So uh, I randomly remembered Sheb once mentioning off-hand he is trying to make Era of Diesel on Mars...
And then I read some articles on wikipedia on Mars, and then I thought about sci-fi stuff and, well:
(ノ◕ヮ◕)ノ*:・゚✧ERA OF MARS! (ノ◕ヮ◕)ノ*:・゚✧tbd: pseudocylindrical map of Mars, events/weather
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NATION SHEET:
Name: Your nation's name
Leader's Name: Who leads the nation (+username)
Government Type: One of the three available
Traits (points left): Please list them in this order: [Government][Nation Size][Army Numbers][Philosophy]
Capital Territory #: Where is your Capital Territory located
National Color: Preferably bright colors, #RRGGBB values written on the side much appreciated. NO ORANGES!!
History: Purely for fluff purposes, can be a line or two long if you're not best with world-building.
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GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-2100'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players and/or NPCs
B) Deploy armies in their provinces; at least one army must remain in Capital, however.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 2100.1).
Each Year has 11 Turns (2100.1 to 2100.11, for example).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Territories (30 for small-sized map) for at least 6 turns.
B) Stagnation: Turn 220 (Year 2120.12) ends (normal map).
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CAPITAL TERRITORY:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Lab Complex already built in there.
Furthermore, Capital Territory provides +2 to Max.Army limit indepedent from Agriculture Dome increase (meaning you can put one in your Capital).
Bonuses received from Capital Territory often change, depending on the type of your Government or your nation's Philosophy.
When Capital Territory is conquered, it reverts into normal Province. The rest, however...
LOYALISTS:
After Capital falls, new Capital is established in random, un-conquered territory and then there's 50% for every unconquered province to remain with 'legitimate' government or surrender to the conquerors.
If the 'new' Capital (white roof instead of grey) falls as well, nation ceases to exist and player is eliminated from the game; on other hand, re-capturing the old Capital Territory restores the Capital and secures the nation's existence once more.
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COLONIZATION OF MARS:
Unlike Earth, there is no prior Human occupation on Mars besides the newly arrived and established colonial Nations. All other Lands are unclaimed, and need to be colonized first if they're to be of some use.
To claim a previously unoccupied Territory, you need to move a unit of Corps there. On the next Turn, instead of moving that Corps unit some where else, you can let it build Fortifications in that Territory, claiming the land for your Nation.
Then, from the next Turn onwards, you will be able to build all other kinds of Territorial Improvements there.
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ARMIES AND COMBAT:
There are two types of Armies in Era of Mars: Corps and Mecha Corps. The amount of Armies you can control at once depends on several things of which most important are Agriculture Domes. However, certain Technologies, Governments or Philosophies also increase Max.Army Limit.
Corps are spawned at Military HQ and Capital Territory (as it counts as Military HQ) each Turn. They can be converted, at Territories with Suit Assembly, into Mecha Corps (1 Corps per 1 Turn at each Assembly).
Mecha Corps are soldiers piloting Suits; powerful mechanical bipeds. Mecha Corps are much stronger than normal Corps and gain +3 to All rolls against them.
Both Corps and Mecha Corps travel 1 Territory per Turn; if there are any Maglev Improvements, however, they can move up to 2 Territories per Turn.
When two enemy Armies meet in the same Territory, combat occurs; a 8-sided dice is rolled, with defender gaining Defense bonuses, while the invading Army gains Attack bonuses.
The Army with lower roll gets destroyed; in case of a draw, the invading Army retreats to its point of origin.
Once all Defenders are destroyed, the invaders conquer the Territory; during capture, 1 random Territorial Improvement is razed (2 if the conquerors happen to possess knowledge of very destructive Fusion Artillery).
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RESEARCH:
Each Turn, your Lab Complexes provide Research Points, which further current Research Project towards completion. Normally, you receive 2 RPs per Lab Complex, but there are exemptions of this rule:
Democracies [government] get 3 RP from every Lab Complex.
MegaCorporation [government] gets 3 RP from Lab Complex in its Capital Territory.
Green Path [philosophy] gives -5 RP/Turn penalty.
