| Game Rules | |
|---|---|
| Tweet Topic Started: Apr 24 2009, 10:00 PM (751 Views) | |
| umne | Apr 24 2009, 10:00 PM Post #1 |
|
Baron
![]() ![]() ![]() ![]() ![]()
|
Game Rules for Nations of Valour List of Contents 1. Establishing a Nation 1.1. Game Overview 1.2. Establishing Policies 1.3. National Idea 2. National Government 2.1. The Economy and GDP 2.2. Revenue and Civic Expenditure 2.3. Financing and Debt 3. The Military 3.1. Army Overview 3.2. Naval Overview 4. Roleplaying 4.1. Actions 4.2. International and Domestic Affairs 4.3. Amador International League 4.4. Player Characters Edited by umne, May 4 2009, 03:40 PM.
|
![]() |
|
| umne | Apr 25 2009, 09:39 AM Post #2 |
|
Baron
![]() ![]() ![]() ![]() ![]()
|
1. - Establishing a Nation 1.1 Game Overview Nations of Valour is set in the world of Amador, a mystical place where the Civilized clash with the ancient creatures of the world. The world itself is vast and diverse, and within its people have advanced to an age of machines and technology. The great civilized nations must strive to fight one another with one hand, and with the other scramble the world for riches and Empire. Nations of Valour is a nation simulator staged in a fantasy realm, using various technologies and social aspects from the turn of the 20th century. In this realm is set at the height of the imperial age, but the savage creatures of lands untouched pose major challenges, not to mention enemy players. Here players must use creativity, diplomacy, tactics to advance themselves and interact with their neighbors. Players will be able to forge their nation using a series of tools provided further in the rules. These tools will develop vital statistics for nations, but the heart and culture of your civilization is entirely on your shoulders. After a player has created their nation they may begin assuming the role of its government and do what they must do to bring their nation to the top, or the simply survive. Players are able to role play however they see fit, whether it is a peaceful or if you like to play by the sword it is all up to you. 1.2 Establishing Policies When creating a nation you will be asked to submit your policies. Policies will come in the form of a questionnaire not dissimilar to political spectrum tests. This questionnaire, based on the answers you select will be used to determine the aspects of your nation. This will include things such as a nation's economy, their technological and industrial capabilities, government popularity, and even military effectiveness. It is important when answering the questionnaire that you chose what you want, for changing policy in game can be a long and arduous process that may have negative effects. It is important to note that this system will make some nations richer and stronger than others in some areas and other stronger in some areas. Do not treat the questionnaire only as a statistical form, remember this will determine cultural and national ideals in your country that the moderators will take into consideration during game play. 1.3 National Idea A national idea is a effect granted on a nation that is unique only to that nation. These ideas are generated by the moderation team, based on the culture and history of your nation. The idea will grant your nation a unique bonus that can be a wide variety of things, that will set your nation aside from all the others. When submitting for your national idea you must include all pertinent information that would describe your nation. It is important that you provide as much detail as you can, and do not forget you can use this information when creating your national information page. National Ideas may not be changed during the game play, and national ideas may not be gained either. However, if you believe that the national idea given to you is grossly unfair or useless please feel free to contact a moderator for review as the purpose of these are to truly make each nation unique in their own ways. |
![]() |
|
| umne | Apr 25 2009, 11:13 PM Post #3 |
|
Baron
![]() ![]() ![]() ![]() ![]()
|
