History of the World Provisional Rules

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History of the World Provisional Rules

Postby GuitarMan » 15 Sep 2013, 22:16

This is what I have written so far on the rules. Please comment.

Well, hello and welcome to the world that seems to have swallowed up the lives of several people (myself included). We’ve had a short break, and now we’re ready for some more. Onto the rules.

Objective of the Game:
There isn’t one, really. Survive, and try to expand, destroy your enemies, and just enjoy yourself. You’ll hopefully find yourself with a goal and a plan once you get into it. Effectively, this is a free-flowing game, where you can do what you like. The rules (and the GMs, for that matter) are simply here to make sure everything runs smoothly and fairly. If you have ideas, please don't hesitate to either comment or send me a message.
The Basics:
You start off with a country, which you are President, King or Dictator of. You may have other people with you; the choice is yours, unless something truly strange has happened. You (or you and your partners) will be responsible for everything in your country; from building a powerful economy, to initiating trade with other nations or quelling revolts. Let’s get into doing all of this.

Dealing with other Countries:
Diplomacy:
Diplomacy with other players is, for all practical purposes, a free for all. Remember, the other players are human beings (not stupid AI!!), so they will hopefully remember your lies and treachery. The only things you may not lie about are the rules. If you wish to speak to AI countries, please PM me (or ferdy possibly, we will qualify that soon).
Trade:
You may trade any commodities, money, or troops (though those troops will have to travel to their new place of origin). Trade must be signed off by a representative from both countries who have jurisdiction over trade. So if a country has a Minister for War who deals exclusively with the military, that minister may not sign off trade. I need confirmation from both countries for the trade to start, and then both countries must place the trade on their country tab. Trade can be cancelled at any time, but the player who wishes to cancel it must message me and the other player. If a country no longer has the resources to trade (perhaps through conquest, revolts, investment etc) the trade is cancelled, but please inform me and the other player out of courtesy.
Military Access:
It is advisable to speak to other players before entering their land. War will be dealt with in another section.

Internal Mechanics:
Provinces:
Your territory will be grouped into provinces. You may redraw the lines of provinces if you wish (at a small cost), though not whilst at war. Provinces will generate an income and resources. The main reason why provinces exist is that if you are invaded and an area is occupied, you will stop generating resources from that province. Also, revolts can be province based, and often will be grouped along ethnic lines. For example, Prussia was the province of Western Poland which contains predominantly Poles. This is a risk for them, as their government is German.
Popularity:
This was what we previously called "nationalism". I have decided to redo this mechanic in a different way. Popularity will work on a province level, rather than a national level (maybe). Also, happiness/popularity will be split into upper class happiness and lower class happiness. A monarchy will be more popular with the former, and a democracy will be more popular with the latter. You will have to balance these two groups; either could revolt and potentially topple you.
Resources and tax income:
Provinces will generate resources and money. Here are the resources that can be generated, and what they can be used for:
Metals: This is the primary material for equipping armies, and building railroads and other buildings.
Lumber: This resource, though declining slightly in importance, is used in old ships, runners in railroads and buildings.
Horses: Horses too are becoming less important, as infantry begins to become more important on the battlefield. Still, they are useful for scouting cavalry, and pulling artillery.
Coal: This is increasing in importance, as we begin to power more factories. This will help factories, and more.
Storing your excess resources and gold:
We are going to try a new rule, which will allow some form of stockpiling resources. For the purpose of this, each resource you wish to store has the equivalent value of 10 gold, and a resource can be used to pay 10 gold towards storing other commodities.
On the left, I will put up to the amount you can store, and on the right the amount it will cost to store that.
100 gold – Free
150 gold – 20 gold per turn
200 gold – 40 gold “ “
250 gold – 60 gold “ “
300 gold – 80 gold “ “
etc
We will see how this works, and if it doesn’t, then we will stop it and revert to the old system, where nothing could be stored. If you don’t pay any money and have more that 100 gold's worth of materials stockpiled, you will lose up to 100 gold’s worth of resources.
Railroads:
Railroads are built in provinces, and automatically connect to an adjacent province that contains a railroad. Railroads cost 40 gold, 4 metal and 2 lumber per province. Upkeep per turn is 2 metal and a lumber, but they generate 20 gold per turn extra for the province. Units may move 2 provinces per month if the province they start in, the province they move through and the province they arrive in all contain railroads. As technology advances, this speed will increase.
Forts:
Forts come in two types: forts that surround cities, and forts that are on the border. Forts on the border cost a variable amount, depending on the length of the crossing points. Please ask ferdy or I for details.
Forts around a city will cost 50 gold, 2 metal and 2 lumber, and take 4 months to build. Once constructed, you will see them on battle maps.
Industry:
Industry allows you to develop your nation. You invest money into your provinces, and then your income becomes supplemented. This is probably the most complicated part of the mechanics.
After your turn, you will have money left over. You can invest it in industry by sending it off to different provinces. Once 500 total gold has been invested over your entire kingdom, you will have the option of sacrificing 2 resources of your choice per turn to increase your income by 50 gold per turn. Once another 800 (1300 gold total) has been reached, your income per turn will increase by another 60 gold per turn (so you will be earning 110 gold more than base) but to use this extra 60 gold, you must sacrifice 3 resources (or 5 altogether to get the full 110 gold bonus). Next level is 1100 more gold and 4 more resources to earn 70 gold extra, and then 1400 gold and 5 more resources, and so on. Enemy armies which occupy your provinces reduce industrial investment by 50 gold per turn in that province, and a battle in that province knocks another 75 gold off the total in that province. So place your industry carefully, and defend well.

