@Azecreth don't worry about colonizing. Just trade with those of us that are already over here, and you'll be able to get the big bucks as you redistribute valuable material throughout Europe and beyond, to places we cannot reach!
By which I mean, the Republic of Platina will be sending a trade offer shortly to you, two other European powers, an Asian one, and another in the Americas [though we don't expect to get much from that last option]
Oh, @Theravis, I don't think you mentioned whether bumping tech sacrificed *all* income or a portion of it based on # of techs being bumped... Or if sacrificing the income bumped *all* the techs.
Next question of course, if you have econ 3 or lower, does a person trading with you get *anything*? Can an econ < 3 provide technological bonuses if it's economy is that bad but it's tech is up?
[Edit: Damn, gotta run. I'll be back in a bit o/ ]
Oh, and just as a note for all of you, national anthems can be any historical period. Prussia could do Prueßenleid as easily as Heil dir im Siegerkranz.
Like, if I can only have five trade routes going at once, expanding into unclaimed land via colonialism to access new markets doesn't seem to be particularly worth it.
Also, having looked into it, how exactly did France conquer the UK in 1654, when the PoD only happened the year before, my magic rating is 2, at this point France was still hovering near bankruptcy?
With the aid of the Dutch and Sweden, France never really got into the whole magic business basically via lack of interest, and the French had the actual claim to the land.
As a note, @Estro seems to be willing to take on the task of adjudicating "What is a reasonable number of trade routes for your country?" on a per-case basis, so go crazy I guess.
@Estro seems to be willing to take on the task of adjudicating "What is a reasonable number of trade routes for your country?" on a per-case basis, so go crazy with the trade routes I guess.
Oh I though that would be covered by the trading agreements (5 econ for the actions and 4 econ for the armies versus 4 Econ base + 6 from trade). I assume those only take effect at the start of the next turn then?
Oh I though that would be covered by the trading agreements (5 econ for the actions and 4 econ for the armies versus 4 Econ base + 6 from trade). I assume those only take effect at the start of the next turn then?
Name: Moroccan Sultanate
Current Ruler: Ismail Ibn Shariff
Expected Heir: Abu'l Abbas Ahmad
Type of Government: Absolute Monarchy
Population: 3,325,000
Capital: Rabat
Magical Artifacts:
None
Economic Status:
-Power 4
-Growing(5)
Major Actions: @Theravis
1 MA Establishing a government organization dedicated towards short term famine relief.
1 MA Operation Salvation
1 MA Technology Boost: Industry
Internal Events:
Ismail holds a public speech in Rabat where he emphasizes the fundamental role magic will play in the future Moroccan society and military. He stresses that there will be no walking away from this path as a Morocco without magic is a Morocco that has already been crushed by its foes.
Owing to its modernization and technological superiority over its neighbours an idea is starting spream amongst the nobility and army that states that it's Morocco's destiny to dominate the West African region.
Military
-Potential Manpower: 221667
-Used Manpower: 200,000
Units:
Troop Composition: 150,000 Infantry, 50,000 Artillerymen
Currently deployed at the southern border
Equipment Modifiers: Squad Mages, Econ x2
Experience: Veteran
Additional Units: 5,000 Artillery Batteries
Total Cost: 4
Magic Rating:
Rank-1 Spell:
To Know the World: An information gathering spell that falls under the domain of the Practice of Knowing
Using this spell the caster can gather information on nearby terrain, learning what type of terrain surrounds them as well as potential obstacles nearby.
Rank-2 Spell:
Man's Supremacy Over Nature: A terraforming spell that falls under the domain of the Practice of Weaving.
This spell allows the caster to temporarily manipulate the surrounding terrain. The caster can not permanently change any terrain nor can he alter its fundamental nature he can alter other aspects of it. For example the caster couldn't turn a swamp into steppe terrain but he could temporarily dry up any mud in it. This spell is primarily used to make the transportation of troops across hostile terrain easier.
