RULES AND ERRATA
TURN POLICY:
Payment Rules: Players with a negative balance will not have
their orders processed. If a player retains a negative balance for two turns, they will
lose their nation. If a player does not send in orders for two turns in a row, and there
are people on the waiting list, they will lose their nation and will be refunded their
remaining balance. Exceptions can be made as long as the GM is kept aware
THE BASE RULES
Chapter 2 - THE STAT SHEET
2.2.48 Federalized Democracy Govn't type
Each democratic nation has in the player's notes section a list of the political
parties. Their names, ideals, and which leaders belong to the respective party.
Like in life the democratic process is fraught with frustration and compromise.
Democratic nations are subject to a automatic rewrite of their builds and even
leader orders based upon the die rolls for parliament. Each party has listed its
priorities and goals. If the players orders are based on the principles of the
ruling faction then they will likely not be changed at all. But if the player
tries to act in a way contrary to the will of the parliament...well....expect
Parliament to give the player the raspberry salute. I feel this is the best way
to reflect that in a democratic society political parties must pander to their
base even if its not what is particularly best for the nation at the time.
Things that effect the decision of parliament. CHARISMA. The Charisma of the factions compete to determine who wins the fight in the press and public. Obviously the more members of parliament the greater the accumulated Charisma for that faction is. This means then that if a faction has a fair sized majority and decent leaders they should be able to hammer through their legislation.
ELECTIONS: At election time the GM rolls a huge number of nice and decides how the elections turned out. Random events mean new parties may form and old one split. Political scandals...corruption...everyone's favorite political foibles galore...
The bottom line for the player is that there is now a check on his policy making decisions based upon the view of his people and parliament.
2.10.2 Nfp Troop support NOT in Use.
2.14.15 City Type Codes
Table 2-23 City Spacer Codes
Spacer Code |
City Type |
# | Capital, Port City on a Road |
$ | Treasury City |
% | Capital on a Road |
& | Sil Road City on a Royal Road |
* | Port City on the Silk Road |
+ | Port City on a Royal Road |
/ | Normal City |
C | Capital |
H | Holy City |
L | Port City on a Rail Road |
O | Oil Refinery |
P | Port City |
R | Royal Road city |
S | Silk Road City |
T | Rail Road City |
U | University City |
^ | Capital, Royal Road, Silk Route City |
Chapter 5 - THE ORDER FORM
5.4.1 HBZ range is
DOUBLE the amount
shown on the stat sheet
5.4.3 Training levels
NOT IN
EFFECT
5.4.4 Equipment classes
IN EFFECT
Chapter 6 - NATIONAL PROJECTS
6.2.2 Changing Society Type
Society Type |
Tech Mod |
NMV Multiple |
Requirements |
OPEN (basic rule) |
0 |
1.0 |
|
Aristocratic |
.2 |
1.1 |
TL12 / Max RS 7 / |
Industrial Classism |
.4 |
1.2 |
TL 13 / Max RS 6 / IM, CO, FD govn't type |
Citizenship |
.6 |
1.3 |
TL 14 / Max RS 5 / CO, FD govn't type |
Populist |
.8 |
1.4 |
TL 15 / Max RS 3 / FD govn't type |
Humanitarian |
1.0 |
1.5 |
TL 16 / Max RS 2 / FD govn't type |
Each Project has a BASE ONE project cost
Each Type past OPEN has a slightly increased chance for a DF to occur
6.2.3 Changing Economy Type
Economy Type |
Tech Mod |
NMV Multiple |
Requirements |
OPEN (basic rule) |
.5 |
1.0 |
|
Central Planning |
.6 |
1.1 |
|
Industrial Unions |
.7 |
1.2 |
Industrial Classism |
Regulated Market |
.8 |
1.3 |
Citizenship |
Competitive Market |
.9 |
1.4 |
Populist |
Laissez Faire |
1.0 |
1.5 |
Humanitarian |
Each change has a BASE ONE project cost
Each Type past OPEN has a slightly increased chance for a DF to occur
Chapter 7 Leader Actions
With the completion of the MOTORIZED TRANSPORT project leaders have a base movement of 15ap's a year.
CHEMICAL WEAPONS: Players may give orders for
Chemical Weapons to be used. Artillery and Bomber Units ordered to do so have
their Combat Rating TRIPLED
Chapter 10 - EMPIRE BUILDING
10.1.6 Census IN EFFECT
10.2.1 Changing the Imperial Size Divisor This is now based on Tech Level:
11, 12, 13, 14 | 6 |
15, 16, 17, 18 | 7 |
19+ | 8 |
The Modern Rules
2.2.1 Tech Level Bonus to Tax Rate IN EFFECT
2.9 Hands Off Trade (HOT) IN EFFECT
3.2.7 RESERVE UNITS IN EFFECT
3.2.4.1 Aircraft Operations
Due to the advent of RADAR (limited as the technology is) leaderless aircraft will defend not only the base they are in but also the REGION they are in.
3.3.3 Improving Cultivated Regions
Any Cultivated region may be improved in the following way:
from 1 to 2 GPV 15gp/15nfp
from 2to 3 GPV 20gp/20nfp
from 3 to 4 GPV 30gp/30nfp
from 4 to 5 GPV 50gp/50nfp
3.3.4 Urban Populations
Cities in tech 15 or 16 may be improved to the following levels.
Table 3-5 Maximum City Size by Terrain
Region Terrain |
Maximum GPV |
C2 |
30 |
C/I |
25 |
W |
10 |
M/J |
8 |
S/D |
6 |
T |
5 |
Table 3-6 Maximum Public Works for Tech 15/16
Regional Terrain |
Maximum PWB |
C2 | GPV x 50 |
C | GPV x 30 |
other terrains | no change |
Cities | GPV x 20 |
3.4.1 Building Railroads
Railroads may also be built in a overseas city that is F status if that city is a anchor city.
3.4.2 Moving By Rail
Each Level of Rail has 20 Cargo Points
3.6.1 Intrinsic Yard Capacity
City generic yard capacity is not 5, its 10 now.
3.6.3 Building Factories & Yards
The maximum number of factories
a CITY may hold is GPV x 5 now.
7.0 Merchant Houses DO NOT EXIST