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Noriston's Wargane Rules
-feel free to use (yep I am a dick, like everyone here)
-sorry for some grammar mistakes

There might be some changes of the rules during the game. If so you shall be informed in time.

1-Start
a) There are 12 pre-set countries, you choose one of them each starts with 10/11 provinces
b) You shall set their name, type of government, flag
bb) Government type will set your starting popularity
c) Each country starts with 1 major city, these give you extra bonuses (later you can conquer more)
d) You get military bases for free on the beggining together with some military units
e) You can build factories and improve your infrastructure

2-Economy and Army
extra- each facility transfers to new owner when province with it is conquered
a) Factory provides you bigger income (costs: 100e +50e for every other, e=money)
b) Infrastructure, yours factories&capital became more efficient (costs: 100e +100e for every other)
c) Propaganda, you will achieve bigger popularity amongst your people (costs: 40e for 5%rise)
d) For each barracks you can have 2 brigades (barracks costs: 80e+40 f.e.o.) (1 brigade costs: 20e, maintenance costs: 5e per round)
e) For each docks you can have 2 fleets (docks costs: 100e+50 feo) (1fleets costs: 60e, maintenance costs: 10e per round)
f) For each airport you can have 2 squads (airport costs: 80e+40 feo) (1squad costs 40e, maintenance costs: 15e per round)
g) You can claim up to 10 unclaimed provinces per round
h) Combat calculation is based on- no. of troops, popularity, weather(decides dice throw)
i) You can bombard enemy factories, when succesful factory will get destroyed (atleast 2squads)
j) Rebelion (10% of your province seperate, you have to reconquer them, your income from them is stopped), rebeled territory can be conquered by other players

3-Diplomacy
a) An alliance can have up to 3 players
b) You can agree with other player on non agression pact
c) To wage a war you should state a reson or your popularity will fall
d) To end a war you need- Treety(compromise), Capitulation(winner places condition under which he would accept Capitulation, can lead to vasal state), fatal destruction(looser is out of the game)
e) Popularity(support of your ppl) rises when you conquer in war, falls down when you loose territory/capital, propaganda can rise it aswell (when it falls under 10% a rebelion rises)

4-Type of country
a) Economical bonus:
a1- Bigger starting money
a2- for every 3rd factory you build you get 1 free
a3- +5e every round
a4- Smaller starting money
b) Military bonus:
b1- Cheaper maintenance (-10e)
b2- Can conquer 11 neutral province per round
b3- Stronger Navy
b4- Extra starting barracks
c) Population bonus:
c1- Sensitive population (When you conquer popularity rises 2x as fast)
c2- Belief (popularity has to fall under 5% to start a rebelion)
d) Extra bonus:
d1- If attacked without waging war on, gains extra defense bonus
d2- If province with military base is conquered, the base gets destroyed
d3- If capital gets conquered, all player loose 10% of popularity

*New Scotland- b1, c1 (really easy)
*Reborn Vikings- a1, a3 (watch out for russia)
*Belgium- d1, a2 (power thru politics!)
*New Portugal- b2, b3 (rule the sea)
*Marseille France- c1, a1, b1 (it has all it needs)
*Russia- d2, c2 (hard to conquer)
*New New Carthago- b2, b3 (kick portugal in the ass)
*Slovenia- b1, b4 (kill the' all!)
*Egypt- a1, a2 (trade and prosper)
*Byzance- d3, b2, b4 (Make sure they don't loose)
*Ukraine- c1, a2, a1 (quick start)
*Prussia- a4, a3, c2, (Hardest, but strongest)

Map-
http://i.imgur.com/ANmgkjl.png
Lore-
http://notes.io/q4NW
Rules-
http://tinyurl.com/nf39q3q
     
 
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