Reinhard Von Lohengramm
Con Tý
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I do not sponsor nor do I condone the characters, events, ideologies or actions in any of my fictional material.
This is a thread were we try to pool our efforts together to create a online play-by-post system for grand strategy space opera. Please indicate at the top of your post what your suggestion concerns in bolded text.
"The Epic of Kriemhild Gretchen" is the name of the story I am making this for, so I'll treat TEoKG as the the acronym I'll use to also call the system.
To start off, these are the goals of the TEoKG project:
There will be disagreements in this endeavor. However, I am optimistic that despite, or rather because of them, we will all get a lot better at building systems.
Indeed, this is the theme of this thread. We are on an epic mission to create an epic system and only our own fears can stop us.
Currently, these are the mechanics I am thinking of translating:
Casus Belli
The default Casus Belli is Annexation. If a war is declared without any other Casus Belli, it is assumed it is this one. This means that in the event of a Victory, one nation obtains all the territories the nation it has declare war against. In the case of a White Peace, the attacking nation loses Prestige and causes a lost in Ideological Power for the ideology they correspond to. In the event of a Surrender of the Attacking side, the Attacking nation must pay Reparations and loses far more ideological power.
Using the Annexation Casus Belli also gives the defender the right to use the Counter Casus Belli of Debellatio.
Using the Annexation casus Belli always increases a nation's Infamy value.
Debellatio
Granted by a nation attacking with the Annexation Casus Belli, Debellatio is a Counter Casus Belli that extends the war for the defender (now known as the Counter-Attacker after using this cassus belli) beyond suing for reparations.
In the event of a Victory, the nation using Debellatio installs a puppet government and receives extremely heavy reparations from the losing power. Furthermore, the nation using Debellatio also gains huge amounts of Ideological Power. In the case of two Debellatios against the same enemy, this may cause a nation to be partitioned. In the case of a White Peace, the counter-attacker loses Prestige. In the case of a Surrender, the attacking nation, the aggressor of the original conflict who used Annexation, succeeds as per Annexation.
---
There are other, more limited Casus Bellis.
Annex Core
Distinct from the Annexation Casus Belli, if a nation "has a core" on a different nation's territory, it may declare a far more limited war for it. A core is a territory is considered an integral part of a nation's territory, disregarding actual control.
On Victory, the attacking nation gains the Core territory and Prestige.
On White peace, the attacking nation loses Prestige and Ideological Power.
On Surrender, the attacking nation loses Prestige and Ideological Power and must pay reparations.
Salvation (Major and Minor)
A Casus Belli only available to Factions associated with Kriemhild Gretchen, using the Salvation cassus belli serves to expand the empire associated with Kriemhild Gretchen.
This Casus Belli can only be used against Nations not worshipping Kriemhild Gretchen. Using this Casus Belli requires spending Ideological Power. Using it also allows the defending power to call other nations of their same ideology into the war against the attacking power.
On Victory, the attacking nation gains the territories for which the Casus Belli was declared. It it was Major, the whole nation is Annexed. Furthermore in cases both Minor and Major, the Destroy Incubatorians event is enabled in the captured region. Prestige is gained and there is a net increase in Ideological Power.
On White Peace, Prestige and Ideological Power is lost.
On Surrender, Prestige, Ideological Power is lost. The Salvation Casus Belli may not be used for another century for that particular goal for which it was declared.
This is a thread were we try to pool our efforts together to create a online play-by-post system for grand strategy space opera. Please indicate at the top of your post what your suggestion concerns in bolded text.
"The Epic of Kriemhild Gretchen" is the name of the story I am making this for, so I'll treat TEoKG as the the acronym I'll use to also call the system.
To start off, these are the goals of the TEoKG project:
- To build a consistent and deep, well-ordered system used to play Space Opera Strategy Playing, consistent and hard as Victoria II.
- To create a system that can tell the story of individuals who have "greatness thrust upon them", as in CKII, Legend of the Galactic Heroes and Infinite Space
- To create a system that allows the storytelling of infinite possibilities, as in EUIV.
- Ultimately, to create a system that allows game masters of grand space opera campaigns to run epic, awe-inspiring, glorious campaigns, that fits a play-by-post format but can also tell small, humble, beautiful stories.