Rank-3 Spell:
To Stand Against the World: A human improvement spell that falls under the domain of the Practice of Perfecting
Those affected by this spell finds themselves filled with unworldly energy. For the duration of the spell they are not affected by exhaustion
Ismail Ibn Shariff, 46, Male, Sultan of Morocco
Theme: Royal Authority
Rank-2 Spell: For the King! A human improvement spell that falls under the domain of the Practice of Shielding
Troops affected by this spell become immune to negative morale for a short period of time. Once that period is over all negative effects come crashing back. This spell is best used when it is absolutely essential that a group of soldiers hold a position for just a little more time before breaking.
Rank-2 Spell: Royal Decree: A human manipulation spell that falls under the domain of the Practice of Ruling
This spell allows the caster to command the target to execute one direct task even if it goes against their allegiance. However it only works on weak willed targets or those who have been heavily demoralized. Furthermore each successive command is much harder to issue than the last as the targets gradually build up resistance to the effects of the spell. Also once the target has executed the commands they immediately regain control of their faculties and are likely to seek revenge against the caster.
Rank-3 Spell: The King's Wrath: A human manipulation spell that falls under the domain of the Practice of Fraying
This spell allows the caster to demoralize targets in a moderately sized area. This effect on it's own is not enough to significantly alter the combat abilities of enemy troops but combined with a well executed attack by allied troops it can provide the final push that causes an enemy unit to break. The effect wears off after a moderate amount of time but if the enemy has already been broken they are unlikely to be an effective fighting force even if they return to the battle.
Rank-5 Spell: Submit Before Your Lord: A human manipulation spell that falls under the domain of the Practice of Unmaking
This spell completely annihilates a targets will to fight. While undoubtedly powerful it has some severe restrictions. Firstly it can only affect a small group. Secondly it takes a significant amount of time to cast. Finally casting the spell takes a significant toll on the caster, decreasing their effectiveness for the rest of the fight. It is best reserved for use on enemy elite troops and essential positions such as machine gun nests.
Factions
Black Guard: Loyalty 5, Power 3
Sunnis: Loyalty 3, Power 3
Shiites: Loyalty 2, Power 2
Sufis: Loyalty 4, Power 1
Alliances, Agreements, Pacts, and Trade:
Established trading relations with the Mamluke Kingdom
Established trading relations with the Kingdom of Spain
Established trading relations with the West Indies Syndicate
Diplomacy:
Escalating tensions with the Mali Sultanate, with Ismail continuously referring to the situation inside of the country as "unacceptable".
@Theravis
I got a couple more questions about the military:
Can we add different modifiers to the same unit, for example Unarmed Support Crews and Squad mages?
Can units support each other with their special abilities? For example, can a small unit of mages support a large muggle unit?
How large a front can one unit cover? If I have one large unit vs. two smaller units, can the larger unit be expected to contain both enemy units or can we expect the larger unit to be outmanoeuvred?
Since I didn't see an answer, @Theravis, (and @Estro ?) I don't think you mentioned whether bumping tech sacrificed *all* income or a portion of it based on # of techs being bumped... Or if sacrificing the income bumped *all* the techs.
Next question of course, if you have econ 3 or lower, does a person trading with you get *anything*? Can an econ < 3 provide technological bonuses if it's economy is that bad but it's tech is up? I'm aware my economy isn't in that situation, but I'm curious about those for whom it is.
AHEM.
List of Trading Routes as Follows:
Mughals to Egypt, via the Red Sea and the ports on the Eastern side of India.
Mughals to the Netherlands, via their colonies in Indonesia, and either circling around Africa or crossing over Egypt into the Med, and then to the Netherlands.
Mughals to Sweden, via their colonies, and either circling around Africa or crossing over Egypt into the Med, and then to Scandinavia.
Mughals to Japan, through the Straights of Malacca and the East China Sea.
@Theravis
I got a couple more questions about the military:
Can we add different modifiers to the same unit, for example Unarmed Support Crews and Squad mages?
Can units support each other with their special abilities? For example, can a small unit of mages support a large muggle unit?