Troops:
You need troops to fight your wars. Unless you’re Buddhist, of course. Upkeep and recruitment costs are exactly the same.
Upkeep and Recruitment Costs:
Infantry (12,000 men) – 10 gold, 1 metal - 4 months recruitment time -
These troops are your standard, run of the mill troops. Tough, hardy, and drawn generally from the lower classes, they will prosecute your wars and fight for your country.
Engineers (12,000 men) – 15 gold, 1 metal (requires tech Infantry Doctrine) - 5 months recruitment time -
These men specialise is creating forts on the move, and can build forts in enemy territory (for a cost of 30 gold, and 2 of any other resource). However, in a fire fight they will not fight as well.
Sappers (12,000 men) - 15 gold, 1 metal, 1 lumber (requires tech Sapper Training) - 5 months recruitment time -
These troops are the opposite of Engineers, and specialise in taking down forts. They will also entrench themselves better, if placed in a defensive position, to the extent that they can fight off a standard infantry unit.
Light infantry (6,000 men) - 15 gold, 2 metal (requires tech Infantry Doctrine) - 6 months recruitment time -
Can you see them? Probably not. Specialising in ambush tactics, hurried movement and well aimed shots, these men are the bane of other armies when in forests and broken terrain. However, in a normal fight, they will be cut down swiftly, especially against cavalry.
Grenadiers (12,000 men) - 20 gold, 2 metal (requires tech Armoured Training) - 6 months recruitment time -
Descended from the old grenade throwing regiments, these units only accept the toughest, strongest men. They specialise in attacking, able to throw their grenades over long distances and accurately. They can defeat sappers in defence, if they attack. They can also beat normal troops in a firefight, and, as they are descended from the old elites, are not keen to flee in battle.
Light Cavalry/Hussars (3,000 men) – 10 gold, 1 horse - 4 months recruitment time -
These cavalrymen are quick, able to outrun any other unit on the battlefield. However, their fighting ability is lacking, and will lose to any other unit. However, they can be useful for flanking or surprise attacks, and clever use of their lighting speed can turn the tide of battle.
Medium Cavalry/Dragoons - 15 gold, 1 horse, 1 metal (requires tech Cavalry Training) - 5 months recruitment time -
These units are your standard cavalry. Able to hold their own against infantry (except when the infantry is well entrenched or in square) they can also see off light cavalry, and fight reasonably well against heavy cavalry. They are not as fast as light cavalry, but able to move faster than all other units.
Heavy Cavalry/Curraisers - 20 gold, 1 horse, 2 metal (requires tech Cavalry Training) - 6 months recruitment time -
Encased in armour, these are the last remnants of a bygone era. In hand to hand combat, these men are peerless to any but the best trained troops (except in square). However, as technology advances, these slow moving, ex-tanks of the battlefield, will become redundant swiftly.
Small Artillery Pieces (4 guns) - 20 gold, 1 metal, 1 horse, 1 lumber - 6 months recruitment time -
Pulled by horses, these guns are an important part of an army. Able to inflict casualties at a distance and damage defences, they can be an important part of your armies. Look out for cavalry.
Large Artillery Pieces (4 guns) - 30 gold, 2 of each resource (requires tech Heavy Artillery) - 8 months recruitment time -
These are the slowest moving units, but by far the most powerful. Able to reduce large forts and defences with ease, they need to be well defended and well utilised.
Maxim Guns (4 guns) - 30 gold, 2 metal (requires tech Maxim Guns) - 6 months recruitment time -
These guns are fantastic defensive guns. Place them in a line by your infantry, and watch as enemy troops charge into historical death at the face of your guns. Nasty!
Ship types
Wooden ships: 50 gold, 3 lumber, 2 metal - 6 months to build -
Your basic ship type, but will cease being important after a while.
Ironclad: 70 gold, 5 metal, 1 coal - 9 months to build -
Significantly better than wooden ships and faster, these require coal.
Movement speed:
Base unit movement is 1 province a turn. This can be increased by technology or railroads. If railroads exist in enemy provinces, you can only use them if you have built a supply depot in that province.
Unit Upgrades:
Units which distinguish themselves in battle can receive upgrades. This will make them better fighters. Often, they will be given the word "Guard" in their name, which indicates their new status.
Militia
Sometimes, you may be at war or have the threat of war looming over you, and you haven't the time to spend 4-6 months recruiting troops. As a result, you can recruit militia regiments. These units will take 2 months less to recruit, but fight at a worse rate, and perform their roles worse than normal troops. They will require normal upkeep. Grenadiers and Curraissers can not be made into Militia units. Also, militia units which perform will in battles will be promoted to normal troops.
Garrisons and Conscription
If you're invaded by someone bigger and nastier than you, or are just desperate for some more troops, you can introduce conscription. Once enacted, this will raise 1 militia unit per city. This is done on a province basis, so you can conscript in some provinces but not in others. Provinces in which you have enacted conscription will only bring in three quarters of their standard income. Also, conscription for a long time is unpopular. Conscripted units will be free if they garrison the city they are conscripted in. If they are moved to attack your enemies, you will have to pay regular upkeep for them.