There will be disagreements in this endeavor. However, I am optimistic that despite, or rather because of them, we will all get a lot better at building systems.
Indeed, this is the theme of this thread. We are on an epic mission to create an epic system and only our own fears can stop us.
Currently, these are the mechanics I am thinking of translating:
- "POPs" a system of simulating population from Victoria 2. This will be the hardest to translate, but I think also the most rewarding.
- "Consciousness and militancy", also from Vic 2, which represent the growing political awareness and frustrations of POPs, respectively. I think the translation for that would be "Reform Desire and Revolution Desire"
- Casus Belli, justifications for war, which I have made a start on.
- Colonisation and imperialism, which I know from Vic 2, including Colonial Power and Sphere of Influence. Vassalage from CKII is also something to be considered.
- Holy Wars from CKII, translated into Ideological Wars, that allow free upkeep for certain units.
- Neo-Industrial Revolution, where species and the way they live are dramatically changed by emerging technologies.
- "Galactic Heroes", basically great individuals who are the exemplar of an era's flaws and strengths. I will be drawing from CKII.
- For smaller campaigns, spaceships can be customised.
- And finally, d10. A roll of a ten sided dice will represent random factors.
Casus Belli
- Casus Belli are necessary to justify wars and limit infamy (infamy - a measure of a nation's threat value. When a certain threshold of infamy is reached, other nations will band together, with increasing infamy banding together strange bedfellows.)
- Casus Belli can be added on after a war has been declared.
- Conventionally, upon victory, the attacking power is bound by a 10 year truce.
- There are also Cassus Bellis exclusive to certain factions.
The default Casus Belli is Annexation. If a war is declared without any other Casus Belli, it is assumed it is this one. This means that in the event of a Victory, one nation obtains all the territories the nation it has declare war against. In the case of a White Peace, the attacking nation loses Prestige and causes a lost in Ideological Power for the ideology they correspond to. In the event of a Surrender of the Attacking side, the Attacking nation must pay Reparations and loses far more ideological power.
Using the Annexation Casus Belli also gives the defender the right to use the Counter Casus Belli of Debellatio.
Using the Annexation casus Belli always increases a nation's Infamy value.
Debellatio
Granted by a nation attacking with the Annexation Casus Belli, Debellatio is a Counter Casus Belli that extends the war for the defender (now known as the Counter-Attacker after using this cassus belli) beyond suing for reparations.
In the event of a Victory, the nation using Debellatio installs a puppet government and receives extremely heavy reparations from the losing power. Furthermore, the nation using Debellatio also gains huge amounts of Ideological Power. In the case of two Debellatios against the same enemy, this may cause a nation to be partitioned. In the case of a White Peace, the counter-attacker loses Prestige. In the case of a Surrender, the attacking nation, the aggressor of the original conflict who used Annexation, succeeds as per Annexation.
---
There are other, more limited Casus Bellis.
Annex Core
Distinct from the Annexation Casus Belli, if a nation "has a core" on a different nation's territory, it may declare a far more limited war for it. A core is a territory is considered an integral part of a nation's territory, disregarding actual control.
On Victory, the attacking nation gains the Core territory and Prestige.
On White peace, the attacking nation loses Prestige and Ideological Power.
On Surrender, the attacking nation loses Prestige and Ideological Power and must pay reparations.
Salvation (Major and Minor)
A Casus Belli only available to Factions associated with Kriemhild Gretchen, using the Salvation cassus belli serves to expand the empire associated with Kriemhild Gretchen.
This Casus Belli can only be used against Nations not worshipping Kriemhild Gretchen. Using this Casus Belli requires spending Ideological Power. Using it also allows the defending power to call other nations of their same ideology into the war against the attacking power.
On Victory, the attacking nation gains the territories for which the Casus Belli was declared. It it was Major, the whole nation is Annexed. Furthermore in cases both Minor and Major, the Destroy Incubatorians event is enabled in the captured region. Prestige is gained and there is a net increase in Ideological Power.
On White Peace, Prestige and Ideological Power is lost.
On Surrender, Prestige, Ideological Power is lost. The Salvation Casus Belli may not be used for another century for that particular goal for which it was declared.
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