2. National Government 2.1 - The Economy and GDP A nation's economy is vital to their survival, and is measured in terms of a Gross Domestic Product. GDP is the measure of the size of a country's economy, by the total cost of all goods and services produced domestically. A player's economy will be based on the information gathered from the Questionnaire, and will displayed as a GDP Figure for the collective economy. Economy can be improved during the game by various methods, which will depend on the actions of the player. Economy is also susceptible to shrinking too, do not assume that growth is something that will always happen. However, there are few conditions that will force economies to shrink that are generated from the moderation, if your economy shrinks it is more than likely a policy that the player has enacted. Due to the game's fictional setting, it is difficult to determine exactly what powers a nation's economy. However, during the questionnaire the basis of your economy will be provided to you, such as industrial or financial prowess. Otherwise, players are free to assume within the confines provided. Also note that culture and society will also be important in determining a nation's economic profile. 2.2 Revenue and Civic Expenditure Revenue in this game will be based on a nation's economy. To make things simple, players will be able to establish a Tax rate on their GDP. This tax rate will then be the revenue that the state will have to use. A player is allowed to set the tax rate to whatever he chooses, however, it is important to remember that excessive taxation will have adverse affects both economically and socially. Taxes above 6% are considered to be extremely excessive, but of course effects are still moderated based on the social and cultural aspects are each individual nation. Civic Expenditure are required spending that a nation must have, this can include maintaining public services such as police and fire. Also social programs such as welfare, and education. Civic expenditures are required to be paid, however, nations can choose to pay all of the amount but remember there may be adverse affects of prolonged underpayment. Civic Expenditure is given to a nation based on the social, cultural aspects of a nation and are also based on the size of the economy. Nations will smaller economies will usually pay less in raw amount, but it is always relative to the size and scope of each individual nation. 2.3 Financing and Debt There will come a time when your nation needs more money than it currently has to spend at the moment. Should your spending exceed your revenue, the deficit will be added to your national debt. This in itself is not something to be concerned about as we will not penalize realistic use of debt mechanisms. It is normal for countries to go into debt, however countries that delve into far too much debt will be economically penalized. Each nation will begin the game with a rate determined by the moderation team along with a credit rating, keep in mind that credit rating is determined by your states economy and government. Borrowing from foreign nations differs as the debt, its interest, and other articles are determined by the two contracting nations. However, the moderation team cannot force the borrower to pay a foreign debt, and it is at the risk and judgment of the lender. e.g. Nation A, with a credit rating of 1.4, would pay 1.4% interest on its national debt of £834 mil, amounting to interest payments of £11.27 mil. Edited by umne, May 3 2009, 07:56 AM.
|
![]() |
|
| umne | Apr 25 2009, 11:40 PM Post #4 |
|
Baron
![]() ![]() ![]() ![]() ![]()
|
3. - The Military 3.1 Army Overview Infantry Battalions (per 1,000 men) Regular Soldiers: £200,000, 3 months, £40,000 annual upkeep Ancillary Soldiers: £100,000, 3 months, £20,000 annual upkeep Cavalry Battalions (per 1,000 men) Regular Soldiers: £400,000, 3 months, £80,000 annual upkeep Ancillary Soldiers: £200,000, 3 months, £40,000 annual upkeep Artillery Companies (per 10 guns and 100 men) Field Artillery: £150,000, 3 months, £9,000 annual upkeep Flak Artillery: £300,000, 3 months, £18,000 annual upkeep Additional Companies (per 10 cars and 40 men) Armored Car: £450,000, 3 months, £90,000 annual upkeep Irregulars, Reserves, Mobilization & Conscription Only regular soldiers may be placed into the reserves. If a soldier's enlistment has ended or if a war was fought and a state does not wish to maintain a large force, it may place its regulars into reserve status. Soldiers in reserve status incur only 10% of upkeep costs, and can mobilize in 3 months time. The cost of mobilization is £60,000 per 1,000 men. Irregular troops are citizens or colonial subjects that are called on for various reasons. They can take the form of militia that will help defend towns and positions, they can also take the form of pressed colonial subjects to help with supplies or to use as scouts and screens. Players may not raise irregular troops as they do regular or ancillary, an order must be given and a moderator will determine how many and for how much can be raised this price is usually very small. However, once they are in serve they incur the same upkeep as reserves. The nominal prices shown represent those of a volunteer based army, made up wholly of professional trained soldiers. This does not represent prices for a wholly conscripted force. Conscript armies will only incur 50% of the nominal costs of a volunteer force, representing their inferior quality but the greatly reduced cost in maintenance and training. This applies to raising and upkeep costs of all army units listed. Players must note in their national information whether their forces are conscripted or volunteers, or a mix thereof. 