Homo Superior [philosophy] gets extra +2 RP/Turn bonus from Genetic Engineering and Synthorganics technologies.
Socialism [philosophy] grants +2 RP/Turn bonus.
Technocracy [philosophy] grants +5 RP/Turn bonus and Lab Complex in Capital Territory provides extra 2 RP.
Moleculatronics [technology] grants +7 RP/Turn bonus (+12 for Technocracy).
Positronics [technology] increases amount of RP from every Lab Complex by 1.
There are also Autolabs; they provide 7 RP per Turn but are not affected by any bonuses like Lab Complexes are.
Finally, there is Cybernetics technology; instead of providing RP/Turn bonus, it instead lowers RP cost of all Technologies by 10%!
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TERRITORIAL IMPROVEMENTS AND POWER SUPPLY:
Each Territory can build 1 Territorial Improvement per Turn. However, each Territory has a set amount of TIs it can support; the base amount is 4 TIs.
You can support more TIs per Territory by researching energy Technologies: Thermonuclear Power, Cold Fusion and Antimatter Fission. Few improvements require 2 Power.
Macroimprovements are large-scale constructions; these have an extra requirement of Macroconstruction tech needing to be researched before they can be constructed, even if required Technologies for them are already researched.
Improvements you can build in your Territories are:
Fortifications (no requirement):
Defensive structures that grant your Corps +2 to Defense rolls in that Territory. Fortifications are also used to claim previously unoccupied Martian lands (check Colonization chapter for more info).
Agricultural Dome (no requirement):
Agricultural habitats were people live and grow food. Increases your Max.Army limit by 2.
Military HQ (no requirement):
Provides a recruitment and Corps creation point. Provides +1 to Defense rolls of Corps/Mecha Corps in the Territory and Territories adjacent to it. Armies attacking from the Territory with Military HQ gain +1 to their Attack rolls. You need to 'spend' 1 Corps to staff and garrison the complex.
Missile Silo (no requirement):
Allows for storage and launch of big-ass missiles: standard Nukes, and, later on, Thermonuclear and even Antimatter Missiles.
Suit Assembly (Mobile Suits tech): [2 POWER]
Military complex that allows for production of mechanized Suits. You can convert Corps into Mecha Corps here.
Forcefield Generator (Forcefields tech): [MACROIMPROVEMENT, 2 POWER]
Powerful generator capable of encompassing large areas with energy shield. All your Units gain +1 to Defense rolls in Territory with FF Generator, and Nuclear/Thermonuclear/Antimatter Missiles destroy 2 Territorial Improvements less, and their chances to destroy Corps/Mecha Corps are halved. Forcefield Generator's Defense bonus is not reduced by 'artillery' techs of any kind, and can never be destroyed by Missile attack.
Airbase (Martian Aerodynamics tech):
Airbases house military aircraft that supports ground armies in combat. Airbase provides +1 to all rolls of your Armies in the Territory and Territories adjacent to it.
AA Network (no requirement):
A network of anti-air defenses. Enemy Armies do not receive Airbase bonuses when attacking Territory with AA Network. AA Network has 40% chance to shoot down an incoming Nuclear/Thermonuclear Missile.
Lab Complex (no requirement):
Laboratories, institutes and other science buildings clumped together. Lab Complex generates 2 Research Points per Turn.
Maglev (no requirement):
Magnetic train network, used to carry items and people across territories. Your Corps/Mecha Corps can move up to 2 Territories per Turn, provided that the starting, middle and destination Territories all have Maglevs.
Transporter (Matter Transmission tech): [MACROIMPROVEMENT, 2 POWER]
A building where goods, armaments and people can be instantly transported en masse. Corps/Mecha Corps stationed in a Territory with Transporter can spend their movement to instantly travel to any other friendly Territory with a Transporter.
Autolab (Positronics tech): [2 POWER]
Automated laboratory that continuously analyzes new data and performs theoretical research. Autolab generates 7 Research Points per Turn, but does not receive bonuses that affect normal Lab Complexes.
