TECHNOLOGY

Technology progress through time will be showed through Innovation Points (IP) and Technology Level (TL). A nation should gather IP to reach a new TL. IP and TL cannot be lost, stolen, gifted or traded. IP can be got through:

  1. Investment. At action 2 (Economy) nations can invest 3 RP to research 1 IP at 50% chance, and get a maximum/turn equal to current reward for 1st benchmarked nation.
  2. Reward. At the end of each turn, best benchmark ranked nations will receive IP.
  3. Century

    XV

    XVI

    XVII

    XVIII

    XIX

    XX

    XXI

    Turns

    1-8

    9-58

    59-108

    109-158

    159-208

    209-258

    259-

    Rank

     

     

     

     

     

     

     

    1st

    4

    7

    10

    15

    24

    50

    100

    2nd

    3

    4

    6

    10

    16

    30

    60

    3rd-5th

    2

    3

    4

    6

    10

    20

    40

    6th-10th

    1

    2

    3

    4

    7

    15

    30

    11th-20th

     

    1

    2

    3

    5

    10

    20

    21th-40th

     

     

    1

    2

    3

    6

    10

    41th-

     

     

     

    1

    2

    4

    7

  4. Battle. After land or naval combat, a higher TL nation will inadvertently grant enemy 1 IP per TL difference per 5 RP (rounded up) she lost in battle. "Obsolete" units (see below) killed in combat will grant battle IP as if they were units of last TL previous to become obsolete.
  5. Borderland. IP will inadvertently flow from a higher TL nation to a lower nation at a rate of 1 IPxTL difference x turn, but only if both nations share a border. IP can be received from several nations this way.
  6. Espionage. Nations in a range of territories or sea zones of two times a higher nation TL (with a minimum of 1) can spy it at 50% chance. Those within a range of four times higher nation TL can spy it at 1 in 3 chances. Sea zones range is considered from port to port. Cost: 2 RP/attempt. If succed spying nation will get 1 IPxTL difference.

Different TL units gifted or traded will be up or downgraded to current owner TL, as well as captured ships. Lower TL nation has not adecuate technology for maintenance. American nations start at TLPrediscovery. Old world nations start at TL0.

TLPrediscovery. No DSM and travel through deep SZ. ART and CAV cannot be built.

TL0. XV. Oceanic shipping. Cost: 50 IP. No restrictions.

TL1. XVI. Improved gun powder. Cost: 100 IP. Knights combat at –3 against TL1 or higher level units and lose shock attack.

TL2. XVII. Explosive ammunition. Cost: 200 IP. ART ATK+3 and get shock attack, (but each ART needs 1 INF as support, attacking or defending, or it will combat at 1). When attacking city walls with this ammunition, for any 3 temporary points ART reduce fortification value in one combat round, it will be permanently lowered by 1 point (rounded down) after battle come to an end.

TL3. XVIII. Improved artillery. Cost: 300 IP. ART +2 to combat -attack and defence-

TL4. XIX. Vapour machine. Cost: 400 IP. Ships move +1. Cities become industrialized and receive income x 2. Land units can rail move (RM). ART +1 to combat.

TL5. WWI. Aircrafts. Cost: 500 IP. New units: Aircraft and submarine. Naval/Land units air combat: DEF-3. CAV combat at -3 against TL5 units. ART lose shock attack. Ships move +1. The nation which controls Seville will allow or disallow any SURFACE naval move between Straits of Gibraltar and Costa del Sol. The same applies to Denmark for movement from Atlantic Skagerrak and Baltic Skagerrak. ART on territories connected through straits (provided there is no other way to sail by open sea other than passing through strait) can make 1 round of attack to ships passing through it. Warships will be allowed to bombard ART if attacked through straits even without an admiral. Admirals will also allow frigates to bombard.

TL6. WWII. Tanks and aircraft carriers. Cost: 600 IP. New units: Tank and Aircraft carrier. Frigates move +1. ART/INF move 2. Planes +6 to MOV and +2 to combat. SOTL combat at –3 against TL6 units. Submarines attack +1. Planes lower city fortifications as ART but using its attack value. Tanks also do it but attack value is halved.

TL7. Nuclear weapons. Cost: 700 IP. New unit: Ballistic Missile. Planes +2 to combat. ART can make one round of attack an adyacent territory, provided it is not land attacked during the same turn from different location. Submarines +1 to attack and are able to detect enemy submarines and to attack them, both using full attack rating.

TL8. Electronics. Cost: 800 IP. New unit: AntiBallistic Missile (ABM). Trade caravans are no longer needed to move RPs. Submarines get shock attack on surface ships and attack +2.

TL9 and highers will not bring new units. Cost will increase +100 IP/each.

