World Tension will be the new mechanic, replacing
DiploPoints.
* This will allow nations to be
good or
bad at their own pace.
* Every nation can perform
2 Tension Actions per Turn/Year.
WORLD TENSION 0-15%:
- All unaligned nations have +5% National Unity.
- All unaligned nations have +10% GNP boost.
- All Status Quo nations have +20% GNP boost.
- Status Quo nations have +10% National Unity.
WORLD TENSION 15-40%:
- All unaligned nations have +0% National Unity.
- All Status Quo nations have +10% GNP boost.
- Status Quo nations have +5% National Unity.
WORLD TENSION 40-60%:
- All unaligned nations have -5% National Unity.
- Status Quo nations have +0% National Unity.
- Expansionist nations have +5% National Unity.
- Expansionist Nations receive one time use of $8,000,000,000.
WORLD TENSION 60-85%:
- All unaligned nations have -10% National Unity.
- All Expansionist nations have +10% GNP boost.
- Status Quo nations have -10% National Unity.
- Expansionist nations have +10% National Unity.
WORLD TENSION 85%-100%:
- All unaligned nations have -50% National Unity.
- All Expansionist nations have +20% GNP boost.
- Status Quo nations have -15% National Unity.
TENSIONLOWERING TENSION
-- Demobilize: To decrease tension, our troops will be put on standby. (-2% World Tension). Must have troops Mobilized.
-- Denounce: The militant actions of a nation are deplorable. (-5% World Tension, Targeted Nation grants CB against you).
-- Guarantee: We must guarantee a nation's sovereignty, lest it be overtaken. (-5% World Tension, +1 Prestige). One Nation limit.
-- Embargo: Trading with this country would only support their villainous endeavors. (-4% World Tension, +8% National Unity).
-- Defensive Alliance: Allying with a smaller power will help preserve the existing balance of power. (-5% World Tension).
-- Puppet Nation: Following a war we can install a government friendly to us in the territory we have conquered, so they remain some autonomy. (-4% World Tension).
-- Release Nation: A nation that has long sought independence in our nation will have it. (-5% World Tension, +6% National Unity). Select home provinces and create new nation.
-- Restore Status Quo: We must intervene in a war to ensure the balance of power is maintained. Intervene in defenders side. (-10% World Tension. If failure, +15% World Tension).
-- Trade Agreement: Free trade will mellow the waters. Select a Nation. (-3% World Tension, +10% GNP for Home Nation & Selected Nation)
-- Arms Treaty: Weapons of war must be reduced if there is to be peace. (Agree to limitation on 1 Weapon Type or Navy Unit. Every Nation that signs treaty -2% World Tension).
-- Join FACTION: Status Quo: We must maintain the empires at all cost. (-4% World Tension, +5% National Unity, +2 Prestige). (THIS REQUIRES BOTH TENSION ACTIONS)
INCREASING TENSION
-- Border Tension: Stationing troops on their border will very well show them our intention. (+3% World Tension, Targeted Nation grants CB against you).
-- Mobilize: Our troops have been ordered to standby. If we give them the order, it's time. (+2% World Tension).
-- Fabricate Claims: Our propaganda machines will give us a good reason to go to war. (+5% World Tension). Grants CB on selected nation. Requires 6 months to create.
-- Regional Alliance: Allying with another great power will aid us. (+8% World Tension, +5% National Unity).
-- Annex Region: This land has always belonged to us, and now we take it back. (+10% World Tension). Peacefully reclaims region bordering yours.
-- Colonial War: Over land that's distant and foreign, we will take what we have long desired. (+12% World Tension). Declares War for Colonial Land.
-- Conquest: We will take the land we have sought after. (+15% World Tension). Declares War for National Land in Varius.
-- Join FACTION: Expansionist: The old ways must be destroyed. (+7% World Tension, +10% National Unity, Permanent +5,000,000,000 GNP). (THIS REQUIRES BOTH TENSION ACTIONS)