The different countries have different perks and disadvantages. These are mostly obvious from geography and history, but also involve available hardware. While Germany and Russia have a higher fleet tonnage limit, they also have a larger existing fleet of battleships that a new battleship will need to work with, and a requirement for more globally effective ships that can be operated effectively in more varied environments.
Each background gives an unofficial social network. This gives you three mechanical effects in the professional arena: A bonus recruitment action contingent on the conditions that are rolled (randomly) for actor countries, a bonus on information checks that can use that network, and in some cases complications tied to a specific condition appearing or escalating in your country. Complications prevent you from taking a bonus recruitment action and give you a disadvantage on your next skill check.
Former captain gives you navy-level contacts, which are very useful for knowing how specific types of hardware are working in the field. You recruit in demilitarization conditions, and are complicated by mobilization conditions.
Colonial gives you contacts in your country's colonies. You recruit if there is internal colonial unrest or a war involving your colony of origin. There are no complications, because this background's information check bonus is very limited; this is your "generic" choice.
Bastard gives you high level contacts that affect diplomatic information checks. You recruit when there is a democratic or communist takeover in another country. You have complications if there is a democratic or communist takeover, or attempted takeover, in your country.
Immigrant gives you a bonus on all (diplomatic, operational, and technical )information checks related to your country of origin. You recruit when xenophobia hits that country or that country is invaded, and have complications when xenophobia hits your country of residence. You also have complications if your country of origin and country of residence go to war.
Jew gives you a bonus on some, but not all, information checks related to Germany, Austro-Hungary, and Russia. You recruit when xenophobia hits those countries, and have complications when xenophobia hits your own country. This is similar to immigrant - slightly better recruitment, slightly worse information-gathering.
A write-in background will receive an appropriate QM's-discretion network of contacts, recruitment condition, and complication condition. Backgrounds and environmental conditions also influence the difficulty of certain personal relationship actions,
especially courtship/engagement/marriage actions (marriage will require several net successful actions).
The general method of voting is approval vote. You are free to check multiple options.
For quantitative items – numbers – select your preferred option or range of preferred options. If there is a clear winning option, I will select that specific option. In the event that outcomes are tied or tied to within
sqrt-n variance (rounded down), I will use an appropriate weighted median.
Schedule of turns:
Short turns take place over a scale of days.
Long turns have a duration of 3 or 6 months (usually 6 months outside of conflict events). The game will start with a series of
short turns, and after that,
short turns will be triggered mostly by complex decision points. (This can be avoided using contingency planning.)
Every
long turn, there's a condition roll on each of the major powers. This will have an outcome along one of seven condition tracks.
- Conflict Event
- Nationalism—Globalism
- Xenophobia—Tolerance
- Militarism—Pacifism
- Democracy—Monarchy
- Communism—Capitalism
- Technology Event
The
conflict event condition, when activated, will continue to either escalate or de-escalate in subsequent turns. These background conditions will in turn influence your personal interactions with various characters. Some other major powers have scheduled events or variant tables. Eventual conflict is inevitable.
You have one selected information check per long turn, and one automatic (hard difficulty) information check made against every country every turn. You can choose to seek out information of a particular type or from a particular nation. The more specific the requested check, the easier it will be. For example, "information related to how to manufacture the British 15"/42 naval gun" is more specific than "technical information about British battleships," which is more specific than "What are the Brits up to now?"