Main Maps MSI Newsfax Rules Startup
STARTING AREA
All
of Eurasia (Europe, Asia, India)
HOMELAND PICKS
A
player may select ANY region in the starting area as a homeland. Players will
submit their top twenty regional picks.
Please
for each, pick, tell me regions name what part of the world
its in, and the other regions that around it (so I can find it).
For example:
1)Oboysin in North
Central Russia. Near Palavoi, Kemerov, and Saraba
2)Eyallah on the
Western Coast of Central Australia. Near Yaralone, Koolone, Barlee, and Mooroa
3)Man an island in
the Irish Sea between Ireland and England
4) etc.....
The
order of picks will be random. When it is a player’s turn to pick, his most
preferred available choice will be selected. We realize, of course, that a
player won’t know which regions around his picks will have already been
selected by another player. This is a risk players must factor into their
selection process.
The regions on the world map have been changed and will be
hidden on the map...as in..... you cannot see the GPV or terrain on the
map. You will be forced to explore during the game. This can be very
disconcerting to players who want to plop their homeland into some juicy c2
area. (After a player is given their homeland pick, they will also be informed
of the terrain and GPV of all regions within 2 of the homeland). Most of the
world was terraformed and populated before the fall so there are few
uncolonized areas left.
To
help chose a homeland area, below is a general guidelines as to how the earth
is now situated:
Abundant: France,
North Africa, SE Aisa, Eastern Central China
Barren: Germany,
Italy, Northern India, West Central China/Mongolia, Japan
Average:
The rest of the starting map.
Regions
in abundant areas will average 3.0 gpv with 75% of them
cultivated (some C2)
Regions
in average areas will average 2.5 gpv with 50% of them cult
(little C2)
Regions
in barren will average 2.0 gpv with 25% cultivated (very
little C2)
This
means if you have an average of 12 regions in your starting "Terraform
Zone", Abundant will have 9
cultivated, average would have 6, barren 3.
Not to mention the regions outside your terraform zone.
NOTE these are
the general summaries of the terrain. It is quite possible for some crappy
territory to exist in abundant region and primo territory to exist in a barren
region, its just less likely. Furthermore, as a general rule regions along
coastlines or rivers will be at least average. Regions that were centers of
large industrial powers in the 21st century are more likely to be barren.
BUFFER
ZONES
A
player can try to ensure a minimum range between himself from other players.
When picking a region, a player may designate the minimum number of regions
that he wishes to be placed to another player. The creates a buffer zone for
his placement. If his pick places him closer than the minimum, then that pick
will be passed and the next one considered. This minimum will not affect other
players from subsequently picking a region close to any player whose home
region has already been selected
(e.g. it will stop you from
starting near someone, but it won't stop someone from starting near you!
(unless you indicate low density and one of your 20 is indeed isolated)).
Player
Interaction is an important part of this game. Some players like to be close to
other nations, some shy away from it.
The
lottery only entitles a player to the right to purchase the homeland region
selected. It does not give the player that region for free. Regions must be
purchased with Build Points - (BP). Regions with higher GPV cost more BP to
purchase (see below).
1000
build points: Every nation will have 1000 build points to develop
their nation. These points will be used on everything from purchasing their
home region to adding stat levels for starting Leaders. Once the lottery is
complete the players will be notified of their homeland region and they will be
given time to spend the points to create their nation.
Purchase a Homeland Region
Homeland
regions must be paid for in BP. The cost of the homeland region depends on the
gpv of the region.(See the chart below). A player can designate his home region
a n value from 1-5, but will pay according to the GPV. All homeland regions
start off as cultivated, regardless of the terrain shown on the map.
Homeland
RegionGPV Cost in BP
1
-200
2 0
3 100
4 200
5 300
Thus,
a player who is designates his homeland a 5 gpv region will pay 300 BP for that
region and have 700 remaining BP to develop his nation. Conversely, a player
who designates his homeland as a 1 gpv homeland (and keeps it that way) gets
200 BP additional for a whopping 1200 BP total. A region can be downgraded in
GPV, to save or gain BPs.
Terraforming
After
a player is given their homeland, they will also be informed of the terrain and
GPV of all regions within 2 regions of the homeland. A player may spend BPs to
increase the GPV value of any region within this 2 region radius.
(for example player Gluttus
Maximus picks New Castille (spain) as his homeland. All the regions in Spain
except Galacia and Geb-AL-Tarik are within his terraform range and thus would
be revealed and could be terraformed.)