3.2 Naval Overview Thus, there are essentially two types of warships: large Capital Ships for brute force, and smaller Cruisers for long-range power projection. When constructing warships, nations may choose to pay for the contruction in full upfront, or in part. When paying in full upfront, the warship will be constructed in the length of time as stated. When paying in part, at least 50% must be paid upfront, and the warship will be constructed as per normal. However, it will only be launched 3 months after the full cost has been paid. Capital Ships Battlecruiser: £800,000, 36 months, £160,000 annual upkeep Pre-dreadnought Battleship: £950,000, 48 months, £190,000 annual upkeep Dreadnought Battleship: £1,700,000, 48 months, £340,000 annual upkeep Cruisers Light Cruiser: £350,000, 24 months, £70,000 annual upkeep Armoured Cruiser: £550,000, 30 months, £110,000 annual upkeep Minelayer: £250,000, 18 months, £25,000 annual upkeep Destroyer: £120,000, 15 months, £50,000 annual upkeep Torpedo Boat: £40,000, 9 months, £4,000 annual upkeep Submersibles Submarine: £400,000, 21 months, £40,000 annual upkeep Support Seaplane Tender £1,300,000, 48 months, £260,000 annual upkeep Troop Transport: £100,000, 20 months, £10,000 annual upkeep 3.3 Airfleet Overview Small Aircraft All small aircraft incur 40% upkeep. Reconnaissance: £6,000, 6 months, £1,500 upkeep Fighter: £12,000, 6 months, £4,000 upkeep Bomber: £18,000, 6 months, £7,200 upkeep Seaplane: £9,000, 6 months, £3,600 upkeep Merthyr Airships These are differentiated from regular lighter-than-air aircraft by the fact that they are powered by merthyr crystals, allowing for unlimited lift and carrying capacity. Merthyr Airships are fully customisable to suit the builder's requirements. Some are constructed for air-to-surface attacking capability, while others are made for air superiority or even military transportation. A nation must have in their possession a merthyr crystal in order to even consider constructing an Airship. In order to achieve the various roles that an airship may be designed for, thus, several airship attributes should be considered: 1. Armour: this is achieved exclusively by constructing hull armour on airships. 2. Maneuverability: this is directly related to hull size and armour rating. 3. Firepower: this is measured through the number and type of guns and fixed-wing aircraft fitted onto airships. 4. Transportation: this is achieved by constructing one or more bulk modules on airships. Airship Modules Skeletal Structure - £1,000,000 and 24 months to construct - 1,500 crew - £200,000 annual upkeep - +10 Hull Size This is the base structure of a merthyr airship. Without any other modules, such an airship will serve no practical purpose. Bulk Module - £800,000 to add - +100 crew - +£160,000 annual upkeep - +40 Hull Size Each of these will enable the airship to transport 1,000 passengers. Hangar Module - £200,000 to add - +100 crew - +£40,000 annual upkeep - +10 Hull Size Each of these will enable the airship to carry and launch 5 fixed-wing aircraft. Main Gun Emplacement - £400,000 to add - +10 crew - +£80,000 annual upkeep - +10 Hull Size These are long-range, colossal weapons around 11-12" in calibre, that deliver destruction to ground targets or enemy airships in the form of shells of up to 850lb. They are usually intended for armour-piercing. Secondary Gun Emplacement - £100,000 to add - +10 crew - +£20,000 annual upkeep - +2 Hull Size These weapons of 6-8" in calibre will devastate enemy airships at medium ranges, but can also engage surface targets with decreased effectiveness. They are especially good at counter-battery fire. Autocannon Emplacement - £50,000 to add - +10 crew - +£10,000 annual upkeep - +1 Hull Size These short-range autocannon under 2" in calibre are primarily designed to engage fixed-wing aircraft. Ordnance Bay - £50,000 to add - +20 crew - +£10,000 annual upkeep - +5 Hull Size Ordnance Bays hold bombs that are dropped through ports on the hull. These bombs will devastate cities and troop formations but cannot be used in air-to-air combat. Armour (per unit of Hull Size) - Light Armour: £10,000 to construct and £2,000 annual upkeep - Medium Armour: £15,000 to construct and £3,000 annual upkeep - Heavy Armour: £20,000 to construct and £4,000 annual upkeep Airship Templates