Each new TL will bring more effective guns to current armies. Higher TL units will be granted extra hitpoints (hp) per TL over the least advanced unit participating in that round of battle according to this table:

TL dif.: total hp: 1:1.4; 2:2; 3:2.8; 4:3.9; 5:5.5. Aircrafts units in land/naval combat (only) will receive double hp.

Default is lower TL units will take hits first. A unit is not eliminated before it is down to 0 hitpoints, but an already hit unit must take further hits before any other unit can be taken as casualty.

"Obsolete" units like kinghts at TL1 and CAVs at TL5 DO NOT receive extra hp whenever they become obsolete and thereafter and combat at -3 versus units of that level or higher.

Once a nation achieve a new TL, her units attributes will automatically raise to new level. Limits: 1 TL upgrade/turn, lower TL is compulsory for achieving a higher. Whenever different allied TL units combat jointly, default is losses will be applied firstly to lower TL units (in standard order) and then to higher TL units.

 

NEW UNITS AND MOVEMENT DESCRIPTION

Rail move (RM). Rail movement represents the rapid transit of a unit via the roads and rail lines within the nation. A rail move allows a unit to travel any number of friendly controlled (and incorporated) TL4 continuous land territories. Each and every territory on the map has a rail movement capacity, with that capacity being equal to one unit for each resource point of the territory. The maximum number of units which may be rail moved in and/or out of a territory or pass a territory in a single turn is limited by the maximum point value of the territory involved. Rail movement starts at the very first of action 5 in this phase and ends in action 8. Units that are rail moved cannot fight, so if the target province is taken by enemy, rail moved units end movement in province closest to target province. If the path to destination is cut during the turn, then rail moved units ends movement near the province where the path is cut. Only one unit/turn can move through a strait.

Aircrafts. MOV: 6 fuel points. Air combat: 2. Naval/Land combat: 4. Cost: 12 RPs.

Movement is measured in fuel expended not distance covered. All planes begin with fuel points. It takes 1 fuel point to enter any land territory and 1 fuel point for each round of combat the aircraft participates in. To move into a sea zone from land requires 2 fuel points, and 4 fuel points to move into a SZ from other SZ or islands on junction SZ points. This represents the fact that sea zones are at least twice the size as any land territory and that moving across continuos SZ is at least four times that size. One aircraft may move either during naval movement action or during land movement action, but not in both. While moving thay cannot be attacked by land or naval units on same territory or SZ. Only enemy aircrafts have the option of interception.

INTERCEPTION and AIR COMBAT. Aircrafts stacioned aboard undamaged aircraft carriers may attempt to intercept any aircraft attacking. Also, when aircrafts move into a territory (or SZ) containing enemy planes, enemy planes have the option of intercepting (default) o letting them go. If interception is chosen, air combat occurs. Air combat is fought in combat rounds, and after any round of battle each plane must remove 1 fuel point. Air combat will be fought firstly to any land or naval combat which takes place in same territory or SZ. Those planes which must disengage from battle for lack of fuel points must leave the battle and be flown to a friendly controlled territory within range (fuel points remaining). Aircraft *must* disengage with enough fuel points to safely return to a friendly territory. If any attack would make this impossible, then the aircraft cannot take part in that attack Intercepting aircraft may expend all of their fuel points in this battle, since once they disengage they need only land in the territory that is under attack. Aircrafts can retreat after each combat round. New air combat rounds will be fought while both sides have aircrafts remaining.

If the player has aircraft which are intercepted and successfully defeat or merely outlast (has a lot more fuel points) the intercepting aircraft, then, assuming those planes still have enough fuel points remaining to do so, planes could move beyond the territory the air combat took place or merely to attack the territory that the air battle occurred in. It's important to note that air combat will end as soon as last enemy plane has been beated, so if a player is attacking with 6 aircrafts and it's the third one which beated last enemy plane, that player will have saved 1 fuel point (of combat) for three of his planes.

AIRCRAFTS in LAND or NAVAL COMBAT. Once air combat has been fought (if any), remaining aircrafts with enough fuel points can join in land or naval battle being fought. This battle will be fought as usual except that land or naval units will roll one more dice against aircraft using air combat value, and this roll will only affect enemy aircraft engaged.

STRATEGIC BOMBARDMENT. Aircraft can attack enemy resources. Each aircraft would either reduce rps equal to attack value on that turn income or 1 rp permanently.

Submarines. Attack: 3. Defence: 1. Move: 5. Cost: 15 rp

Submarines can only be fought when passing through straits, when attacking or by enemy TL6 or higher submarines. When passing through STRAITS each sub can be attacked once by one naval or air unit on SZ they are coming into. Each naval or air unit on SZ cannot fight more than one sub. This is the only time, subs will use defence value. Ships (except frigates) and aircraft halved ratings (rounded down) when fighting subs. Frigates fight against subs at full value. Standing orders for submarines are to not attack enemy ships unless specified. Conditional orders to attack or not based on enemy forces are allowed for submarines.