INCREASE GOLD POINT
VALUE
Old GPV Terraformed GPV BP COST
0 1 5
0 2 15
0 3 30
1 2 10
1 3 25
2 3 15
ALTER
TERRAIN TYPE
AFTER the
new GPV of a region is determined then a player can alter the terrain.
The cost depends on the final terrain type. The
starting terrain type does not matter.
NEW TERRAIN COST IN BP
cultivated GPV
* 5
wilderness GPV
* 3
Jungle &
steppe GPV * 2
desert &
mountain GPV * 1
(for example to
terraform a 3 gpv region into cultivated and a 2 gpv region into wilderness
would cost (3 * 5) + (2 * 3) or 21 BPs.)
NOTE
Terraforming does NOT make a region friendly
to the player...it only upgrades to region so the player can either purchase it
as friendly (see below) or expand into during the game.
Terraform
range is 2 and further than the friendly region purchase range of 1! If more
than one player terraforms the same region, then the region will be terraformed
to the best terrain paid for, with the remaining BPs converting to public
works.
OTHER
TERRAFORM OPTIONS
Intensive
Cultivation All nations may start with their homelands intensely
cultivated for 100 BP, regardless of the homelands GPV.
Potential
Intense Cultivation: a cultivated region can be terraformed so that it is
potentially intensely cultivated (i.e. still needs the MC built). This costs 15
BP).
Potential
Cultivation: Some uncolonized forest, jungle, desert, mountain, and
steppe regions will be extremely fertile but unpopulated. For 10 BP these
regions can become "fertile" regions. Once a fertile region is
colonized to a 1 GPV, it automatically becomes cultivated.
Navigable
Rivers: Players may use to BPs to build navigable rivers. The cost
will be from 25-150BP at the discretion of the GM (so ask early).
Mountain
Range: Players may build mountain ranges of type 1, type 2, or
type 3 (artificial construction). The cost ranges from 25-?? depending on what
is asked for.
Trade
Zones A nation may purchase trade zones in its homeland or any of
its friendly regions for a cost of 25BP each.
Extended
Trade Range A nation may purchase an extra seazone of distance
for 100BP. This is allowed once.
Extra
Conduit A nation may purchase an extra conduit for 100BP. This
purchase is only allowed once.
Purchasing Freindly Regions
All
nations may spend BP to purchase any region sharing a common border to their
homelands as friendly. The cost is:
BP
Cost = Region GPV * 15
If
two or more player nations border a common region, then the region is
designated a no- man’s land, and cannot be purchased by either player.
(example: The Kings of
Flanders (france) and Holland want to buy up all the beach front property in
the area. They both eye Brabant, but this region shares a common border to
them, so it is considered a no man's land and none could purchase. However, one
or both could still terraform).
A
player may purchase a region in the same sea zone as friendly under the
following conditions:
1)
The players homeland is an island terrain or a single region sorrounded by
water (ex: Taiwan) AND
2)
The player is seafaring AND
3)
The purchased friendly region is in same sea zone as players homeland
4)
The Purchased friendly region is an island, isolated single region, or if part
of a larger land mass, 3 or more
regions away from any other players homeland (e.g. outside of any landlubbers
"terraform zone").
Friendly
adjacent regions keep their designated terrain type. However, if a player
builds a city in the adjacent region (or terraforms), then the region will
start as a cultivated region.
Culture
CULTURE TYPE BP
Barbarian: 25
Nomadic: 50
Civilized: 50
Seafaring: 75
NOTE:
The nation must meet the minimum tech level requirement for
the culture before selecting it AND the nation must meet at least one of the
requirements of the culture to maintain the status, otherwise, they will
convert to civilized (if they have enough tech) or pre-columbian.
Economy
ECONOMY BP
Slave: 0
Agrian: 25
Guild: 50
Free: 75
Society
SOCIETY TYPE BP
Caste: 0
Clan: 25
Feudal: 50
Open: 75
Government
All
Civilized and Seafaring nations will start
with Centralized Monarchy by default. Furthermore they can
purchase Constitutional Monarchy for 50 BP.
All
Precolumbians, Barbarian and Nomads
will start with tribal government at the start or if they purchase at least 1
BL or 1 INFRA, they can start as Fedual Monarchy. They can
also purchse Democracy for 25 BP or Oligarchy
for 50 BP.
Religion
The
will be no national religions in this game. Nations will not have religious
actions, AQRs, religious strength level, etc...
Open
religious Orders will be introduced latter in the game...
Technology
Tech
Level: All nations purchase Tech level at a BP cost depending on the
society:
TECH LVL BP
Barbarian TL3 75
TL4 300
Nomad TL3 75
TL4 300
Civilized TL4 50
TL5 100
TL6 250
TL7 350
Seafaring TL3 25
TL4 50
TL5 100
TL6 250
TL7 350
University
Rating: A nation can convert BP into gold invested into the
university. Each BP will convert into 10 gold. Furthermore, the number of years
in operation will be the BP.