War:
I thought war should deserve its own section.
Declaring war:
You may declare war at any time, please inform me or ferdy, so we can post it publicly (there are no such things as private wars that involve troops). The border between two nations will count as another province. If you wish to invade someone else, you must first move to the border and then cross into the enemy territory the month later. Once you are on the border, the other nation will be notified of your presence. Two hostile armies on the border will also begin to fight.
Capturing provinces:
Once all the cities in a province have been captured, that province is considered occupied, and will no longer produce any resources for anyone.
Supplying troops:
One of the main issues armies had was providing food and supplies whilst on campaign. This is how we will try to model it:
Building Depots:
Armies carry with them 2 months worth of food and supplies. Once they invade an enemy province, they can build a supply depot in that province. This will cost 30 gold and 1 metal and 1 lumber, and the month later, a depot will be built. If they remain in that province, they will be supplied at a normal rate, and be replenished if they have used up some supplies since last being near a depot. You will need a chain of depots to keep your troops fed, so if you are 2 provinces into your enemy’s land, you will need a depot in each province.
Cutting supply lines:
If one of the following happens, the supply lines will be cut, and the army which this affects will have to begin using the supplies they are carrying with them:
• An enemy army gets between your army and the depot within the province
• The depot in the province with your army is destroyed
• A depot in a chain of depots is destroyed
• A supply line connecting chains of depots is blocked
If a supply line is cut, or a depot is no longer connected to a chain of depots leading back to home territory, it will contain one month’s worth of supplies, but that will not be replenished until it is reconnected to the network.
Units without supplies:
Units which no longer have supplies will suffer an attrition rate of 10% per turn as soldiers leave to find food. They will also fight worse, and be more likely to flee. Experienced units will suffer less of an attrition rates, and not be as likely to flee.