Merthyr Airships may be built to any kind of specifications as the user pleases, but the following are several template airships that have been pre-designed: Battleship - 6 main guns, 20 secondary guns, 12 autocannon, 10 ordnance bays - 2,080 crew and 172 Hull Size with Heavy Armour - £9,940,000 to construct and £1,988,000 to upkeep - No capacity for passengers This is a large airship designed with formidable broadsides and surface-attack capability. All airships cost 20% of construction cost in annual upkeep and each attached module costs 20% of its attachment cost as well. 3.4 Fortifications Overview Fortification Complex: Casemate: £3,000, 6 months Armoured Cupola: £2,000, 3 months Pill Poxes or Block Houses: £1,000, 3 months |
![]() |
|
| umne | Apr 26 2009, 07:25 AM Post #5 |
|
Baron
![]() ![]() ![]() ![]() ![]()
|
4. Roleplaying 4.1 Actions Nations of Valour uses a system of independent private forums regarding actions and orders players may create during the game play. Each nation will be provided that private forum to post any action their nation will be doing that requires moderator attention, this could include troop movement, troop construction or other activities that would need to be kept safe from the public. Each nation will then be instructed to create a threat within the action processing center, this thread must be titled "Nation Name's Actions". It is here that action threads from individual private action forums will be linked so that the moderator can easily access what needs to be processed. It is important that the first page of this thread be void of any links to any action, if an action is linked in the first post then it will be ignored until done properly. The proper way of linking actions is that each subsequent reply contains only one link to one action in your forum, multiple links in a reply will result again in being ignored. This is done for convenience for the moderator staff and the game, the number of replies in each Action Link Thread will denote to the moderator the number of unprocessed actions so he may begin working on it immediately. Remember, although anything you post may be private, there are chances that it will still leak out to the general public. Note that not everything here has to be a secret either. 4.2 International and Domestic Affairs The International Politics and Internal Affairs forums are two areas in which nations can post happenings depending on what they fall under. Domestic affairs are simply public announcements that the player does not mind making public. Creating a topic 'Nation's Internal Affairs' and the simple addition of replies is all that is required. International Politics concerns happenings on a larger scope. International NPC newspapers will post happenings here from both player and non-player countries. People may not want some information to leak out but it will sometimes. Aside from this, players may post their treaties and other such events that concern more nations than just their own. If there are private affairs that affect more than just your nations, you will have to contact eachother on your own 4.3 Amador International League The Amador International League was developed as an international organization in efforts to reduce conflict and war between fellow nations. The league finds its headquarters in the country of Costara, which was an ideally selected place. The league's structure is divided into various organs who have their own individual procedures and the likes. Every nation is considered to be a member, whether they choose to participate or not. The agreements are not binding and are considered to be what ought to be done in the world. 4.4 National Heroes National Heroes is a concept that allows a nation to have an individual, usually different from other figures that can give his nation a significant bonus. These heroes may take the form of any person within that country, such as military or political leaders. Normally when they are involved in a project or mission there may be a greater chance of success. In the beginning of the game player's will submit a biography of a person they intend to be a national hero, the moderators will then take it into consideration when giving him bonuses and so forth. From this point on all national heroes will be randomly generated during the game play, and will normally come from significant events, so it is important that posts introduce characters you create. Name: Age: Biography: Area of Expertise: |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Rules and Registration · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
8:38 PM Jul 10
|





![]](http://z3.ifrm.com/static/1/pip_r.png)



8:38 PM Jul 10