Post by Admin on Apr 4, 2016 20:18:14 GMT
Conference System
-- Every 10 years from 1830, a Conference is held. These Conferences are about various different issues, which will be discussed at the Conference.
-- Only Civilized nations may attend a Conference.
-- Only the five Great Powers may attend a Conference. [See Great Powers for definition].
-- You can Refuse to Attend a Conference, and for that turn you gain +1 Action.
Conference Begins
-- Agenda Phase: This is the period in which what issues are brought up during the conference.
-- Meeting Phase: This is when the issues are debated to be resolved.
-- Aftermath: This is when the effects of the Conference kick in.
* Agenda Phase
-- Every Issue is on a track that starts at 0. From there, there are five different branches to each Great Power that goes +1, +2, +3, +4, +5 and finally to [CAPTURED]. If an Issue is CAPTURED by a Great Power, it cannot be moved further.
-- MOST IMPORTANT NOTE: If an Issue ends on your Track. You win the issue. [THIS IS THE MOST IMPORTANT NOTE]
- Every attending member begins with 6 Influence and bids for the Initiative.
- The player with the Most Influence gets to Select 1 Issue to Discuss and Discard 1 Issue (It cannot be chosen for this Conference).
- The difference between the Highest Influence and the Lowest Influence moves the difference toward it's [CAPTURED] slot.
-- The next highest play gets to select 1 Issue to discuss. The final player gets to select 2 Issues to discuss.
-- All Issues except the first begin at 0.
-- The player with the second highest influence gets to play his Option first.
EXAMPLE: The Conference of 1840 has the following issues:
-- Serranthian Colonization
-- Faresian Colonization
-- Free Trade
-- Ship Build Up
-- Faresian Hegemony
-- Fuso-Mejan War
The Empire of Mille-Sessau uses 5 Influence and chooses Serranthian Colonization to Discuss and Fuso-Mejan War to Discard. and the Kingdom of Soroya plays 3 Influence and selects Faresian Colonization.
Because Empire of Mille-Sessau wins, the difference is 2 and the Serranthian Colonization moves to +2 Sessau.
The Meeting Phase now begins.
* Meeting Phase
- Play moves to the next Lowest Influence.
- Every Nation is dealt 6 possible Options to play. Here's how they are computed:
* For every Island Colony you get +1 Option into your Deck.
* For every Coastal Colony you get a +3 Option into your Deck.
* For every Inland Colony you get a +4 Option into your Deck.
* For every 10 Ships of the Line you get a +2 Option into your deck.
* For every 3 Factories you get a +3 Option into your deck.
* For every 100,000 Regulars you get a +3 Option into your deck.
* You receive 1 Leader Option which is a +5.
So for example: Let's say that Soroya had the following: 2 Island Colonies, 1 Inland Colonies, 20 Ships of the Line and 150,000 Regulars. You would receive: +1, +1, +4, +2, +2, +4 and a +5 for your leader.
For the purposes of understanding, let's assume there are three nations in the Conference of 1840: Sessau. Soroya and Fusan (Assume, for this instance, they are civilized).
After the Agenda phase, the issues would be: [Serranthian Colonization (+2 Sessau)], [Faresian Colonization (0], and Fuso's issues are [Faresian Hegemony (0)] and [Fleet Build Up (0)] (They get two, since they went last).
So the turn passes to Soroya.
He starts out by playing one of his +2 Options on [Serranthian Colonization] which goes to (+2 Soroya).
The turn passes to Fusanese Empire.
He plays his own +3 Option on [Serranthian Colonization] to steal any influence from Soroya, taking the [Serranthian Colonization from +2 Soroya over to +1 Fusan.
Play continues until all nations are out of Options and the game moves to the Aftermath Phase.
* Aftermath Phase
-- Some issues are Conditional, meaning that if a nation wins it, they can enforce their conditions on the Issue.
-- Other issues are Non-Conditional, meaning that if a nation wins it, they apply pressure to their side of the Issue, and it can be ignored only at great cost. Let's take a look at the Conference of 1840 again.
The Kingdom of Soroya won the [Faresian Colonization] Issue, and it is a Conditional Issue that appropriates Colonization in Faresia. The conditions are that for every nation in Centran that can colonize is allotted permissions to colonize X amount of provinces based on Soroya.
-- The ration for this issue is [6, 5, 3, 3, 2, 2, 1] and always begins from the highest.
-- For this Issue, Soroya appropriates the following: [Soroya-6 Colonies], [Sessau-5 Colonies], [Soreno-3 Colonies], etc and etc. If you decide to give your enemy only 1 Colony, they may go out of their way to ruin you at the next conference. Be careful.
-- While this is Conditonal, it can be Ignored. If you ignore a Conditional Issue assigned to you, every nation at the Conference gains a Cassus belli on you, you immediately drop 1 Relations with every NPC you have and have +1 Nationalism Roll every Turn until the next Conference.
Non-Conditional Issues are issues that come with choices. The Fusanese Empire, who won the [Faresian Hegemony] Issue have the option to remove the Hegemony of one of the Great Powers with at least 1 Colony in Faresia. They can choose any of those nations, and that nation loses 5 Prestige, unless they pay a huge indemnity to the Fusanese Empire. Also, the Fusanese Empire can choose No One, but receive +1 Diplomatic Action the next turn.
Issues are dependent on active events that occurred around the time of the Conference and their choices or effects are also dependent as well.