ATTACK. If several subs attack on same SZ, each must complete its combats before the next sub starts. If ordered to attack, they will be able to select a target between enemy surface ships on SZ. If there is any escort unit, only escorts may be selected. The target will be the only ship on SZ able to combat submarine. Add +1 to target defence value per each escorting aircraft carrier. If submarine hits that target, it may select another target, and so on. If it fails, it has completed its combats and move. Submarine combat will be fought before any other naval combat.

ESCORTS. Escorting naval units provide protection against SUB attacks. Only warships may escort. Ships escorting (and planes on escorting aircraft carriers) cannot perform any other duty except to fight surface ships and submarines. Escorts will also be taken as first casualties on surface naval combat (instead of usual order of retirement).

Tanks. ATK 8. DEF 4. MOV: 3 (+B). Cost: 15 RPs. Tanks allow two special attacks and one special defence:

  1. An OVERRUN allows tanks (and generals with them) to destroy enemy land units during movement over non-city or non-jungle territories. All tanks taking part in an overrun must move from same territory. Odds of at least 5:1 in the sum of combat values must be obtained to conduct an overrun after adjustments for terrain and generals. Overrunning cost 2 MOV.
  2. Tanks, and one other unit per tank which made whole move with that tank, can BREAKTHROUGH (B) after combat. It allows units to advance one more territory after victory. Combat in new territory (if any) will be solved after all others.
  3. A tank unit can HULL DOWN and use ATK value even in defence if: 1) has not moved in whole turn, 2) has an INF unit as support whole turn on same territory and 3) it is not on a jungle territory.

Aircraft Carriers. Combat at 1. Carry 5 planes. MOV: 5. Cost: 80 RPs. 3 hits.

Ballistic missile. Strikes any territory on world. Destroys everything on target territory. Movement forbidden for one turn across nuked territory. Income: 0. Cost: 120 RPs. Nation attacking with BM will check for Internal Disorders (see random events).

Nuclear winter rule.- Any time a territory is nuked, nuclear winter can affect whole world. If this happens game will end with all players as losers. Each nuked territory will add 5% accumulative for nuclear winter. If several territories are nuked on same turn multiply number of territories nuked x 5% and a separate check will be made per each at accumulated chance.

ABM. Antiballistic missile. Laser star attacks automatically after detecting any launched BM. 50% (+10% per TL difference) to destroy it. Cost: 50 RPs.

RANDOM EVENTS

They will take place on action 11 of each 2d10 turns (2-20 turns). On 2d6: 2-3, Typhus; 4, Natural Resource; 5-6, Famine; 7-8, Natural Disaster; 9, Storm at Sea; 10-11, Internal Disorders; 12, Bubonic Pest. Reduce random event unit losses at each territory 1 unit per TL of nation who owns (has incorporated ) that territory. Any unit has equal chance to be lost due to random events.

NATURAL DISASTER. One territory (chances proportional to income) will lose 25% of units (rounded up) and, if holds a city, 1 point of fortification value. If, due to natural disaster, fortification value would reach 0, city would be eliminated. Substract territory income from saved RPs (rebuild cost).

NATURAL RESOURCE. A new natural resource has been discovered in one territory (chances proportional to income). On 1d10: 1-4. Income +1. 5-7 Income +2. 8-9. Income +3. 10. Income +4

FAMINE. Incorporated territories of a nation (chances proportional to income) will lose 25% units (rounded up) that exceed any affected territory income x 2. Territories adyacent to affected (belonging to any nation) will suffer same losses. In DESERT eliminate 50% units (rounded up) that exceed income (except adapted tribal nation which lose standard amounts).

STORM AT SEA. Ships within one SZ (even chances between SZ with ships) will suffer 1d6 hits.

INTERNAL DISORDERS. One nation (chances proportional to income) will check for disorders at her incorporated territories. Base chance: 70%. Check all territories. Reduce 10% per each INF or general and 20% per each knight, CAV or ART on territory. At any territory disorders break substract her income from saved RPs for this turn.

EPIDEMIC. An epidemic will raise at one territory and will inmediately extend to surrounding territories (even across SZ), and ships with troops aboard in adyacent SZ. As a first step a nation will be selected (chances proportional to income), and later target territory will be chosen from those incorporated by that nation (chances according to number of units). Next turns affected territories and adyacent ones will check spreading chance to keep suffering epidemic. If also under famine conditions or in jungle, losses and spreading chances raise. This is the only event that could last more than one turn.

Typhus: Losses: 10% (rounded up). Spreading chance: 10%. Under famine or in jungle: 25%. Both: 50%

Bubonic Pest: Losses: 25% (rounded up). Spreading chance: 25%. Under famine or in jungle: 50%. Both: 90%.

