Modifier from Phase One, theme informs flavor of loot. (Limited to +4/-4)
Modifier from Phase Two, distance informs nature/origin of loot. (Limited to +4/-4)
Roll |4d6-14|, then add the phase modifiers, with their total limited to (+6/-6)
Well, you can ask literally anyone I am definitely not Protestant.
If you've got money, or tech, or various... stuff I'd want and know someone who can spot me a boat then let's do this.
Though swamps are generally a bad place for my guys. We should probably find somewhere where trucks aren't liable to get stuck two or three times every kilometre at best.
Though swamps are generally a bad place for my guys. We should probably find somewhere where trucks aren't liable to get stuck two or three times every kilometre at best.
Note: You can't get big armies cheaply. You can't mobilize more than one third of your population. Not without specific, high level magic - Denmark's zombies or Austria's (hypothetical sadly) robots, for instance.
- Peacetime: +1 to Econ Rolls. Slight bonus to population growth. Go You. Militarist factions might be unhappy. Most everyone else is probably pretty pleased.
- Expanded Army: The baseline. At this point you have to be spending at least 1 EP on Military, however.
- Mobilized Army: -1 to Econ Rolls. Slight malus to population growth. More peaceable factions might be unhappy. Everyone else is still OK, mostly.
- Active Army: -1 to Econ Rolls and your Economic Status automatically degrades by one step. More severe population growth malus. Only the militarists are happy right now, so you can't keep this up too long before internal crises start happening.
- Emergency Army: You're in a recession, and you're not getting out as long as this is a thing. Your population growth is barely above zero - if you're lucky. Nobody's happy, not even the militarists, so you're suffering internally too.
- Total Mobilization: You're in a recession - and the instant the war ends you're in a depression and lose Economic Power. Your nation is ruined. Your population growth is negative. The young and the sick are sent to the Ostfront. You're probably suffering an internal crisis, if not now, then very soon. The only really upside is that your opponent might be more ruined.
Military System Changes:
- MP gained per EP spent has been increased to 2500 MP per EP spent, rather than 1000 MP as it was.
- Tags are now additive modifiers rather than multiplicative. So to add two 1.25x Tags to a unit, it now is [Cost] * [1+0.25+0.25] rather than [Cost]*[1.25]*[1.25]
-If you are spending nothing on your Military you get 1250 free points that can only be used to construct a Peacetime army.
System Notes:
- The Percentage of EP Spent on Military includes TP in its calculation. However, TP is being reworked along with the rest of the system, so it will give less of a bonus.
Trade:
-Trade deals now give 1 TP per deal.
-Trade points can now be used to fund Military, Boosts, Diplomatic and Economic deals, and all types of Quests instead of Military and Research
Colonization:
-Colonization actions are public
-Colonization slowed down
Tech:
-You don't need to worry about averages anymore. Instead each country now has a Development Level which gives you a basic tech progression for all of your techs and how many boosts you get per year. This is based on literacy, educational institutions, integration of these things into your country, etc.
-Development Level is harder to raise for populous countries and spread out countries, it is easier to raise for sparse countries and compact countries.
-Military and Civilian techs are no longer separated. They both just progress
-Modernization Quests are a thing
-Tech progression is split into eras with modifiers
-Development Level will be assigned. In addition to a tier you have a Progress Meter/5, showing how close you are to the next Tier. If you go above 5 you reach 0/5 in the next tier at the start of the next year. You cannot progress to Grantville Tier without conquering Grantville.
Sporadic: Scientific endeavors are pursued by private individuals and the whims of the state. There is little organized scientific development and education is low. Scholarly: A class of scholars helps organize and push forward research and scientific progress, but it is both unfocused and elitist. Mass Education remains an ambition. Systematic: The development of universities and centralized education has led to widespread literacy and focused research, but the country's institutions and scientists are not respected on a global stage and they struggle to incorporate research from outside their states's borders. Integrated: The Country's scientific institutions are well-respected and integrated into the world scientific network, benefiting from research across the globe, mass literacy, and strong academic structures like world-class universities. Grantville: This country is the site of the city of Grantville, a marvel from the future and the world center for science. Without access to Grantville's scientists, libraries, and technology, no other country can hope to come close.
