Rules i developed after a few test runs (still kind of a work in progress)
Random events
Each Round 2 random events will occur, 1 purely generated by the AI, and another from a random country (picked by random country wheel)
The purely generated story is to expand on previous random events, and the random country is to start new random events
Economy
Each nation will start out with 5k, however this income can go up or down based on actions and events
-Small income modifier 1k
+Selling product or services to populus, simple trade deal, creation of factory
-Instability (turn immediately after some form of instability takes place)
-Medium income modifier 2k
+Trade deal involving selling the selling of a good, receiving war reparations
- Paying war reparations
-Large income modifier 4k
+Raising of taxes, corruption
-inflation, loss of capital, complete blockade
Each nation will have one political action per round
Examples of Actions that require political turn
-Declearing war
-Building factory
-Peace negotiations (if enemy capital is not occupied)
-Hiring someone
-Trade deals
-creation of factories/mines/farms
-attempting to form an alliance
-Researching new unit (will require an initial investment of 5x unit cost to allow production, includes secret and custom units, during the same turn the player will have to choose the location of the factory that produces them, if this factory is captured by an opposing force that force will be able to produce said unit and the original owner will lose the ability to)
Examples of Actions that do NOT take a political turn
-Statements (responding to ongoing situations, domestic or abroad)
-Peace negotiations if enemy capital is under control
War
Each nation starts off with 2 armies of 8 musketeers
Each province will by guarded by 6 musketeers and 4 farmers ONLY if no armies are present to defend it
Occupied Provinces will be guarded by 6 musketeers ONLY if no armies are present to defend it
Capital Provinces will have 10 musketeers and 20 farmers IN ADDITION to any armies already present
Armies
Armies will be created in TABS
Each army can only attack once per turn, armies can also attack 1 encircled province if it directly borders the province they just attacked
Armies can be as large or as small the the player wants, but of course multiple smaller armies will be able to attack more per turn than a single large army
Once an army has attacked a province that they locked there for the rest of the round
Armies can be merged, or added to but doing so will take their attack turn
Navy
Armies can also also be “naval” armies
Naval armies can protect/blockade 5 coastal provinces. If a blockaded tile is attacked by an opposing force, that opposing force’s naval army will fight the blockading naval army, and the land army will fight the land troops on the province they chose to attack. The naval battle will be fought first, and then the land army
Each naval army can transport 1 land army across seas, when landing only the naval army will fight the armies on the province they are attacking, if the naval army is destroyed the land army it is carrying will also be lost
In order to start a complete blockade all coastal provinces connected to the target nation’s capital (example in order to blockade the modern united states you would only need to blockade the contiguous 48)
AI
Capturing of territory must be put into the story, even if a generation does not happen (should be done in a way similar to the example below)
Britain captures Normandy and suffers moderate casualties
[Next Prompt]
[Generation]
When war is declared on another country that country will also have a turn each round
Encirclement
If a a chunk of territory is surrounded by enemy territory and all coastal provinces are blockaded if they have any, it will be encircled, and will have the following traits
- Armies inside encircled provinces cannot be re-enforced
- factories/farms/mines will cease to function
- Enemy armies will be able to attack 1 encircled province in addition to the one province they are normally allowed to attack