A N will show each territory with losses last turn. Units moving out of a territory under epidemic can also spread it. Only one check/turn and territory will be made. Epidemic will last until any N symbol keeps on map (one turn without losses)

 

NEW MAP FEATURES

ALPINE. Units attack through alpine sides as in naval invasions. Units moving through alpine stop moving after crossing.

JUNGLE. -1 to attack value of CAVs, knights, ARTs and +1 to defense value of INFs. No shock attacks allowed. Aircrafts and tanks attack values halved when attacking units at jungle. Land units moving into a jungle territory move only 1 space.

DESERT. 25% of units which exceed from any non-city desert territory income x 2 will disband at the end of each turn. Save one more unit per each TL above 0 of nation who owns (has incorporated) that desert territory. Each general on territory can retain a number of these units equal to his skill value. It doesn't affect Tribal nation units adapted to desert (TN that doesn't own neither normal cities nor non-desert territories).

RIVER. Attack through river suffers same penalties as through strait.  

DEMOCRACY

At TL3 any nation (except tribals) can modify her political system for a democratic one. This is not done without some risks, however, as old regime leaders will attempt to prevent it. If a player decides to bring democracy to his/her nation an special dice roll will be made, facing 10% of chances for internal disorders, 40% for Civil or Independence War where rebelds would represent old regime faction and 50% of transition being succesful and democrats (player) taking control of whole nation. Tribals would just need to settle down in order to become democratic and would not face disorders or wars. Anyway, new democratic nation will reject from any alliance or war they were fighting under old regime.

Any new faction of a TL3 non democratic nation where a civil war (let's call it revolution) breaks will be democratic. Any civil war against a democratic nation will be NOT democratic (monarchic, communist, fascist, you name it).

Democracy effects:

  1. REVOLTS. Reduces chances of royal rebellion to 10%. Substracts 1 of base chance for rebellions of liberation. Substracts 10 rps from rebel forces at arms on each territory.
  2. RANDOM EVENTS. Reduces base chance for internal disorders to 4. Reduces losses of natural disaster, famine and epidemic at half.
  3. ECONOMY. Develops economy at half cost (rounded up).
  4. TECHNOLOGY. Receives 20% bonus of IP got/turn (rounded up).
  5. BORDERING NATIONS. Increases bordering non-democratic nations (and nations she shares sea zone) chance for royal rebellion to 30%, adds 1 to base chance for rebellions of liberation if colony is neighboring and adds 10 rps to rebel forces at arms when any revolt breaks on them.
  6. Requires a previous approval from Congress/public opinion (maximum chance is 9, minimum is 1) to:
    1. Attack any nation. Base chance is 4 in 10. Add a number according to ratio of friendly resources (own and official allies) and enemy resources (enemy and official allies) as follows: less than 1:4, -3; less than 1:3, -2; less than 1:2, -1; less than 1:1, no modification; less than 2:1, +1; less than 3:1, +2; at least 3:1, +3. +1 per each nation enemy is at war. -1 per each nation you are at war. If current political state between the nations is: Disfavorable: +2; Favorable: -2. Allied: -4. At war with ally: +4. This also endorse ruler the power to declare war on any official ally of enemy nation in next 5 turns without no new approval.
    2. Ally any nation. Base chance is 4 in 10. -1 per each nation ally is at war with. +1 per each nation you are at war with. -2 if ally is not democratic.
    3. Send/accept an amount of troops to/from foreign nations (other than allies). Base chance is 7 in 10. -1 per each nation she is at war with. +1 per each nation you are at war with. -1 per each multiple of 10 or fraction that exceeds from 10 units. -4 if nation is not democratic. A new approval would be needed each time approved maximum of troops would increase.
    4. Surrender. Chances as standard rules. Tributes as accorded by ruler.

COLONY RESOURCE TRANSPORT

Any RP from a colony can only be freely used when transported to a core territory. Otherwise, colony RPs will stay where collected as a trade caravan to be transported or to be used for colony builds.

  1. OVERLAND RESOURCE TRANSPORT
  2. Overland transportation of resources involves tracing a imaginary path from colony, through non-enemy territories, to a core territory. Overland transport can occur both before and after overseas transport of resources. Only 5 RP may be transported over each strait.

  3. OVERSEAS RESOURCE TRANSPORT
  4. Each RP can be shipped overseas via 1 convoy pipeline. Convoys represent civil cargo ships. The same RP may be transported overland, overseas, then overland again but not overseas anymore.

    Any number of RPs may pass trough one convoy pipeline in each turn. These RPs need not all have come from the same source nor need they all go to the same destination. Oficial allies may send RPs through the same pipeline. Players must specify how many RPs are to flow through each SZ of a convoy pipeline.