Base Progression Rates
Grantville: Base 2.5 year/year, pay an EP for 1 boost to 3
Integrated: 1.5 year/year 1 boost to 2.5
Systematic: 1.2 year/year, 2 boosts to 2
Scholarly: 1 year/year, 3 boosts to 1.5, pay an EP for an additional boost
Sporadic: 0.6 year/year, 4 boosts to 1.2, pay an EP for two additional boosts
Year Modifier - what year you're in alters your progression and boosts
1: Anything before 1914 : 2x 4x base progression (Fast Dev!)
2: 1915-1930 : 1x base progression
3: 1930-1939 : 0.6x base progression
4: 1940-1942 : 0.2x .1x base progression (Slow Dev!)
5: 1943-1945 : 0.2x .1x base progression (Slow Dev!)
6: 1946-1965 : 1.2x .6x base progression (Slow Dev!)
7: 1965-1985 : 1.2x .6x base progression (Slow Dev!)
8: 1986-Y2K : : 0.2x .1x base progression (Slow Dev!)
Fast and Slow Dev Thresholds are checked every five years.
Modernization Quests:
Modernization costs 1/4 of your nation's Economy score in EP per year (Minimum one). By default it modernizes two fields, with an additional cost for every additional two fields you want to Modernize (Rounded down). This takes four turns + turn of Cooldown by default. Commit the cost each turn, then roll [4d3-9] and add appropriate modifiers, then consult the chart.
Successful modernization brings all modernized fields up to the Fast Dev Threshold (currently 1915). Failed modernization progresses modernized fields by 3 years per turn of Modernization, to a maximum of 15.
Roll a d4
1: (Scale) Population, high bad, low good: +2 Population 5 Million and below, +0 Population 5-15 Million, -2 Population above 15 Million
2: (Education) Institutions, high good, low bad: +2 Integrated+, +0 Systemic, -2 Scholarly-
3: (Backlash) Magic, high bad, low good: +2 8 and below, +0 9-16, -2 17+
4: (Influence) Factions, Modernist Good, Luddite Bad: +2 Modernist > 3 Power and > Luddite Power > 3 Power, +0 Tie/Inapplicable > 3 Power, -2 Luddites> 3 Power and > Modernist Power
+2: Commitment of Appropriate Artifact
+2: TP spent by someone with relevant technology at least one generation ahead of the current Mark.
+1: Economic Status is Growing or Roaring
-2: Economic Status is Recession or Depression
-1: Military Mobilized or Active
-4: Military above Active [Do Not Do This Terrible Thing]
-7 or Lower: Complete failure! The modernization project unravels entirely in a cacaphony of chaos, starvation hits the streets, mass hysteria. Pay two EP to prevent Famine from devastating your populace, or one EP to choose what part of the populace it will hit.
-6: Catastrophe! You go down two Econ stages, and take a -2 penalty to your next Econ roll.
-5: Stalled work. The Modernization project doesn't progress this year, and you take a -1 penalty to your next Econ roll.
-4: Famine! Mechanization in the fields and food distribution networks has hit unforeseen snags. Pay two EP to prevent Famine from devastating your populace, or one EP to choose what part of the populace it will hit.
-3: Riots! Mass hysteria takes the streets as Luddite sentiments surge and pollution and horrific inequality run rampant. You gain a Luddite Faction, as in the -2 result. Pay one EP to prevent deaths from chaos, looting, and a breakdown of food distribution. Alternately, pay 0 EP and add 1 Power to a faction of your choice to encourage the chaos and aim it at enemies, removing 1 Power from a non-Luddite faction of your choice and exacerbating the number of deaths.
-2: Social dysfunction! As new technology disrupts the fabric of society and obsoletes venerable jobs people begin to lash out at the modernization efforts, your faction with the lowest Loyalty gains the Luddite trait, if they already have the Luddite trait they lose 1 Loyalty [Minimum 1] and gain 1 power. In addition, you take a -1 Penalty to your next Econ roll.
-1: If you have Luddites, they gain one power or lose one loyalty unless you pay one TP.
0: Nothing happens
1: If you have Modernists, they gain one power or gain one loyalty.
2: A faction with a Luddite trait loses one Power, or a faction of your choice without the Luddite trait gains one Power.
3: Breakthrough! You gain a +1 bonus to your next Econ roll and an additional .1 Tech Progression to a modernized field this turn.