Colonisation (with an s not a z)
You will probably reach the stage where you're nation does not contain enough resources to power your new factories, and your neighbours seem a bit to strong to have a fight with. So you begin to look overseas, to the uncolonised lands of Africa and maybe even South America.
Process for colonising:
    Step 1: Declare the area you wish to colonise. We will have a thread to do this on. You must do this within 24 hours of a new turn starting, and then you can begin colonising at the start of the next turn. During this period, other nations will no doubt see your intentions, and you will be forced to deal with them. If they do not threaten you, or you do not care about their threats, you may go ahead with colonisation. [Note: The nation who claims an area first may begin colonising, and any other nation which claims may not. Also, if hostile units enter an area which is being colonised, colonisation is halted]
    Step 2: For the next three months, you will have to pay 20 gold per resource, and not gain any resources. This reflects the money spent sending settlers and setting up basic infrastructure before work can begin.
    Step 3: For the three months after this, you will have to continue paying 20 gold per resource, but you will gain the use of the resources.
    Step 4: From then after, each resource will cost 10 gold, and you will gain use of them.
    Step 5: After a long while and with suitable technology, you may annex the area and no longer have to pay to upkeep for the resources.

Level 1 tech will take 6 months to research, unless you have a university (these will cost 60 gold to build and 2 lumber, upkeep being 30 gold per turn, and they will lower popularity if you are a monarchy), wherein it will take 4 months.
Things I have added here that need to be added to main spreadsheet:
Nationalism and popularity
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Re: History of the World Provisional Rules

Postby ferdy0 » 15 Sep 2013, 22:20

Last edited by ferdy0 on 24 Sep 2013, 22:41, edited 2 times in total.
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Re: History of the World Provisional Rules

Postby Subotai45 » 15 Sep 2013, 22:25

Looks great!

So psyched.
However, you need to edit numbers of troops per unit, because right now it's plain stupid to build cav (well, maybe not, suppose with supply lines they have a use now).
Still think we should have bigger armies.

But yay!

Rules rules rules.
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Re: History of the World Provisional Rules

Postby ferdy0 » 15 Sep 2013, 22:28

Please let us know if you see anything totaly wrong or have any ideas, i wont kill you if you find something wrong (cant guarantee GM's reaction though ;) )
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Re: History of the World Provisional Rules

Postby Subotai45 » 15 Sep 2013, 22:31

Wait...
What happened to industry?
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Re: History of the World Provisional Rules

Postby WeepyChief » 15 Sep 2013, 22:33

How do provinces work though? Does each one have a set value, based around its size/land/city? Also, how is population an manpower of the population determined?

Everything looks like a solid foundation, though. I'm pumped for my first set of HOTW :)
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Re: History of the World Provisional Rules

Postby ferdy0 » 15 Sep 2013, 22:35

Subotai45 wrote:Wait...
What happened to industry?


its on my spreadsheet as im cooler ;)
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Re: History of the World Provisional Rules

Postby AirsoftAlex » 15 Sep 2013, 22:36

Awesome!

See, these clearly defined rules are what set this apart from us Controlling our own genitals.

Hmm, the province thing will take some getting used to, and the supply depots, but it looks amazing!
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Re: History of the World Provisional Rules

Postby Subotai45 » 15 Sep 2013, 22:37

I'm sure happy about it.
It makes things super-convenient and not confusing.
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Re: History of the World Provisional Rules

Postby ferdy0 » 15 Sep 2013, 22:38

WeepyChief wrote:based around its size/land/city?
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I almost peed myself when I saw a message from you - UKPBA

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