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MISSILES:
Once you construct a Missile Silo, you can launch Nuclear Missiles at your enemies (later on, these become Thermonuclear and even Antimatter missiles). You can launch 1 Missile from each Silo you control each Turn.
Nuclear: They are able to blow up two Territorial Improvements at once, and kill 1 random Corps or Mecha Corps on hit. Unfortunately, these dirty devices produce Fallout, which severely screws up the Territory that was blasted.
Thermonuclear: After researching Thermonuclear Power, you gain access to Thermonuclear weapons. These fusion bombs, compared to their predecessors, produce no Fallout, whilst the amount of Territorial Improvements destroyed is raised to 3.
Antimatter: Once you get Antimatter Fission, you get Antimatter missiles. These instruments of destruction blow up to FIVE Territorial Improvements on hit and can kill up to 2 enemy Armies!
Do not be overly worried, though! There are several ways to ensure your Nation's defense against ballistic holocaust:
AA Networks have a chance to shoot down incoming Missiles; while at start they have not-so-reassuring 40% chance to do so, with Laser Artillery tech that chance is boosted to 70%, and if you get Wave Motion Weaponry tech, your AA Networks will have a whooping 95% chance to shoot down incoming missiles.
Forcefield Generator is another Territorial Improvement hindering Missiles; if present in the Territory, it reduces amount of TIs destroyed by 2, plus the Missiles have only 50% chance to kill an Army of yours stationed under its protective parasol.
Fallout from Nuclear Missiles:
Every time a Nuclear missile strikes a Territory, it produces Fallout. Fallout screws up the unfortunate Territory in several ways:
A) No Corps can be spawned or Mecha Corps created in affected Territory (no conscript is stupid enough to get willingly irradiated).
B) Agricultural Dome built there provides 1 point of Max.Army less.
C) Armies stationed in the affected Territory receive -1 to Defense rolls.
A singular Nuclear Missile produces 6 'units' of Fallout; each Turn, 1 unit is removed. Subsequent Nuclear strikes add another 6 units.
There is fortunately a way to greatly reduce Fallout time; Radiophages tech! It both cuts down current Fallout and increases the rate Fallout is lowered per Turn (check Techs spoiler for details).
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DIPLOMACY:
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
Non-Aggression Treaty - Borders are mutually respected between the two nations. This allows Scientific Exchanges and Military Pacts to be conducted.
Scientific Exchange - Cooperative research provides both nations with +4 RP/Turn bonus.
Military Pact - Nations are helping each other in terms of logistics; Armies can be moved across bordering provinces using Pact partner's Maglevs.
Activation:
All treaties are officially recognized at the start of the next turn after both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Non-Agression and Scientific Exchange at Turn 8; at Turn 9, they can no longer enter each others' territories and start receiving the RP bonuses.
The only treaty that is instanteous is war declaration.
Each Nation can have up to 2 Scientific Exchanges going at once.
Trading:
In current version of the game, you can trade Territories, and researched Technologies as 'Blueprints'; make sure you make good deals or the trade might bring you defeat in the long run. 'Blueprints' must be researched (check RESEARCH spoiler), and Territories will be handed over as soon as they're free of armies of their previous owner.
NATION TRAITS:
You start with 5 Trait Points. You must specify the type of Government, Nation Size, Army Numbers and nation's Philosophy, and you have to finish making your nation sheet with 0 or more Trait points left.
GOVERNMENTS:
Each government provides different bonuses (and penalties).
Dictatorship (Cost: 0):
The nation is in the grip of one man; army is utterly loyal to the leader while the population supports him/her due to the terror politics or sheer charisma of the dictator - sometimes both. The dictator has a council of advisors, generals and ministers who run the administration for him. Centralized economy and effective bureaucracy further ensure the steady development of the nation.
For the Leader!: Armies of the Dictatorship get +1 bonus to their defensive rolls.
Democracy (Cost: 1):
The government is run by head of state, usually President or Premier of the Ministers; the Ministers themselves governing over numerous branches of the government. Both the Head of the State and the Ministers are elected by the citizens, based on the candidates' skills, experience, charisma and merits. In democratic nation, peace and prosperity are of the greatest concern to the populace.