4 or higher: Great Success! Reduce turns necessary by 1, +2 to next Econ Roll.
Institution Quests:
Institution Quests are how you improve your development level. They cost an EP per turn, are tied to a single technology, and take three years. You can only start an institution quest once every four years. They represent a combination of two things:
First, a concerted effort to improve your national institutions. Raising literacy, creating and promoting schools and advanced training, etc.
Second, a concerted effort to advance a given field of technology towards a discrete goal. Things like the Space Race, the Human Genome Project, the Manhattan Project, curing Polio, etc. They won't always finish within the span of a single project, but will boost the relevant field of technology (Medicine for curing Polio, Aeronautics and Rocketry for GOING TO THE MOON).
Faction Revamps:
-Nations have 2-5 Factions, generally 3 or 4 outside of weird situations.
-Each factions has 2-4 Traits, showing policies that they care about. Traits should trend towards the self-explanatory
-All factions are parts of your ruling government. Factions in court, political parties in a democracy, warlords in an anarchic hellhole, etc.
-Example Traits include: Localists (Want increased responsibility and autonomy for local regions/provinces/states in their homeland), Monarchists, Elitists (Want to preserve or increase the advantages of the upper classes/equivalents), Mystics (Want More Magic), Modernists (Want More Tech), Educators (Want to educate the populace)
-some people are getting noticable revamps of their Factions to be playable
Magic:
- At Twelve or more magic you gain 1 less Magic from Quests than you otherwise would, minimum 1
- At Twenty Four or more magic you gain 2 less Magic from Quests than you otherwise would, minimum 1
- At Six or less Magic you gain 1 more Magic from Quests than you otherwise would, minimum 1 (This applies to Quests finished in 1684)
- A faction cannot have more than Six heroes
- A hero cannot have more than Fifty dots worth of spells (Not including national spells)
- You cannot collapse multiple heroes into a single hero for more points
- Magic performed against another nation can generally be tracked, or at least have its point of origin identified
- Nations, but especially persons of interest and heads of state, have significant internal defenses and protections even before a Major Action is spent on Counter-espionage. Spending a Major Actions makes these more effective (Generally in a single field or a few fields), it doesn't bring them into existence.
- Magic cannot go above 30
- Magitech that improves a field of technology lets you treat it as if it is one Generation higher for every two points invested. For example, the two point undiscounted magitech En-Djinns would allow you to treat your Aeronautics and Rocketry or your Aircraft field as if they were one generation higher than they are.
- Changes are not retroactive
Planned Obsolescence:
The last turn of the game will be the 1699 Turn, after which there will be an epilogue and probably a debrief.
-You don't need to worry about averages anymore. Instead each country now has a Development Level which gives you a basic tech progression for all of your techs and how many boosts you get per year. This is based on literacy, educational institutions, integration of these things into your country, etc.
-Development Level is harder to raise for populous countries and spread out countries, it is easier to raise for sparse countries and compact countries.
-Military and Civilian techs are no longer separated. They both just progress
-Modernization Quests are a thing
-Tech progression is split into eras with modifiers
-Development Level will be assigned. In addition to a tier you have a Progress Meter/5, showing how close you are to the next Tier. If you go above 5 you reach 0/5 in the next tier at the start of the next year. You cannot progress to Grantville Tier without conquering Grantville.
- Magitech that improves a field of technology lets you treat it as if it is one Generation higher for every two points invested. For example, the two point undiscounted magitech En-Djinns would allow you to treat your Aeronautics and Rocketry or your Aircraft field as if they were one generation higher than they are.
It is designed so it takes the same amount of time to progress through most generations before fast/slow dev. 1946-1965 is a larger stretch of time than the WW2 and Y2K Gens so has a larger base multiplier before Slow Dev.
BASICALLY:
You'll be assigned a development level based on country fluff and size, look at that, look at year entries, apply progression to all of your techs every year, pick a number of them to boost.
It is designed so it takes the same amount of time to progress through most generations before fast/slow dev. 1946-1965 is a larger stretch of time than the WW2 and Y2K Gens so has a larger base multiplier before Slow Dev.
Wait, so we get a progress bar for our Progression Rate Status and our Tech Generation, correct?
So, the hypothetical country of Hamsterdam would have a progress bar for it moving up from Systematic to Integrated, and for it moving from the 1930-1939 Tier to the 1940-1942 tier, correct?
