Theravis
A Knight for those Suffering
- Location
- West Michigan
No, sticking you with the elephant flag.
No, sticking you with the elephant flag.
Basically
ill take death.
Its not a baby dammit.
It is little elephant.
Platina is the maroon/red in the very south part of South America. Ashanti is the green-grey in west africaGiven the situation with California, and because I'd looked at it prior and mostly decided on California because why not, the Platinan Republic would be my top choice, followed by the Ashanti Empire. Though I'm not sure which color each of them are, I know at least they're south America and somewhere in Western Africa.
PrussiaAlright fine im choosing Prussia as my final pick and @Theravis dont let me switch again Im Prussia lets see how this goes.
turn 2 ends up dead. (cries in corner)
PlatinaGiven the situation with California, and because I'd looked at it prior and mostly decided on California because why not, the Platinan Republic would be my top choice, followed by the Ashanti Empire. Though I'm not sure which color each of them are, I know at least they're south America and somewhere in Western Africa.
And there were the sounds of sharpening knives....The time is a quarter and five past noon, and to you, blessed souls of the Commonwealth, I say fare thee well. And, as always, God save the Lord Protector, and God save the Commonwealth!"
It was absolutely perfect. Plus it looked like you worked some American Exceptionalism in there too.Right, so, as you can see, we're clearly cheery, well-adjusted folks
I think I need to upgrade the naval rules.I noticed the smallest vessel seems to be a destroyer and that classes are universal in cost. What if we want vessels like minesweepers or frigates and is there any sort of modifier for the different sizes and styles of vessels?
Are we using self-designation for vessels or is there an armament or displacement designation for naval vessels?
Are the largest battleships in the same economic cost category as the smallest without deviation?
No, it's fine. I have a tendency to be a bit obtuse with the rules and you clearly did read them.[Edit: Huh. That came out a bit larger than I was anticipating when I started my 'clarifications?' post >_>]
Thank you @Theravis. Now, I hope this doesn't get me yelled at, but I would like to check and make sure I understand a few things:
1) The country generates X points of whatever for economy per turn, which must be spent or is wasted - which is basically what those actions are. We're spending that 1 point of wealth/whatever generated on researching to improve our technology, or on building up infrastructure as part of a plan to expand the economy (and thus have more wealth & actions). My initial reading suggested that we get a maximum of ECON+1 (the +1 if economy is in an upswing) actions, minimum 2 - unaffected by trade.
( though actually the paragraph there is a little unclear on # of actions - it says 2 baseline then +1 per economy, and then +1 if above 'stagnant' or -1 if below, but then it says cap of econ+1? I'm not entirely clear on how many actions I should be expecting -- 2+econ (up to +1 more from economic status?) or is it meant to be 2 *minimum* but usually goes by econ, and possibly +1 for status as the usual amount unless your economy is trashed [situation where you'd use the minimum 2] )
1b) Building off of this: we have military which takes actions to recruit [presumably 1 econ worth of actions per econ cost of enlistment/construction], and is maintained either using our TRADE income (partner/4 [rounded down or to nearest whole]), or if we don't have enough trade, country's base economy [which would mean we have fewer actions as well, I assume, since some of the economy/actions are going towards maintaining the military?]
1c) is there a limit to trade agreements aside from diplomatic concerns? Could a nation with 0 economy [is that even possible?] maintain a cost 500 army if it somehow had trade deals with enough countries to gain 500 trade econ?
2) When it comes to a technological disparity between nations, can one nation provide knowledge, or supporting research, in order to assist the more backwards nation in catching up to more current technology?
2b) Whether helping can happen or not - can technology be stolen from a superior nation [based on what you said about the Commonwealth it did that in universe, but is that an action that can be done, or more just an explanation for why they have what they have?]
2c) How dramatic would a technological difference of ten years be? Twenty? Because if we're talking akin-to-real-world numbers, tanks from 1915 to 1935 is... Pretty massive.
2c2) Will differences in tech levels be roughly consistent, or will the difference between 1910 and 1920 tech be more or less significant than the difference between 2010 and 2020 tech?
Going back to #1 as 1d) Will trade agreements we set up now be effective from start-of-game in terms of military upkeep? And I know 'rare metals' are mentioned in the description of Platina, I assume that's mostly flavorful? Or are there 'strategic resources' that have an in-game effect outside of the Magical Artifacts?
You do need to be able to draw a trade route to them, yes. And almost everyone either has telegraphs, or is close enough that it doesn't matter.@Theravis thank you again for your response
Communication/trade are reasonable across the world without much in the way of limitations, I assume? At least, between coastal nations* on the trade bit.
Yes.
In some cases it makes things go faster or better. A method of propitiating the Econ GM.One more question then I'll stop for now - based on the IC post by THatWhichWillBe of the Mughal Empire... Is there a purpose to spending multiple econ/action points on a single action [particularly in the case of economic improvement] -- does one have to spend 5 points per 5 year plan, and since he spent 3 he only needs 2 more over the next four years?
Or are the points spent just an expression of how much effort he's putting to it, and even with a plan and an action per year, it's not guaranteed so more actions = better chance of economic base improvement?
Also, I just realized I'm currently assuming turns are 1 year each, is that accurate, or is it a turn of 5 years?
You start with whatever force you want to have to pay for.Do we start with any kind of standing force or does everything need to built from scratch?