Freedom of Thought: Lab Complexes under Democracy give 3 RP per turn.
Megacorp (Cost: 2):
The invention of early 21st century, Mega Corporations dictate the laws thanks to their iron grip on various sectors of colonial economy. Usually ran by CEO and his/her council of managers.
Power Company: Megacorp Territories can support 1 extra Territorial Improvement.
The Hub: Megacorp Capital Territory provides +3 to Max.Army limit instead of usual 2; and its Lab Complex provides 3 RP points instead of usual 2.
NATION SIZE:
Remember that 'X territories' means 'Capital + other Territories'.
All Territories start with Fortifications already built; Capital also begins with a Lab Complex already built.
Normal (Cost: 0):
Your nation starts with 3 Territories. One Territory starts with Agricultural Dome, and another with a Lab Complex.
Expanded (Cost: 1):
Your nation starts with 5 Territories. Two Territories start with Agricultural Domes, and another two with Lab Complexes.
Firstcomer (Cost: 2):
Your nation starts with 7 Territories. Three Territories start with Agricultural Domes, and another three with Lab Complexes.
ARMY NUMBERS:
Inadequate (Cost: 0):
You start only with 1 Army in your Capital Territory!
Adequate (Cost: 1):
1 Army at start + 1 extra per 2 Territories you start with.
Hordes (Cost: 2):
1 Army at start + 1 extra per each Territory you start with.
PHILOSOPHY:
Defines your nation's way of life.
Asceticism (Cost: 1):
Mars is not a place to live big, and your people understand that, pursuing modest, communal lifestyles instead. +1 Max.Army limit per 3 Territories you control.
Green Path (Cost: 0):
To ensure that the tragedy of Earth won't repeat, your people embrace a greener and low-techy way of life. Your Agricultural Domes provide +1 more to Max.Army limit, although your Territories can support 1 Territorial Improvement less (gotta curb that nasty pollution!) and you receive -5 RP per Turn penalty, no matter the amount of Lab Complexes you have.
Homo Superior (Cost: 2):
There's a clear difference: you, and the inferior ones! +1 Max.Army limit. Genetic Engineering and Synthorganics now also boost your Corps rolls by +1 and provide +2 RP/Turn bonus.
Militarism (Cost: 2):
Militaristic values and combat skills are drilled into your people's minds from the early childhood. +1 to All rolls of your Armies (both Corps and Mecha Corps).
Nationalism (Cost: 0):
Your Territories are defended by rigorously trained and utterly loyal blackshirts. Your Armies gain +1 Defense bonus when stationed at your Territories, but your Nation's Max.Army limit is lowered by 2.
Socialism (Cost: 0):
It's the people's welfare that matter, because it's the people that make or break the nation! Your Nation receives +1 to Max.Army limit and +2 to RP/Turn.
Technocracy (Cost: 1):
Your Nation is focused on technological development and scientific pursuits. +5 RP/Turn bonus. Lab Complex in the Capital Territory provides +2 RP more than usual. Moleculatronics bonus will be +12 RP for your Nation instead of usual +7.
Your nation can develop 1 Research Topic at one given time. If you switch to a new topic mid-research, you lose 100% of currently accumulated Research Points.
Blueprint Research: When you receive a Tech blueprint via diplomatic trade, you take 2*X turns to develop the techs, where X is the 'level' of the tech; initial technologies like Laser Physics have Rank 1, and the hi-tech Matter Transmission is Rank 5.
Once you receive the blueprint, you can work on it any time you do not work on any Research Project; the blueprints won't dissappear if you're currently researching something.