    Overseas transportation starts at a colony coast in a SZ which a convoy pipeline passes. Transportation continues through that pipeline to the destination territory. Up to 15 RPs may be shipped into or out of a coastal territory without a port. Any number of resources may be shipped into or out of a territory with a port.

  5. PIPELINE PLACEMENT
  6. Convoy pipelines consist of a series of consecutive allied CONV units - one per SZ - connecting one coastal territory to a core. CONV units move as MMs. A CONV must be placed into a SZ through which RP are to move. A player may convert, instead of moving, any on-map MM into CONV if there are insufficient CONV units on map. A CONV may never be turned back into MM.

  7. MM TRANSPORT
  8. RPs can also be transported via MM as a trade caravan.

  9. CONVOY ATTACK

A convoy attack may take place in each sea area through which a nation is transporting RP, except in Deep Ocean Zones (Black SZ). Convoy attacks are conducted after all other naval attacks in that SZ are solved. Subs attacks (when developed) will be solved first and other units attacks (raiders) second.

Sum of raiders' attack value

Number of Subs

1

2

3

4

5

6

7

8

9

10

1-10

1

0D

0D

1D

1

2

2

3

4

5

5

11-20

2

1

2

3

4

5

6

7

8

9

10

21-30

3

2

4

5

7

8

9

11

12

13

15

31-40

4

3

6

7

10

11

12

15

16

17

D20

41-50

5

4

8

9

13

14

15

19

D20

D21

D25

51+

6+

5

10

11

16

17

18

D23

D24

D25

D30

Examples:

D20 - CONV destroyed and 20 RP lost;

1D - 1 RP lost and 1 raider or sub destroyed.

When subs attack convoys, substract 1 to die roll per each friendly warship (non escorting) on SZ (2 per each aircraft carrier)

Because of the wider size of oceanic sea zones, shift three rows down when convoy attack takes place in non-mainland coast sea zone (Great Britain is considered mainland for this purpose), except for those RP whose overseas transportation start on that sea zone, where it's assumed they are attacked near of starting territory. If this adjustment lower row to 0, no convoy attack is possible.

Storms at sea random event can also affect convoys. Each hit from storm has an attack value of 3 and a roll will be made to determine RP lost. Adjustment from non-mainland SZ doesn't apply for this event.

When 8, 9 or 10 is rolled 1/4 of resources (rounded up) are stolen instead of lost.

ADDITIONAL RULES

  1. Technology rules substitute and enhance some special american rules. Gun powder and artillery technology won’t be know until american nations reach TL0. Horse stocks will spread to americans in a nation by nation basis whenever a cavalry or knight unit remain adyacent to an american incorporated territory (if this is connected by a continuos line -by land or sea- to a core territory) at the end of the turn or if an american nation manages to capture an incorporated city of a nation with horse stocks. Horse stocks will also spread into a nation whenever that nation eliminates a cavalry or knight unit in combat and is finally victorious in battle (either by enemy defeat or retreat).
  2. TURN PHASES. All nations, non-player nations included, will move on the same phase. Non-player nations will receive the full amount of RP's for their territories and trade routes each turn, and moderator will build new units and other items as a player might. The moves for the non-player nations will be generated by the moderator before any player turns are reviewed for content that turn.
  3. GIFTING OR TRADING CORE TERRITORIES face some risks. Depending on the relative size of territory gifted or traded over whole core territory income, events can vary from none to a new civil faction taking control of nation according to table below:
  4. % core gifted or traded over core territories

    < 5%

    >= 5% and < 25%

    >=25% and < 50%

    >= 50% or Capital city

    None

    90%

    50%

    0%

    0%

    Internal Disorders

    10%

    40%

    50%

    10%

    Civil or Independence War

    0%

    10%

    40%

    40%

    New Civil Faction

    0%

    0%

    10%

    50%

    Fractions rounded up.

    Internal Disorders: see random events.

    Civil or Independence War: like in additional rule 9, with the larger of the two factions belonging to current player and the opposing faction becoming neutral with nations at war with the opposing faction. Core territories intended to be gifted or traded will join rebels for sure.

    New civil faction: In this event, the entire nation becomes a neutral nation and gift or trade won’t take effect. Its diplomatic ranking with the other nation automatically drops to disfavorable.