How large a front can one unit cover? If I have one large unit vs. two smaller units, can the larger unit be expected to contain both enemy units or can we expect the larger unit to be outmanoeuvred?
Since I didn't see an answer, @Theravis, (and @Estro ?) I don't think you mentioned whether bumping tech sacrificed *all* income or a portion of it based on # of techs being bumped... Or if sacrificing the income bumped *all* the techs.
Sacrificing one econ you'd gain to boost one of their techs. They cannot be boosting it at the same time. You must have a higher tech date than their post boost tech. You must tag me.
Next question of course, if you have econ 3 or lower, does a person trading with you get *anything*? Can an econ < 3 provide technological bonuses if it's economy is that bad but it's tech is up? I'm aware my economy isn't in that situation, but I'm curious about those for
Mughals to Egypt, via the Red Sea and the ports on the Eastern side of India.
Mughals to the Netherlands, via their colonies in Indonesia, and either circling around Africa or crossing over Egypt into the Med, and then to the Netherlands.
Mughals to Sweden, via their colonies, and either circling around Africa or crossing over Egypt into the Med, and then to Scandinavia.
Mughals to Japan, through the Straights of Malacca and the East China Sea.
It's motorized for people who haven't got cars yet.
Fast Battleships are battleships.
Yamato would be a superheavy.
And... yeah, I understand what you're saying and I love naval stuff to bits, but it's just too difficult to draw universal lines in that sort of thing, so I have to generalize. I'd be more than willing to work with you on a system that can cover it if it can be done without adding 6 more layers of bookkeeping. I had AN idea for it....
Darn, I was hoping to use cavalry for a low logistics but high mobility force.
I assume I can replace gunboats wirh torpedo boats for equal cost? I do not seem to see a superheavy battleship cost. I completely understand the finicky nature of naval designations since they are pretty much completely arbitrary (The Alaska Class Large Cruiser says hello). I just want to make sure I understand the situation completely. The only idea I have had was econ points based on displacement but that has plenty of problems.
I need to start storing my plan document on my phone.
Darn, I was hoping to use cavalry for a low logistics but high mobility force.
I assume I can replace gunboats wirh torpedo boats for equal cost? I do not seem to see a superheavy battleship cost. I completely understand the finicky nature of naval designations since they are pretty much completely arbitrary (The Alaska Class Large Cruiser says hello). I just want to make sure I understand the situation completely. The only idea I have had was econ points based on displacement but that has plenty of problems.
Sacrificing one econ you'd gain to boost one of their techs. They cannot be boosting it at the same time. You must have a higher tech date than their post boost tech. You must tag me.
Does that mean that if I were improving my tech, a superior tech partner *could not* improve the rate of increase on that technology, and vice versa? So caps out at +2.5 regardless of whether it's myself or a trade partner improving it?
So if I trade with someone below 4 econ I get nothing, unless they sacrifice their trade bonus for my tech. Okay.
New question @Theravis
Training of military units -- requires actions to 'recruit', then either trade or action to pay upkeep > does it require major/econ actions to continue training if you want to recruit them as "Trained" instead of "Militia", or do they just not get to deploy for 2 more years (or in case of starting army, 1 more year)?
Also, can one pay the difference between an existing unit and a more expensive unit to recruit additional troops and train them to reorganize a unit into a bigger troop? If so, would that unit need to be taken off-duty the whole time, or could they remain deployed until their additional troops were ready to go?
How does it work if you have experienced [or higher] tier units, that have casualties that need to be replaced? Can you take the especially skillful from other regiments and not lose any experience level? Do you need to simply train new guys and they'll bring down the overall skill of the troop? Not something that's going to come up just yet I realize, but... I'm trying to wrap my head around the mechanics.
Also specifically @Theravis
I know you mentioned to be included in any talks we have or they don't happen In-Character. Can we hammer out a deal in a PM and then make that deal happen in the IC thread / a new PM / something? Or should we just include you in all talks between players? Because I imagine getting bombarded with 400 new messages every time anyone wants to say something to someone else outside the public threads might get tedious.