CONSTRUCTIONS & STRUCTURES
MEGALITHIC
CONSTRUCTS A nation may start with one or more megalithic
construct in its homeland region, regardless of the nation’s tech level. The
cost is the level of the construct time 25BP per construct. Megalithic
Constructs may also be built in adjacent friendly regions for the same cost,
but only if the nation has the requisite tech level for the neighboring
constructs.
CITIES
Cities may be purchased in homeland region or in any region
within two from the homeland friendly at a cost of 15 BP per size. Building the
city does not make it friendly, unless you purchase the region that it is in as
friendly!
PUBLIC
WORKS: All regional and city public works cost 2 BP each to build.
Public works may be purchased for any region with 2 of the homeland.
FORTRESS:
Fortresses may be built in the homeland or any region within
2 for 10 BPs.
POSTAL
ROAD AND NETWORKS: Postal Roads may be built in the homeland or any
region within 2 thereof for 10 BPs for a postal road 16 for a network.
GOVERNMENT RATINGS
BREAU
AND INFRASTRUCTURE: BL and INFRA will start at One! Players may
purchase BL and INFRA with their starting BP. Costs for INFRA and BL:
RATING BPs
1 25
2 100
3 225
4 325
MILITARY
AQRs All military ratings will start off as a 1. To have a higher
combat AQRs:
RATING BPs
1 0
2 25
3 50
4 75
5 125
6 200
7 300
8 425
INTELLIGENCE
RATINGS All Intel Ops and Assasin Ops ratings start off at zero. To
have higher AQRs:
RATING BPs
1 25
2 100
3 150
4 300
RELIGIOUS
RATINGS Open nations are not allowed to have religious ratings.
Military Units
Military
Units for all societies can be purchased at the following costs,
however, a nation may only purchase up to 300 units, to prevent hordes and
player position stealing (aka. Whoop the next door neighbor and gain
effectively 2000 BP)
TYPE BP | TYPE
BP | TYPE BP
i 1.5 |
xi 1 | hi
2
ei 3 | xei
2 | hei 3.5
c 2 | xc
1.5 |
hc 2.5
ec 3.5 |
xec 2.5 | hec
4
w 2.5 |
xw 2 | hw
3
ew 3.5 |
xew 3 | hew
4.5
s 2 | wp
2.5 |
ff 1.5
t
2
Barbarians
Infantry units costs .5 less BP.
Nomads
Calvary units costs .5 less BP.
Civilized
Wall Point and FFort costs .5 less BP.
Seafaring
ships unit costs .5 less BP.
GENETIC ENHANCEMENTS
"Hanser"
Leaders: In the time before the Fall, many of the Ancestors were
genetically enhanced to be smarter/stronger/better looking than most humans.
Your leader is a descendant of one of those, labeled a "Hanser" in
todays world.
A
Hanser has BPs spent to increase his leaders ratings (Combat, Diplomacy,
Charisma, and Admin/Loyalty) at the start of the game. The Hanser stats will
still be randomly generated.
BONUS TO STAT
ROLL BPs
+1 10
+2
25
+3
50
+4
75
+5
100
There
is no limit to the number of Hanser leaders, stats, or bonuses. So, if a player
wanted a kick-butt war King and Prince, he could spent 100 BP on each of their
combat rating. This would add +5 to each of their Combat rating roll for 100
BP. Thus, the father was born with a 8 and the son a 5, then they would be a C
and an A leader…. If he wanted the Hansers to be good diplomats too, then it
would only be more BP…
The
Hanser bonus is handed down to the first born (male or female) of each Hanser,
rest of the children do not get the Hanser bonus (but see hereditary genetics
in AERules.) If a Hanser dies without a living first born, then the gene dies.
STARTING
AFTER THE LOTTERY / RESTARTS
Players will be allowed to enter the game after the first turn as new players, or as restarts. However there will be restrictions and possibly penalties, to keep the game in balance for the existing players, and to discourage players from acting recklessly in the beginning because they think they can just start over if their gambit fails. The specifics will be discussed in the near future.
ROLEPLAY BONUS
Players who name all their leaders, family members, and cities with role-play names with get a bonus 1 NFP and 2 gold on the next turn, for every turn they meet this criteria.