You'll be assigned a development level based on country fluff and size, look at that, look at year entries, apply progression to all of your techs every year, pick a number of them to boost.
Wait, so we get a progress bar for our Progression Rate Status and our Tech Generation, correct?
So, the hypothetical country of Hamsterdam would have a progress bar for it moving up from Systematic to Integrated, and for it moving from the 1930-1939 Tier to the 1940-1942 tier, correct?
You have a Progress Bar for Development Level (Systematic to Integrated) but the tiers is just 'where is a given individual tech'.
If you have four techs at pre-1914 they progress at x4, while your techs in the 1915-1929 band progress at x1 and your theoretical ridiculous outlier tech at 1941 progresses at x.1.
Here's a list of Faction Tag examples for reference and ease of assigning your own factions tags:
Elitists: Want power concentrated amongst the few, generally speaking themselves Egalitarians: Want more equal rights for the people Monarchists: Want a Monarchy and more power invested in that Monarchy Republicans: Want a Republic and more power invested in that Republic Localists: Want more power, authority, and autonomy given to local, regional, or provincial rulers Modernists: Want tech development, modernization, or Institution Quests X-Phobes: Hate [X] group, might be religious, ethnic, political, or one of a myriad other things. Cultural Preservers: Want [X] Culture that they feel is under threat preserved Militarists: Want more military spending, military prestige, and military victories Pacifists: Want low military spending and no war Educators: Want to educate people Religious [X]: Care deeply about [X] Religion and its issues Mystics [X]: Care deeply about magic/Magitech in general or [X] Magic in particular and want it advanced and exploited more heavily [X]-Philes: Really like [X] group, might be religious, ethnic, political, or one of a myriad other things. Luddites: Want lower or slower technological development. Don't like Modernization. Inquisitors: Want lower or slower magical development. Don't like Magic and Magitech, no matter its form.
ou have a Progress Bar for Development Level (Systematic to Integrated) but the tiers is just 'where is a given individual tech'.
If you have four techs at pre-1914 they progress at x4, while your techs in the 1915-1929 band progress at x1 and your theoretical ridiculous outlier tech at 1941 progresses at x.1.
Institution Quests are how you improve your development level. They cost an EP per turn, are tied to a single technology, and take three years. You can only start an institution quest once every four years. They represent a combination of two things:
....... I somehow doubt that a critical success on an Institution roll gives me a giant technology event or something like that, it seems a little silly.
Hm. Interesting. It's.... at least interesting, we shall see how it goes.
I believe I've made my opinion at certain elements known as I see fit, but will continue abiding by what GMs rule is correct.
The only thing I know I haven't gone over in particular that I find objectionable is the above quoted statement, as it's a unilateral modification to the player-GM social contract that binds the game, and so stating it as such makes it feel imposed, and I never like having things imposed in the middle of a social contract. Also I worry about the way that it's stated, being particularly mechanical, when the story may be best ended before or shortly thereafter, as narritive sense will make it.
But you all should already know how stodgy I am on narritivism, and no, I don't need to be fought on this, this is just my opinion, and I will abide by GM rulings on the matter. This.... this is just the theory of the game, which I feel I have an important civic responsibility to discuss in clear and explicit words.
EDIT:
Okay, I forgot one huge thing.
I presume that I will now have the chance to restructure my military without having to come up with rationales for my military now being completely different. Like, the way it's structured and everything.
I'll leave my opinions on the military deficiencies that have been spoken, speak for themselves.
Faction changes are, at least, pretty welcome, I always felt that mine were a bit stupid mono-issue groups.
I'll reserve judgement for the Development Level assignment though. I'm going to be honest, I kind of fear getting shafted on that on the basis of "oh Spain doesn't feel like a particularly technologically adept country" when I've invested huge amounts of EP into research boosts to become one of the currently most technologically advanced nations in the game.
Faction changes are, at least, pretty welcome, I always felt that mine were a bit stupid mono-issue groups.
I'll reserve judgement for the Development Level assignment though. I'm going to be honest, I kind of fear getting shafted on that on the basis of "oh Spain doesn't feel like a particularly technologically adept country" when I've invested huge amounts of EP into research boosts to become one of the currently most technologically advanced nations in the game.