Age of Nationalism
This game will be taking place in a world unlike our own, but similar to ours in technology, culture and ideology. You will fabricate your own nations, aspire to your own goals, etc. I'll leave this bit here short. Let's get to the game. Overview the mechanics, get an application up.
MAP INCOMING THIS WEEKEND.
I. Government
Every one of the Great Powers will be embodied by one of the following government types.
Absolute Monarchy (0 Points)
* Power of the Crown: Government Stability unaltered unless Party Support drops below 10.
* Minority Oppression: Foreign Cultures gain +1 Nationalism per Turn.
Constitutional Monarchy (2 Points)
* Modern Politics: Endorse Politician cost -25% Cash.
* His Majesty's Government: If Party Support drops below 15, a Re-Election event has a 25% chance to fire every year.
Republic (4 Points)
* Democracy: Policies cost -2 Support Less.
* Divisive Politics: Endorse Politician cost +25% Cash.
II. Economics
The machinations of the coin are as important to the nation as ever before.
-- Your Primary Culture generates 2 Cash per 1,000,000 Population.
-- Your Secondary Cultures generate a set amount based on the Laws in your nation.
-- Every Province you own has 3 Building Slots.
Buildings
-- Primitive Factory (40 Cash): Generates 3 Cash/Year.
-- Barracks (20 Cash): Increases Army Cap by 50,000 Soldiers.
-- Shipyard (20 Cash): Increases Naval Capacity by 2 Naval Squadrons.
-- Farm (15 Cash): Increases Population growth by 300,000/Year.
-- National Bank (30 Cash): Allows 20% of Yearly Income as Debt.
NATION DOSSIER
-- Stability: Scale of 0 to 100%.
-- Army Training: Scale of 0 to 100%.
-- Navy Training: Scale of 0 to 100%.
-- Naval Squadrons: 1 Squadron equals approximately 6 Ships of the Line.
-- Soldiers: [Starting Capacity is Population/20]
-- Political Support: Range from 0 to 60.
-- Policies:
-- Cultures:
Policies: Policies are enacted when accrued. If something costs 20 Support, you can spend 10 Support 1 Turn and 10 another to complete it.
The World, 1815