 1 Gunpowder
Medium Ship: 200 Credits, 2 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Heavy Ship: 250 Credits, 2 Wood, 2 Bronze, 1 Steel, 1 Gunpowder
Demobilized Upkeep
Transport Ship: 25 Credits
Light Ship: 75 Credits
Medium Ship: 100 Credits
Heavy Ship: 125 Credits
Transport Ship: 100 Credits, 1 Food, 3 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Light Ship: 300 Credits, 1 Food, 4 Wood, 3 Bronze, 2 Steel, 1 Gunpowder
Medium Ship: 400 Credits, 1 Food, 6 Wood, 4 Bronze, 3 Steel, 1 Gunpowder
Heavy Ship: 500 Credits, 1 Food, 10 Wood, 6 Bronze, 4 Steel, 2 Gunpowder
Mobilized Upkeep
Transport Ship: 50 Credits, 1 Wood, 1 Steel
Light Ship: 150 Credits, 1 Wood, 1 Steel, 1 Gunpowder
Medium Ship: 200 Credits, 2 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Heavy Ship: 250 Credits, 2 Wood, 2 Bronze, 1 Steel, 1 Gunpowder
Demobilized Upkeep
Transport Ship: 25 Credits
Light Ship: 75 Credits
Medium Ship: 100 Credits
Heavy Ship: 125 Credits
All of these values are calculated for you in your card. We know it's a lot of math and that's why we do it for you.
REFERENCES:
Moved to 3rd post to save characters in OP