-- Every 10 years from 1830, a Conference is held. These Conferences are about various different issues, which will be discussed at the Conference.
-- Only Civilized nations may attend a Conference.
-- Only the five Great Powers may attend a Conference. [See Great Powers for definition].
-- You can Refuse to Attend a Conference, and for that turn you gain +1 Action.
Conference Begins
-- Agenda Phase: This is the period in which what issues are brought up during the conference.
-- Meeting Phase: This is when the issues are debated to be resolved.
-- Aftermath: This is when the effects of the Conference kick in.
* Agenda Phase
-- Every Issue is on a track that starts at 0. From there, there are five different branches to each Great Power that goes +1, +2, +3, +4, +5 and finally to [CAPTURED]. If an Issue is CAPTURED by a Great Power, it cannot be moved further.
-- MOST IMPORTANT NOTE: If an Issue ends on your Track. You win the issue. [THIS IS THE MOST IMPORTANT NOTE]
- Every attending member begins with 6 Influence and bids for the Initiative.
- The player with the Most Influence gets to Select 1 Issue to Discuss and Discard 1 Issue (It cannot be chosen for this Conference).
- The difference between the Highest Influence and the Lowest Influence moves the difference toward it's [CAPTURED] slot.
-- The next highest play gets to select 1 Issue to discuss. The final player gets to select 2 Issues to discuss.
-- All Issues except the first begin at 0.
-- The player with the second highest influence gets to play his Option first.
EXAMPLE: The Conference of 1840 has the following issues:
-- Serranthian Colonization
-- Faresian Colonization
-- Free Trade
-- Ship Build Up
-- Faresian Hegemony
-- Fuso-Mejan War
The Empire of Mille-Sessau uses 5 Influence and chooses Serranthian Colonization to Discuss and Fuso-Mejan War to Discard. and the Kingdom of Soroya plays 3 Influence and selects Faresian Colonization.
Because Empire of Mille-Sessau wins, the difference is 2 and the Serranthian Colonization moves to +2 Sessau.
The Meeting Phase now begins.
* Meeting Phase
- Play moves to the next Lowest Influence.
- Every Nation is dealt 6 possible Options to play. Here's how they are computed:
* For every Island Colony you get +1 Option into your Deck.
* For every Coastal Colony you get a +3 Option into your Deck.
* For every Inland Colony you get a +4 Option into your Deck.
* For every 10 Ships of the Line you get a +2 Option into your deck.
* For every 3 Factories you get a +3 Option into your deck.
* For every 100,000 Regulars you get a +3 Option into your deck.
* You receive 1 Leader Option which is a +5.
So for example: Let's say that Soroya had the following: 2 Island Colonies, 1 Inland Colonies, 20 Ships of the Line and 150,000 Regulars. You would receive: +1, +1, +4, +2, +2, +4 and a +5 for your leader.
For the purposes of understanding, let's assume there are three nations in the Conference of 1840: Sessau. Soroya and Fusan (Assume, for this instance, they are civilized).
After the Agenda phase, the issues would be: [Serranthian Colonization (+2 Sessau)], [Faresian Colonization (0], and Fuso's issues are [Faresian Hegemony (0)] and [Fleet Build Up (0)] (They get two, since they went last).
So the turn passes to Soroya.
He starts out by playing one of his +2 Options on [Serranthian Colonization] which goes to (+2 Soroya).
The turn passes to Fusanese Empire.
He plays his own +3 Option on [Serranthian Colonization] to steal any influence from Soroya, taking the [Serranthian Colonization from +2 Soroya over to +1 Fusan.
Play continues until all nations are out of Options and the game moves to the Aftermath Phase.
* Aftermath Phase
-- Some issues are Conditional, meaning that if a nation wins it, they can enforce their conditions on the Issue.
-- Other issues are Non-Conditional, meaning that if a nation wins it, they apply pressure to their side of the Issue, and it can be ignored only at great cost. Let's take a look at the Conference of 1840 again.
The Kingdom of Soroya won the [Faresian Colonization] Issue, and it is a Conditional Issue that appropriates Colonization in Faresia. The conditions are that for every nation in Centran that can colonize is allotted permissions to colonize X amount of provinces based on Soroya.
-- The ration for this issue is [6, 5, 3, 3, 2, 2, 1] and always begins from the highest.
-- For this Issue, Soroya appropriates the following: [Soroya-6 Colonies], [Sessau-5 Colonies], [Soreno-3 Colonies], etc and etc. If you decide to give your enemy only 1 Colony, they may go out of their way to ruin you at the next conference. Be careful.
-- While this is Conditonal, it can be Ignored. If you ignore a Conditional Issue assigned to you, every nation at the Conference gains a Cassus belli on you, you immediately drop 1 Relations with every NPC you have and have +1 Nationalism Roll every Turn until the next Conference.
Non-Conditional Issues are issues that come with choices. The Fusanese Empire, who won the [Faresian Hegemony] Issue have the option to remove the Hegemony of one of the Great Powers with at least 1 Colony in Faresia. They can choose any of those nations, and that nation loses 5 Prestige, unless they pay a huge indemnity to the Fusanese Empire. Also, the Fusanese Empire can choose No One, but receive +1 Diplomatic Action the next turn.
Issues are dependent on active events that occurred around the time of the Conference and their choices or effects are also dependent as well.