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MILITARY:
Laser Physics ->Hard Beams ----------------------->Forcefields
L>Laser Artillery ->Fusion Artillery ->Wave Motion Weaponry
Primitive Suits ->Mobile Suits ->Fusion Suits ->War Suits
Martian Aeronautics ------------------->Fusion Engines
SCIENCES:
Thermonuclear Power ->Cold Fusion ->Subatomic Reactions ->Antimatter Fission
\ L>En-Matter Conversion ->Matter Transmission
Nanofibers ->Plasteel ->Macroconstruction
Optronics ->Moleculatronics ->Positronics ->Cybernetics
Genetic Engineering ->Organ Cloning ->Synthorganics -^
->Radiophages ->Radiomorphic Fungi
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MILITARY:
Laser Physics (120 RP):
Refinement of existing laser technology, allowing for more portable but more powerful devices. Your Corps gain +1 to their Attack rolls.
Primitive Suits (80 RP):
Foray into the field of mobile combat suits that can be driven from inside by trained personnel. While currently only experimental suits can be made, it opens up the possibility of mass-produced suits used in large scale operations in the future.
Martian Aeronautics (80 RP):
Atmosphere of Mars is thinner and has different gas composition, therefore new designs of airplanes need to be made. Unlocks 'Airbase' Territorial Improvement.
Hard Beams (200 RP):
Foray into experimental field of 'hardening' of laser beams to the point of being able to block particles with accountable mass.
Laser Artillery (200 RP):
Introduction of lasers into field of artillery weapons. Lowers Fortification bonus for enemy forces by 1 when attacked by your armies. AA Networks now have a 70% chance to shoot down incoming Missiles.
Mobile Suits (200 RP):
Construction and deployment of first battlefield-viable Mobile Suits; bulky, claustrophobic monstrosities that however provide their pilots with greater fighting power and, obviously, thick armor. Unlocks 'Mecha Assembly' Territorial Improvement.
Fusion Artillery (300 RP, requires Cold Fusion from SCIENCES):
Refinement and use of miniature fusion bombs for artillery purposes. Lowers Fortification bonus for enemy forces by 1 when attacked by your armies. Captured Territories now have 2 Territorial Improvements razed instead of 1.
Fusion Suits (300 RP, requires Cold Fusion from SCIENCES):
A new type of Mobile Suits with fusion reactors, allowing them to have much greater operational times and to wield more powerful weaponry than before. Your Mecha Corps gain +1 to All their rolls.
Fusion Engines (300 RP, requires Cold Fusion from SCIENCES):
Miniature fusion reactors that can be used as engines in jets and ballistic missiles. Your Airbases now provide +2 bonus to All rolls of your Corps/Mecha Corps (+1 if enemy Territory has AA Network). Missiles now have range of 3.
Forcefields (400 RP, requires Subatomic Reactions from SCIENCES):
Research of devices (both portable and large-scale constructions) capable of creating and sustaining energy fields that can block the passing of other kinds of energy and normal matter. Your Corps gain +1 to their Defense rolls. Unlocks 'Forcefield Generator' Territorial Improvement.
Wave Motion Weaponry (600 RP, requires Subatomic Reactions from SCIENCES):
Beam weaponry that disrupts matter at subatomic levels. +1 to All rolls of your Corps/Mecha Corps. AA Networks now have a 95% chance to shoot down incoming Missiles.
War Suits (600 RP, requires Positronics from SCIENCES):
The latest advances in computer technology allow for construction of Suits that can be connected to the pilot, providing amount of control and levels of performance previously unachievable by these mechanical monstrosities. Your Mecha Corps gain +1 to All their rolls.
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SCIENCES:
Thermonuclear Power (120 RP):
At last, particle fusion can be now used as power source and in weapons. Your Territories can now support up to 6 Territorial Improvements. Nuclear Missiles are now Thermonuclear Missiles, and no longer produce Fallout.
Nanofibers (80 RP):
Research into fibers of nanometer sizes yet incredible strength, and their implementation into industries. Your Corps gain +1 to Defense rolls.
Optronics (80 RP):
Wide application of optical fibers in electronics.
Genetic Engineering (80 RP):
Commercialized and widely available access to genetic engineering can help remove potentially deadly mutations or cure crippling diseases of affected individuals. Your Nation's Max.Army Limit is raised by 1.
Cold Fusion (200 RP, requires Laser Physics from MILITARY):
Fusion that can be achieved at much lower temperatures and energy levels, possibly allowing for more compact reactors in the future. Your Territories can now support up to 8 Territorial Improvements.