  5. CAPITAL CITIES capture is no longer a boost for you ego but also has game significance. Whenever another nation or faction incorporates capital city, there is a chance that colonies rebel and chose that time to strive for independence as in standard civil rules. Even more, for those colonies which choose to not rebel, all non-garrisoned territories will automatically be captured (not incorporated) by conqueror. This shows colonies control relies on capital city of colonialist power. Capital city can be moved from one city to another core city while both are land connected through core territories. It would cost: 15 RPs.
  6. MISSING TURNS. I hate good playing positions being lost because of a player unnotified withdrawal from game. If a player misses 1 turn, moderator will make defensive builds. If at war with another player, moderator will fight at his best ability. No new declarations of war will be made. If a player quits or misses 2 turns in a row the nation will be offered up to a new player. That nation will automatically check for a Royal Rebellion at 20% chance, where the empire is split among two or three new factions.
  7. When stealing trades add (or deduct) 10% to chances per TL difference.
  8. New built cities will start with a fortification value of 1.
  9. Defeated players won’t be allowed to reincorporate game playing another nation unless there is no other player in waiting list. Open nations will be first offered to new players, and if there is not any, will be offered to defeated players but only if they don’t intereract with former allies/enemies. But whenever a civil war or war of liberation breaks in former defeated player nation, he/she will be the first one to be offered, so they reincorporate game as a new faction or resistance leader. Even when not in charge of any nation, defeated player could made diplomacy with other nations to get funds for rebellion and come back game again, as use to happen in RL when a leader is deposed (better to kill him!).
  10. Standard ROYAL REBELLIONS rules will not apply. I will follow these rules instead: 1) Each nation (other than tribals) will be checked once every 1d20 turns for rebellion, despite current income. 2) If a royal rebellion breaks there will be two types of wars: Independence War (IW) or Civil War. For nations from 1-24 RPs, there is no chance for IW; 25-39 RPs, 10%; 40-54 RPs, 20%; 55-99 RPs, 20% and an aditional 10% for two different factions; 100-250 RPs, 20% and an aditional 20% for two different factions; 250+ RPs, 20% and an aditional 30% for two different factions. All others will result in a Civil War.
    1. In an IW, according to a die roll some territories will rebel, but not the capital (and central concentration of territories) that will keep being the nation's original capital. The other 1 or 2 nations to spring up due to this shall have their capitals based in the two highest resource value cities unclaimed.
    2. INDEPENDENCE WAR

      Die roll

      % of total income for rebelds

      Base chance of colony revolt

      1

      5-15

      No colony revolts

      2

      15-25

      No colony revolts

      3

      25-35

      No colony revolts

      4

      35-45

      No colony revolts

      5

      45-50

      No colony revolts

      At each die roll, if any possible assignation would exceed % amount, an internal disorder would break on affected nation instead. New independent nation will fight to achieve complete liberation of all territories core for her and then strive for neutrality thereafter. While this is not achieved or an official peace agreement is reached, new faction can only attack troops on core territories. Enemy territories will not be core for neither faction.

    3. In a Civil War, rebelds will revolt in a random % of nation core territories (trades are considered as core for this purpose)
    4. CIVIL WAR

      Die roll

      % of core income for rebelds

      Base chance of colony revolt

      1

      5-15

      10%

      2

      15-25

      20%

      3

      25-35

      30%

      4

      35-40

      40%

      At each die roll, if any possible assignation would exceed % amount, an internal disorder would break on affected nation instead. The goal for new faction will be the complete capture of all nation core territories, and while this is not achieved or an official peace agreement is reached, new faction can only attack troops on nation core territories. All territories that were "core" for the original nation will act as core for both the original nation and the civil faction. Each colony belonging to nation in Civil War, shall need to roll to see if it opts for independance and each conquered land if it share rebelds who will owe alliegance to its core nation owner.

    5. A Rebellion of Liberation will break on each new faction claimed territory, and it will give 10 RPs per each RP of any city (up to a maximum of 50 rps), plus 3d10 resources to buy troops with, and a general on each city. These new units (populace in revolt) will inmediately fight loyal troops (not allies) on map and winning faction will keep territory.

  11. Whenever a nation lose her last core territory or colonial city (that is, she's not able to build more units) remaining units on map will become pirates or bandits. If units have not moved during that turn, pirate ships and bandits will make an inmediate movement at action 11 and then keep moving on normal phase next turns under rules below. If a rebellion arises at any former core territory, bandits and pirate ships will abandon out of law state and become controlled again by former nation.
  12. Gifted or traded ships and troops will not disband and will go pirate and bandit instead. Chances for ships: MM (3 in 10), Frigate (2), SoTL (1). Troops aboard will also become pirate.
  13. After moving normally, PIRATE SHIPS will raid coastal territories on SZ they are at action 11. They will steal as many saved RPs as total attacked territories income or attacking values of pirate ships (including troops aboard), whichever is lesser. Attacking order will be:
  14. 1st) Undefended (no land units on them) territories. From most valuable to lesser.

