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:
|
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 |
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 rpSubmarines 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: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 +4FAMINE
. 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:
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.
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.
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.
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.
RPs can also be transported via MM as a trade caravan.
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
|
% 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.
|
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.
|
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.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.
|
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
Class 8 |
3 |
5 |
7 |
10 |
13 |
16 |
19 |
23 |
27 |
|
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 |