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RULES:

EUROPEAN RULES:

STARTING: 10 provinces (big provinces count as 2)
200 gold income and 300 gold

TRADE: max 2 trades per turn
you get 200g per trade (for now)
to trade with overseas coutries you need trade ships

ALLIANCES:
4 members max
If there are too powerfull alliance, (etc. axis in WW2 MPGs i bann the alliance

EXPANDING: expanding 1 province costs 20g
MAX expanding in one turn 5 provinces
PATHFINDING-every upgrade gives you +5 provinces expand per turn (can be upgraded 3 times)-every upgrade costs 500g more

ARMY:
you train army in barracks which cost 75g (you can upgrade your barracks for 200g (for lvl 2, 400g...) 4 times)
Lvl 1- Slingers(10g) and Spearmans (10g) (one lvl 1 unit takes 5 food)
Lvl 2-Archers(20g) and Knights(20g) (one lvl 2 unit takes 10 food)
Lvl 3-Horse raiders(50g) and Crossbowmans(50g) (one lv 3 unit take 20 food)
Lvl 4-Muskeet men(100g) and Heavy Armored Knight(100g) (one lvl 4 unit takes 50 food) (costs of army may chnge)

WAR PLANS:
If you want war with a country you have to declare war 1 turn before you attack
You have to send me your war plans in PM or your attackes wont even be launched
On war plan you have to show me: Which province do you attack, which and how many units attack that province

CHANGING CAPITAL:
you can change your capital and put it in another province, when you are in war you are not allowed to change your capital

ECONOMY: Tavern- cost 500g (gives 300g income)
Farms:- produce food for your army (20 food) costs 50g
Town- gives you +50 gold income (costs 100g)
Trade center-NEED TO TRADE (costs 75g)
Raod-gives you +100g on trades (for now) (costs 200g) (max 1 road)

BUILDINGS: Docks-cost 500g (build boats):
Warship-heavy ship that is built for offensive combat( can protect trade and transport ships, also warships can block others ships routes) costs 200g
Transport ship-transports army and colonists to overseas provinces (used to make colony) Trade ship-used to trade with overseas countries costs 200g

COLONYS: You need to research colonialism (costs 1000g)
When you researsh it you have to buy transport ships to send them to Africa
You can only expand 5 provinces per turn as colony (no pathfinding for colonys), expanding 1 province costs 1000g (price will be lowered probably later)
1 province in Africa o New Zeland gives 700g income...

BLOCKING: You can block ships route-send your ships to destroy someones ships(trade,transport,blockade)

If you haev any suggestions write in comments.

ALLYS:
Northern Pact----Estonian Republic+Ireland+England (green)
United Roman Empire---- Rome+Balkan Namastes+Byzantium (red)
African alliance----Suez Empire+Gibraltar (black)


AFRICAN NATIVES RULES:

Hunters cabin-gives 50 food (50g)
Villagers hut-gives- 25 food and 100g income per turn (100g)
Gold mine-gives 150g income (costs 400g)
Economy of native African is built on food so for every 50 food they get 50g income
Tribal training ground-need to train tribal units costs 100g
Lvl 1-Spearmans with venom (costs 10g and takes 10 food)
Lvl 2-Short bowman-(costs 20g and takes 20 food)
To upgrade to medival barracks you have to pay 200g


REBELS:

Rebels start with: 5 provinces, 5 musket man(they do not cost food)
every turn rebels get another 5 muskeet man but that only counts for first 7 turns
Rebels can be supported by another country (army,food,gold etc.)
Rebels can build all things as European countryes
When rebels capture 10 or more provinces they can form their country


     
 
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