    2nd) Defended territories. From lesser defended to most. Among equally defended from most valuable to lesser. Pirate ships crew will make a one round attack against land units defending coastal territories. Attack crew value will be equal to ship attack value they belong plus troops aboard. No ship nor troop will be damaged this way, except those hit caused by land units (defenders or troops aboard) on other land units. If after this one round attack, more hits than defending unit remains are striken, pirates will steal RPs from coastal territory. Otherwise, pirate crew will quit from fight and board ships. No more attacks will be conducted that turn. Next turns pirate ships will move to another SZ where to continue stealing RPs. New SZ will be chosen this order in a ship by ship basis: 1st) Out of enemy ships range: even chances. 2nd) Any other: even chances.

    They will always try to avoid fighting ships except against lonely MMs. If forced to fight, will retreat after one round of combat, if possible. Chances to capture ships will be twice as usual. Pirate ships will not DSM.

  15. After moving normally, at action 11 BANDITS will pillage territories they are. They will steal as many RPs (from saved) as attacked territories income or bandits attacking values, whichever is lesser. Bandits can attack several territories. Next turns they will move to another(s) territory(ies) where to continue stealing RPs. New territories will be chosen in a unit by unit basis: 1st) Out of enemy troops range: even chances. 2nd) Any other: even chances. They will always try to avoid fighting and if possible will try to board pirate ships if on range. If forced to fight, will retreat after one round of combat, if possible. If victorious, 30% of defeated land units will desert and become bandits as well. Bandits will neither conquer territories nor prevent building in territories they are.
  16. NON-PLAYER NATION DECLARATIONS OF WAR Non-player nation will declare war on another bordering nation (player or non-player), depending on the relative weakness of the other nation. The base chance/turn is 5 in 10, modificated as follows: +1 per each cavalry or knight able to strike bordering nation. –1 per each enemy infantry or knight in a territory bordering the nation. A general which is able to potentially take part in battle, adds 1/3 of the general's value, rounded up. +2 if bordering nation is currently at war, and +1 for any other nation she is at war beyond one. Add a number based on ratio of friendly to enemy resources as follows: less than 1:4, –3; less than 1:2, –1; less than 1:1, no modification; less than 2:1, +1; at least 2:1, +3. If the other nation will be defending against an attack across a straight, river, alpine, or in jungle subtract 1. If the current political state between the nations is: Disfavorable: +2; Neutral: no modification; Favorable: -2; Allied: No declaration of war is possible. The total of these numbers will be rolled against on 1D10. A non-player nation will not declare war on another nation if it is currently at war or if it is allied with the nation in question. A non-player nation which declares war against a bordering nation will not necessarily attack that other nation, but will do so if it might be beneficial. A non-player nation which is at war with another nation will have an increased chance (+2 to the roll) for being affected by influence rolls by player nations which are at war with the same enemy nation. Similarly, non-player nations will be more easily influenced by their allies.
  17. NON PLAYER NATION PEACE. When at war with another nation, if combat is impossible or 5 turns are conducted without a real combat, whichever the first, NPN will declare peace with that nation. NPN will abide surrender terms and will not declare war while paying tribute (except if attacked) UNLESS other players: 1) support a rebellion on any NPN former core territory; 2) Finance NPN for war; 3) influence negatively any NPN former core territory to revolt. 4) ask ally NPN to aid in a war. So, in short, NPN will abide surrender terms (while paying tribute) unless other players influence it to not doing so.
  18. An ADMIRAL may allow a number of ships of the line to bombard equal to 1/3 (round up) of the admirals skill level. Bombardment goes in action 6, so ships to bombard must stop in order to do so. Admirals also allow to retreat from a naval battle even when in defence (like "cautious" general).
  19. RELATIONS WITH NON-PLAYER NATIONS. A player may make multiple attempts to influence the same nation in one turn if he spends the resources to do so. However, once a success is achieved in a particular turn, no more attempts may be made until a subsequent turn. The net effect of all nations' influence attempts may result in only a change of one place per turn per specific relationship.
  20. Core territories where a city is being built will not revert to colony status and will remain core instead.
  21. No MARRIAGE will be allowed between nations that don't share land borders, or which don't own an incorporated city within 4 sea zones (origin and destiny SZ included) of an incorporated city of target nation. Cost of succesful marriage will be equal to income of nation vanishing (either PN or NPN) x 3. Cost of unsuccesful attemps of marriage with NPN will keep being 10 rps. Also, regarding to TL of joined nation:
    1. Lower tech nation quits game. Joint nation will keep higher TL and IP. 10% cost of units on lower TL nation map x TL difference must be spent (plus standard costs of marriage).
    2. Higher tech nation quits game. Joint nation would keep lower TL and IP but it will be able to achieve new IP to reach those of higher TL nation at a cost of 1 rp x 1 IP at 100% chance (this would also apply when two nations of same TL would marriage but the one with higher IP is the one which is quitting the game). Technological upgrade can be done along several turns, but units on map will behave accordingly to current TL, as more advanced units could not receive adecuate maintenance.

