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1444 Europe Game Rules and System

~Commerce
Trade is fundamental for economic growth. The maximum commerce treaties you may have with other countries is 5, you may receive G from each treaty you make, Powers give you +25G, Minor countries give you +20G, Smaller states give you +15G, Vassals give you +10G and Client states give you +5G.


~War
First 3 turns are war-free. Before invading a country, you must post an ultimatum or a war declaration, specifying which country or countries you want to declare war on and you MUST write a fair Casus Belli, without it, your forces may not go to war and instead you may face uprisings.

To prevent world wars from starting, only two countries may join on each side (2v2), but you can still support them or give them money.

After winning or losing a war, you are not allowed to declare (or be declared) another one in 2 turns.

Wars may provoke starvation and low trade.

In a war, if your capital is taken, you may loose control of large part of your army.

Strategies are allowed (and recommended) to be sent through PM. Strategies need RP and stats, so design a good one and also count the number of forces you have.

In naval wars, the country with the strongest navy usually wins.

After a war, its important to sign a peace agreement and a treaty which includes the winners' territorial, politic or economic demands. If the country surrenders before taking its capital, the winner is allowed to take part of its territory (which will become your vassal) or demand a promissory note (money) from the looser, and the looser is obliged to pay, or else.

If a country doen't surrender and it's completely overwhelmed, the winner is allowed to claim it as its vassal or as a client state (entirely), depending on the terms that the players agree upon.


~Infantry:
●Swordmen - 5G | Swordmen are the basic ground unit, which are more effective in quantity rather than quality.

●Chivalry - 15G | Cavalry is a special unit which is very efficient in low-lands against smaller armies, these are not effective in montainous terrian.

●Mercenaries - Depends* | Mercenaries are a special units with unique abilities, you can only recruit one kind of mercenary at a time. All of them are sold by units, which consist on 100 of them (shown below).

Kinds of mercenaries:
¬Cossacks (1 unit for 100G): can easily outflank
¬Franks (1 unit for 65G): can easily charge in marshes and forests
¬Poles (1 unit for 100G): can easily ambush, effective on snow
¬Celts (1 unit for 45G): can easily halt an advance, effective on all terrains
¬Mongols (1 unit for 150G): can easily control towns and cities
¬Nords (1 unit for 100G): can easily charge in snow and montains
¬Anglos (1 unit for 100G): can raid coasts and are effective on the shores
¬Turks (1 unit for 65G): can easily charge in deserts and hot environments


~Navy
●Battleships - 150G | Battleships represent your naval power, countries with small shore or no shore cannot have battleships, the maximum you can have are 15 (if you're a Power), 10 (if you are a Minor) or 3 (if you are a Smaller state, Vassal or a Client state).

●Trade ships - 100G | Trade ships are used for commercial purposes, each trade ships gives you +20G, the maximum you can have are 5 (if you're a Power) or 3 (if you are a Minor, Smaller Vassal or Client), countries with small or no shore cannot have trade ships.

●Transports - 200G | Transport ships are used to ferry a maximum of 50 units + mercenaries (if you have) to anywhere on the map, you can only have 1 transport.

The country with the best navy usually wins naval wars. You can RP your ships and send them anywhere you want, but they will NOT land, only attack other ships (including merchant and transports) and coastal towns to decrease trade.

If you have 12-15 battleships you can blockade a country's coast.


~Classifications
●Power | A powerful nation, is allowed to have vassals and client states, and are allowed to send ultimatums. A powerful nation's army can have up to 500 swordmen and 250 chivalry, no more. A powerful nation is allowed to put an embargo or sanction on any country (except other powers), but you MUST have a very good reason to do this, or it will be invalid. Powerful nations are measured by the size of their army, navy and economic superiority.

●Minor power | A minor is only allowed to have vassals, and are allowed to send war declarations. Minors army can have up to 300 swordmen and 150 chivalry, no more. A minor is only allowed to put a sanction on smaller countries, but you MUST have a very good reason to do this, or it will be invalid. Minor powers are larger than smaller states but smaller than powers.

●Smaller state | A smaller state is not allowed to have any vassals nor clients, but are allowed to send war declarations. Smallers army can have up to 100 swordmen and 50 chivalry, no more. A smaller is not allowed to put any sanctions or embargoes. Smaller states have very little territory, economy and army.

●Vassal state | A vassal state can be played upon, but you MUST follow these rules:
+Vassals cannot declare war unless they have permission from their chief state
+Vassals cannot declare independence unless chief state allows it
+Vassals can have separate commerce treaties
+Vassals may help chief state in war or not
+If chief state surrenders or loose a war, you break free
+Vassals are sworn to pay 25G of their total income to chief state
+Vassals and chief state count as 1 country
+Vassals have the same tax policy of the chief state

●Client state | A client state can be played upon, but you MUST follow these rules:
+Clients cannot declare war unless they have permission from their chief state
+Clients cannot declare independence unless chief state allows it
+Clients can have separate commerce treaties
+Clients have to help chief state in war
+If chief state surrenders or loose a war, you break free
+Clients are sworn to pay 25G of their total income to chief state
+Clients and chief state count as 1 country


~Taxation
     
 
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