GENETICS
Hereditary
Genetics: All leaders with above
or below average ratings will influence the rating of their children. Any
rating of a leader will give the following modifiers to that rating of his/her
children:
Parent Rating |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
A |
B |
Heir modifier |
-3 |
-2 |
-1 |
0 |
0 |
0 |
0 |
+1 |
+1 |
+2 |
+3 |
(for example: if King with the ratings K27B has a child, then his
child will get a -2 to his combat rating, +0 to his diplomacy, and +3 to his
charisma).
This
system allows superior leaders a chance to pass some of their good genes to
their offspring, while still offering the chance that a "lame duck"
will be born.Hereditary bonuses also apply ALL leaders, even Hansers and Jeners
who bought the Hanser gene. However, the bonuses cannot be combined. The
higher one will be added to the specific stat.
(for example: 20 BPs are spent on
Elder to buy a +1 Hanser bonus to CHA but no BPs are spent on the Adept
and Prejen. Elder rolls a 7 so his CHA is 10(A). This means that his first
born son, Adept, could inherit a normal heriditary bonus of +2
(for the Elders 10 stat) or the inherit the +1 Jener Bonus
(NOT a combined +3)to his roll to determine CHA. Of course he takes the
+2. If Player had spent 100 BPs to buy a +3 CHA for Elder, then the
Hanser +3 would be added to Adepts CHA roll, since it is higher than the inherited
+2).
ARTIFACTS
AND RUINS
There is a chance that ruins or artifacts exists in any region in the game. Some of these finds will be useful to a nation in the present, some in the future, some never. The chance of ruins or artifacts is small, and the chance per turn of finding it is even smaller (but can be assisted if a leader is actively searching and has clues).
NON-PLAYER NATIONS
There will not be any non-player nations. If a player quits, then his nation will break up into independent regions.
INDEPENDENT REGIONS
In Another Earth, Independent tribes and regions are fiercely independent. Thus Conquering or Diplomacizing independent regions will be much more difficult in L33.
Expect to find larger and tougher militias defending independent regions than in most games. A rare few might even have the aid of ruins or artifacts. Furthermore, Alliance agreements for mutal defense between independent states are not unheard of.
Some independent regions will have pubic works or even cities in them. This is randomly generated, and more likely in abundant areas.
Diplomacy will be twice as difficult (slow) as in most games with some other caveats:
Diplomats can only spend an extra 10 aps on diplomacy(approximately 1 year). After that they are no longer welcome by the host nation (unless an extra 1 gold is spent for each additional AP used in diplomacizing, to cover the diplomats expenses).
The relative military strength of the players nation will have an effect on his diplomacy.
NEW LEADER ACTIONS
Observe Prince/Lieutenant:
STAT: CHA
AP: 8
if sucessfull allows a leader to guestimate a potential princes abilites before they become leader. A number will not be given, but rather a description "he is an excellent diplomat"..."He couldnt fight his way out of a straw house" etc...
Mentor Prince/Lieutenant:
STAT: COM or DIP or CHA,
AP: 20
Leader spends most of turn mentoring and teaching the young leader in hopes of refining his/her abilities.
2.2.5.1
Geographic Zones will not affect accumulation of tech points.
2.5.2 Military Ratings. Nations with armies on campaign* will benefit from the experience being gained by the operations. Five free gold will automatically invested into the AQR of each unit type that is on campaign for a current turn. (Thus a nation at war using cavalry, infantry and siege units will have 5 free gp invested those AQR’s for each turn that these units fight.
(*enslaving, raids,and other wussy actions don't count. Fight real men, not farmers & peasants!)
5.7.2 When a city is expanded, the existing walls protect the pre-expansion portion of the city until the walls are disbanded or until new walls are built.
5.8.3.1 Rivers not on the maps may be dredged if you can find an article showing that, historically, some trade has been conducted through them. The cost to dredge the river system (making it navigable) is at the discretion of the GM.
5 .8.4.1 The cost to build Royal and Postal roads is averaged by the terrain of the two regions connected.
Cost = (Region 1 * terrain type multiple) + (Region 2 * terrain type multiple) / 2
5.8.4.2 **STILL CONSIDERING THIS RULE** Nations may build Postal Road Networks or Royal Road Networks. The networks function similarly to normal roads except it is a network of roads that span throughout a region and connects to all borders. Thus a region with a network in it will connect to any and all road(s)in any adjacent region(s). A Postal Road Network costs 25nfp and 50gp and a Royal Road Network costs 50/100. Will more likely require something else like a ruin or artifact or a certain tech level.
5.8.7.1 The cost Regional Cultivation is reduced by the percent already cultivated.
Cost = (level 2 MC * terrain type modifier) * (100% - %already cultivated)
5.8.7.2 Public works helps cultivation of a region.