  22. COLONIES and REBELLIONS. Only distinction between conquered and created colonies is how colonial entity is defined. In both will break rebellions of liberation. On each territory rebellion breaks out, will begin with 10 RPs x city income (up to a maximum of 50 rps), plus 3d10 RPs to buy troops with, plus a general on each city. They must fight any troops belonging to conquering nation, as attackers, to first capture each territory. Incorporation is free. Fight will continue until has liberated all its original lands, minus those which have become core to another nation, and, in the meanwhile, cannot fight out of these lands. SPONSOR a rebellion is only feasible for beneficiary and for those nations who share land border with target nation, or who own an incorporated city within 4 sea zones (origin and destiny SZ included) of an incorporated city of target nation. A sponsoring nation must pay an amount of resources equal to the total resource value of the colonial entity (see standard rules for colonial entities) for a 1 in 10 chance of a rebellion starting. Exception: city territories with income over 5 rps will have a value of just 5 for this purpose. Multiple accumulative chances may be purchased for the same turn, until a maximum of 7. This base chance is modified by a number of factors: +1 if Rebel is friendly to sponsor, +2 if Rebel is allied to sponsor, -2 if Rebel is unfriendly to sponsor (no possible is Rebel is at war with sponsor), -1 per each INF on territory, -2 per each general or knight on territory. The number remaining is the chance on a D10 that a rebellion of liberation will break out, with a minimum of 1 in 10. This will be checked territory by territory of colonial entity.
  23. When sailing through ICEBERG SZ in deep sea move ships will have 2 in 10 chances of being sunk. Hits by icebergs will be assigned randomly.
  24. CAPE HORN route. This is a safer route to sail from Western Atlantic to Straits of Magellan (or viceversa). Before this route is known, only SoTL can sail between Atlantic and Pacific and even SoTL has 20% chances (40% if in DSM) of being sunk because of the narrow passage and extreme weather conditions through Straits of Magellan. To discover Cape Horn route a SoTL must specifically look for it when moving from one ocean to other with 60% chances of being sunk. Once discovered odds are reduced for other nations in 10% per each new nation which knows the route. Route will become common knowledge after 6 nations know it. All ships are able to "round the Cape Horn" once route is known, but they will still have 10% of being sunk (20% if on DSM) until nations achieve TL4, where ships will sail it safely at 0% chance of being sunk. Losses in this route will be assigned randomly to any ship sailing through it.
  25. TRIBALS. 1) Tribals CANNOT build traditional cities. 2) Tribals CAN build units from conquered traditional cities. Conquered traditional cities would act as colonies, with usual restrictions. Conquered cities fortification CANNOT be raised. 3) Tribal territories CANNOT be gifted or traded. This is to be added to units and tribal cities gift, restricted in standard rules. I'm not allowing ports (neither tribal nor traditional) to be gifted either. The only way a roaming tribe takes control of a territory is passing through it. 4) A tribal city CAN be disbanded and converted in a traditional city with a fortification value of "1". This city would be core for tribal nation, and core could be extended from it, as well as from any other settled down city. Tribal city DOES NOT need to be situated over a traditional city in order to be disbanded. It can be done in any land territory. 5) Whenever a tribal nation lacks of tribal cities, it is considered a standard nation, subject to all standard rules. It cannot revert to tribal state anymore.
  26. PORTs cannot be gifted, although a territory with a port could. A PROTECTORATE can be created within an existing territory, where any port could be gifted but with a portion of the land (and RV) that becomes a colony. By practical reasons, only one protectorate could be created in a territory. A minimum of 1 RV should be gifted that way and the remaint RV should also be at least 1, so it could only be done in RV 2 territories. All units on protectorate are considered to also be in original territory and viceversa, and it would not affect units movement at all. It would only let revolts to be supported or to take effect as a consecuence of gift and to clarify built capabilities. Protectorate should be incorporated by receiving nation which could never upgraded to core and only units up to protectorate RV would be allowed to be built there.
  27. New values for benchmark class 8
  28. Level

    1

    2

    3

    4

    5

    6

    7

    8

    9

    Class 8

    3

    5

    7

    10

    13

    16

    19

    23

    27

  29. Extended Benchmark table

Benchmark Class/Level

10

11

12

13

14

15

Class 1

70

81

94

108

122

137

Class 2

60

69

79

91

103

116

Class 3

56

64

73

83

94

105

Class 4

48

56

64

73

83

94

Class 5

45

52

59

67

76

86

Class 6

40

47

54

62

70

78

Class 7

36

43

50

57

64

71

Class 8

32

38

45

52

59

66

Class 9

28

33

39

45

52

59

Class 10

24

28

33

39

45

52

Class 11

21

25

29

34

40

46

Class 12

18

21

25

29

34

40