Plasteel (200 RP):
A new type of plastic-steel alloy that is highly resistant yet can be easily molded with help of electrical current. Your Fortifications provide +1 bonus to Defense rolls of Corps/Mecha Corps.
Moleculatronics (120 RP):
Computers that operate at nanoscopic levels. Your Nation gains +7 RP/Turn, no matter the amount of Lab Complexes you have.
Organ Cloning (120 RP):
Malfunctioning kidney? Born with one testicle? Lost a lung? No worries! Call 1-555-CLONOS to buy the organs you need, grown and ready for surgery in less than 7 days!... Your Nation's Max.Army Limit is raised by 1.
Radiophages (120 RP):
Microorganisms that can consume radioactive waste. All Fallout in your Territories is instantly reduced by 2 units once you research this Technology, and each new Turn reduces Fallout by 3 units instead of usual 1.
Subatomic Reactions (300 RP, requires Hard Beams from MILITARY):
Mastery of controlling matter and processes affecting them at the levels of quarks and bosons. Further tinkering in this field can open up access to technologies once thought to be domain of science-fiction only.
Macroconstruction (300 RP):
Construction at truly gigantic size and rates allow for greater urbanization of the barren Mars land. Your Territories can build 2 Territorial Improvements per Turn, and allows for construction of Macroimprovements (Forcefield Generator and Transporter) when proper Technologies are researched.
Positronics (400 RP):
A new field of computer engineering that uses both electrons and positrons at once, effectively doubling the operating power of computers. Your Lab Complexes now provide 1 RP more than before. Unlocks 'Autolab' Territorial Improvement.
Synthorganics (300 RP):
Synthetization of complex organic tissues from supply of oxides, carbons and other basic molecules of life. Your Agricultural Domes now provide +3 to Max.Army Limit.
Radiomorphic Fungi (300 RP):
Nutritional, edible fungus that can grow and thrive amongst the irradiated matter in Martian soil. Your Nation gains +1 to Max.Army limit per 2 Territories it controls, even if you have no Agricultural Domes built in them.
Antimatter Fission (600 RP):
Control over matter-antimatter annihilation process that releases truly tremendous amounts of energy. Your Territories can now support up to 11 Territorial Improvements. Thermonuclear Missiles are now Antimatter Missiles, and destroy up to 5 Territorial Improvements and kill 2 Armies on hit.
En-Matter Conversion (400 RP):
Foray into an exotic process of conversion of energy into matter and back.
Cybernetics (800 RP):
Fusion of organical tissue and positronic computers to replace damaged or malfunctioning body parts, or simply to enhance person's capabilities, or even create organic computers. All RP Costs are cut by 10% (72/108/180/270/360/540). Your Nation's Max.Army Limit is raised by 1. Your Corps gain +1 to All their rolls.
Matter Transmission (600 RP):
Mastery of conversion of matter into energy and transmission of it over distances to convert it back into matter at zero loss. Unlocks 'Transporter' Territorial Improvement.
Major changes from other EoD games:
Traits have been compressed into 4 mandatory ones: Government, Army and Size were in EoD too, but 'various' traits are now replaced by national Philosophy. As you can see, these can small bonus at no cost or provide powerful benefits at somewhat big cost.
There is now also Power management; your Territories cannot support ALL the Improvements, so you gotta make strategic choices about your infrastructure.
Oh and Era of Mars , as you will notice, introduces NUUUKES! UNLEASH ATOMIC HELL AT YOUR ENEMI mean there's still Fallout you gotta consider, Power management as Missile Silos are Territorial Improvements like otehrs, and the fact that your missiles can be shot down and/or their effects lessened later up the Tech Tree, but still: NUKES!
Also, two types of Armies; fleshy mook Corps and mighty mechanized Mecha Corps. Mecha Corps stomp the fleshies, but fleshies are easily accessible while you gotta spend a while to get large number of Mecha Corps, necessiting a fine balance.
That's all for now, but I promise there will be more.