[hide=Map][/hide] A Colonial Hegemony. Expand your empire through conquest, colonisation, technology or trade. Start date: 1620~ Forgive my lack of historical accuracy geogoraphy wise, and technology wise - if you want you can call it an alternative timeline, set on earth Areas shaded in dark green are uninhabitable Every province is worth 2 million ducats Budget is reset every 4 days Budget rolls over. If you have any issues, say. [hide=Your economy] Works on a basis of PCT Base 10 million P = provinces = 2 million each C = commerce, one time pay offs. You cannot increase your 'budget' this way, only your treasury T = technology, researching the economy tree will increase your budget [/hide] [hide=Colonisation] It costs 3 million to colonise a province The Colony can be 'declared' complete by the player at any point, at which point it becomes part of your empire If you declare completion after 1 year, the chance the colony will be successful is 50%. It may fail for 50% and you lose your money. After 2 years, the chance is 60%. After 3 years, the chance is 70% After 4 years, the chance is 80% After 5 years, there is 100% success rate. You gain the 'worth' of the province at the next budget reset, not immediately. You can spend an extra 500k to gain an extra 10% chance of survival. Colonies can be invaded and destroyed. Attacker gains no benefit. [/hide] [hide=Commerce] Commerce is a black hole. You can trade with Europe. There are 4 trade goods. Tobacco, Sugar, Banana and Rum Every reset, these goods are randomly assigned a % profit. It can range from 100% profit (double your money) to 100% loss (lose everything) You will receive your profit on the day of the reset, the reset after you invested. The most you can invest is 5 million per budget. [/hide] [hide=Technology] Tech will not advance 'far' beyond the time Every tech 'tree' will start at level 1 and increase upwards incrementally. Level 1 will require 10 million ducats, level 2 20 million, level 3 30 million, and so on. Level X technology will also require you to have prior technology which adds up to X. For example, to produce a level 3 tech, you would require either three level 1's, or a level 1 and a level 2. (1+2=3!) Furthermore, you cannot research a level of a technology you do not already have the previous level in. E.g. Level 3 guns requires level 2. You cannot use a tech to advance to another tech in this way more than once. This means you will have to build a 'tech' pyramid. [/hide] [hide=Conquest] Taking over a province will not give you the addition to your budget until the next reset You may enslave the population, at the risk of a potential revolt, to give you 500k cash bonus. [/hide] [hide=Military] Combat occurs similarly to in the past few hegemonies. Armies can only move one province per year Armies of more than 50,000 in a tile suffer from attrition of between 1% and 5%. Armies should be balanced. 1 Mortar Cannon may cost the same as 2000 enslaved natives, but will not be able to stop the rush. Armies will be announced in the thread if you don't do it yourself Maps will be required unless you want to take some risks that I know what you mean! Generals cost 100k and will be randomly assigned a modifier. If you wish to 'ambush' a tile, you must do so prior to an enemy unit being moved to that tile. If two opposing armies are in the same province, they are locked, and are forced into open battle. Spies can be sent to 'survey' a province, costing a blind bid. If the opposing player pays more than your bid, your spy is unsuccessful. If he doesn't, your spy is successful. Both parties always lose their money. - Infantry Enslaved Native Warriors - 500 each Enslaved Native Archers - 800 each Longbowmen - 1000 each Colonial Militia - 1200 each Musketmen - 1500 each Marines - 2000 each Elite Riflemen - 3000 each - Cavalry Horse Archers - 800 each Native Cavalry - 1000 each European cavalry - 2000 each Musket cavalry - 2500 each - Cannons Basic cannon - 500,000 Heavy cannon - 750,000 Mortar cannon - 1,000,000 - Ships Sloop (no land bombard capabilities), can transport 3000 troops - 500,000 Brigs, (can land bombard), 1,250,000 Galleon (no land bombard capabilities), transports 10,000 troops - 1,500,000 Frigate, (can land bombard), 1,500,000 Ship of the Line (can land bombard), 2,000,000 Flagship (only one may be purchased, extremely strong), 5,000,000 [/hide] [hide=Unique(ish!) abilities] You may pick 1 ability Multiple nations may have the same ability - Vastness - budget bonus of 1 milllion for every 10 provinces you control. Intellectuals - 10% Research boost Genocide - Upon conquering (not colonising) a province, enslave the population with no chance of revolt, and receive 1 million instead of 500k. Natives - Armies can travel 2 provinces per round Warmongerers - -10% Land forces costs Expansionism - 15% Less cost to colonisation Trading post - 5% Commerce boost Materialism - -15% Navy cost Uniformity - No revolts Closeness - Every Colony that has two bordering provinces bordering it costs 50% less, but every colony with just one bordering province costs 50% more Outstretched - Every colony that has only one bordering province costs 50% less, but every colony with two bordering provinces costs 50% more [/hide] [hide=Nations] Dark Blue - France - Nex, Closeness - Every Colony that has two bordering provinces bordering it costs 50% less, but every colony with just one bordering province costs 50% more Budget: 18 million Vibrant Red - England - Dusty, Expansionism - 15% Less cost to colonisation Budget: 14.1 million Blood Red - Puritania - Grim, Genocide - Upon conquering (not colonising) a province, enslave the population with no chance of revolt, and receive 1 million instead of 500k. Budget: 10 million Dark Brown - Russia - Paul, Outstretched - Every colony that has only one bordering province costs 50% less, but every colony with two bordering provinces costs 50% more Budget: 14 million Aqua Blue - Iroqois Spork Fluorescent Green - Aztecs - Icu, Closeness - Every Colony that has two bordering provinces bordering it costs 50% less, but every colony with just one bordering province costs 50% more Budget: 14 million Golden Yellow - Spain - Retech, Closeness - Every Colony that has two bordering provinces bordering it costs 50% less, but every colony with just one bordering province costs 50% more Budget: 16 million Soft Green - Jamaican Empire - Ross, Materialism - -15% Navy cost Budget: 12 million Ripe Peach - The Island Coalition - Archi, Materialism - -15% Navy cost Budget: 10m Horrific Purple - Portugal - Mather, Intellectuals - 10% Research boost Budget: 16 million Mauve Purple - Brazilian Colonies - Wisp Hot pink - Southern Incas - Rocco, Natives - Armies can travel 2 provinces per round [/hide] [hide=Notes] [*]Do not let your feelings towards me dictate whether or not you decide to play this. This will be fun. It will be Hegemony. [*]I will not just 'abandon' this after a week. Promise. [*]You can trust me to be impartial, just incase you didn't. [*]The game ends when there is nobody left playing. Even if this means one bro sticking it out for months just to piss me off. [/hide] Game begins now, pick a country and go!