Poll

Proposal: End War of the Suez. Declare white peace.

Yay
Nay

Author Topic: Sid Jairo's Europa Forumalis: DEFCON - END OF AN ERA (1990)  (Read 148890 times)


crap that's long
i think i would of been nicer if you did it victoria 2 style but it's too late now

crap that's long
i think i would of been nicer if you did it victoria 2 style but it's too late now
that's why this is just a beta draft and not the official ( ͡° ͜ʖ ͡°)

that's why this is just a beta draft and not the official ( ͡° ͜ʖ ͡°)
:o



alternate design for the administrative tech tree

I like that better actually

We should be allowed to like.

Research multiple things at once at this point because holy stuff that's a lot.



I'll handle this one in chunks (diplo will come in another post):

admin:
- an innovative government is one who prefers to look to the future rather than to the past. as such, they have the ability to try and attract scholars to aid technological advancement at the cost of decreased relations with their religious neighbors.
- a religious government is one that establishes a state religion with the intent of having 100% religious unity. any small outlier of an opposing religion would be met with an immediate inquisition. this provides additional benefits with neighbors of the same religion and their related figureheads (pope, patriarch, etc)
- an economically-focused government is one who cares not for what their people practice or how their scholars fare--just how they can squeeze the most pennies out of a deal. this government focus has no immediate penalties or bonuses regarding neighborly relations

- a centralized government allows for tighter control on your civilians and what they can and cannot do. this is pretty much essential to maintaining complete control of a large peasantry
- a delegative government gives your people the power to vote who they want into power, whether it be into parliament that balances the monarch or a president. although, when was the last time a republic worked out? the roman empire? pfft.

- a policy focus on cultural unity will ensure that riots and revolts will be stopped right in their tracks. minorities of both religion and race will no longer feel alienated because their culture will be accepted within your nation. this is useful if regions you wish to expand to each have their own unique cultures.
- a policy focus on expansion aids your nation in its efforts to settle on its native continent. when another nation's territory is conquered, its people will be more likely to comply.
- a policy focus on exploration increases colonial enthusiasm overseas, helping your nation to colonize new regions.

diplo:
- as explained previous, a conciliatory government is one that seeks alliances and trade deals through friendly negotiation
- a shady government is one that uses spies and underground dealings to get what they want
- and an intimidatory government is one that abuses and threatens to secure their own deals

- domestic market ensures that an overseas homeland's population has access to all of the latest innovations in diet and efficiency before their colonial counterparts, improving opinion of their ruler
- merchant rule provides a bonus in regional trade nodes, boosting income
- land routes improves land-based trade and supply routes rather than sea-based ones. ideal for sprawling continental empires

- a grand fleet provides a good mix of all ship types in open waters
- a galley focus ensures your navy has dominance in any enclosed bodies of water such as the mediterranean or similar
- logistics improves your navy's ability to navigate and transport. ideal for nonaggressive trade nations

we should tell jokes about the Cold War to pass the time

what did the beaver say to the tree?
we should tell jokes about columbia to pass the time

why did the chicken cross the road?

its 1990 now? i thought it was over

we should tell jokes about columbia to pass the time

why did the chicken cross the road?
to get to the other side

---

military:
- quantity is obviously well suited to a conscription-based military where you have a large peasantry residing within your borders. if you throw enough men at a problem, maybe it'll fix itself
- quality is better suited for the professional type. a standing or mercenary-focused army will have their troops more closely drilled than other types, however, at the cost of employing less soldiers

- cavalry focus essentially negates enemy artillery support, assuming that the battle takes place on flatlands. enemy infantry formations will crumble against the might of your charging horses (assuming they catch them off guard)
- an infantry focus is your go-to jack of all trades but master of none type of deal. it'll put an emphasis on infantry formations and anti-infantry tactics but won't fare well against more experienced enemy artillery or cavalry assaults
- an artillery focus will allow you to rain hell upon a charging enemy or fortified city with increased efficiency. a focus on howitzers and mortars will cut down the number of enemies your main shock troops will have to fight, increasing their odds of success. it will also make artillery crews more resilient against enemy cavalry. though beware, artillery is costly to build and maintain, so only the economic powers should have a deal such as this

- having a mercenary army is useful for richer nations. in times of peace, your economy will prosper due to not maintaining a standing military. however, in times of war, you will have to pay top dollar out of pocket to hire these elite soldiers
- a standing military is your standard warfare ritual. if you're looking to assault, you've already got the men ready. if you've got to defend, you've already got the men ready. it's a win-win situation--except that you must upkeep their supplies and wages even during times of peace
- a drafted military is usually less experienced than either a standing or mercenary military. a conscription based army should only be used for nations with large, expendable populations to counter their lack of proper resources to train more disciplined ones

- an offensive wartime policy will give your troops bonus morale when on the attack, lowering their defensive capabilities. best used for warmongering types who like to expand a lot and not give a forget (until a coalition stacks up to kick your ass)
- a defensive wartime policy will give your troops bonus morale when on the defense, lowering their offensive capabilities. although good for smaller empires, no ship has achieved greatness by remaining at dock


sid jairo's europa forumalis: from random half-baked roleplay to damn near an actual game in no time at all!

sid jairo's europa forumalis: from random half-baked roleplay to damn near an actual game in no time at all!
truly a religious experience