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Rules (Radioactive Tide Revised)

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Back to: Radioactive Tide Revised (Map Game)

  1. BE PLAUSIBLE! But remember, plausibility does not have to impede fun.
  2. One day in real life is one year in Radioactive Tide.
  3. Keep in mind the effects of conquest, realistically portray assimilation.
  4. Please make it painfully obvious what moves you are doing.
  5. Expansion would be difficult, depending on the location. For example, an nation in the desert or island would have an hard time expanding then a nation in the Great Plains.
  6. You should do an action every year.
  7. If no actions for ten years (unless reason given, e.g. holiday) then the nation is open for takeover.
  8. If no actions for 30 years (no possible reason you could miss a month really but surprise me) then the nation becomes a grey nation.
  9. A new map is made every five years, and complaints can be made on the talk page!
  10. Each player should be specific about expansion or post maps onto the map makers talk page or the map game talk page.
  11. There will be a war algorithm, and players will have to abide by it.
  12. Your economy will need to be tended to.
  13. Internal politics ARE important.
  14. Technology can be player developed or randomly re-discovered (done by mods).
  15. Every nation starts off with 300px maximum and mods can create neutral nations.
  16. Every nation is allowed 2 vassals at the start (maximum 150px). However, only 1 new vassal can be gained every 15 years.
  17. Kunarian still reserves the right to annoyingly stop you from developing Nukes, Space Flight and Alien Space Batteries aka if he feels that you have not RPed it to the point were such technologies are likely to come about then he can stop you from developing them.
  18. This game will stop in year 715.


Starting a Nation

You may wish to start a nation (do note that the first nations will be player started). If so then it will start off small, 300px maximum and they have to all be touching in a central mass, they can also be smaller. You must also come up with an explanation of its appearance. Providing a map of the place you want would be good too.

You can also RP new nations starting too, around your lands or if you have the resources overseas, this will require your nation to help set them up of course. These nations could be used to resist your opponents or give you an ally.

Mods can also create neutral nations.

Remember this is to increase the development of the game and make it more interesting.

Turns

To work out how many turns you can have simply check your nation against this:

  • Nation (standard for all) : 1 turn
  • Nation with high ratings (15 and above for all 4 stats) : +0.5 turn
  • Current World Military Superpower : +0.5 turn
  • Current World Trade Centre : +0.5 turn
  • Current World Influence Base : +0.5 turn
  • Current World Technological Developer : +0.5 turn

It is best if you just play out your turn without worrying about what is going on behind the scenes, you'll actually get better results this way most likely.

Military

Defined here are ways to spend turns that provide militaristic benefit to your nation.

Positive Actions

  • Demobilise : 0.5 turn

Demobilise your nation, losing the temporary effects of Mobilisation.

  • Give Military Aid : 0.5 turn

Give aid to another nation, boosting their military power by 1.

  • Large Military Upgrade : 1 turn

Upgrade your nations military, adding 2 military power to your nations armed forces.

  • Small Military Upgrade : 0.5 turn

Upgrade your nations military, adding 1 military power to your nations armed forces.

Negative Actions

  • Attempt Assassination : 1 turn

Kill an important military leader in another nation, causing them to lose 3 military power and should it be unsuccessful causes you to lose 2 political stability and to lose 1 infiltration against them. It costs you 1 point of infiltration level against them.

  • Declaration of War : 1 turn

Declare war on one nation. This acts as a Major Offensive. Each turn you are in a war you lose 1 political stability and 1 economic production.

  • Mobilisation : 0.5 turn

Mobilise your nation, losing 1 point of economic production each turn you are mobilised however you gain bonuses should you fight a war.

  • Major Military Action : 1 turn

Major offensives and defensives are only directly relative to a war situation. However they take away 2 military power and gain you ground in the war.

  • Minor Military Action : 0.5 turn

Minor offensives and defensives are only directly relative to a war situation. However they take away 1 military power and gain you ground in the war.

Economy

Defined here are ways to spend turns that provide economic benefit to your nation.

Positive Actions

  • Give Economic Aid : 0.5 turn

Give aid to another nation, boosting their economic production by 1.

  • Free Trade Agreement : 1 turn

Agree to a free trade agreement with another nation boosting both your economic productions by 2 temporarily. May not be present at the same time as a trade agreement and vice versa.

  • Trade Agreement : 0.5 turn

Agree to a trade agreement with another nation boosting both your economic productions by 1 temporarily. May not be present at the same time as a free trade agreement and vice versa.

  • End Embargo : 1 turn

Stop embargoing a nation, ending the temporary effects for both of you.

  • End Undercutting : 0.5 turn

Stop undercutting a nation, ending the temporary effects for both of you.

  • Large Economic Upgrade : 1 turn

Upgrade your nations economy, adding 2 economic production to your nations production base.

  • Small Economic Upgrade : 0.5 turn

Upgrade your nations economy, adding 1 economic production to your nations production base.

Negative Actions

  • Attempt Assassination : 1 turn

Kill an important industry owner in another nation and clean out his back-up funds, causing them to lose 3 economic production should it be successful or should it be unsuccessful causes you to lose 2 political stability and to lose 1 infiltration against them. It costs you 1 point of infiltration level against them.

  • Embargo Nation : 1 turn

Refuse to trade with another nation, causing them and you to break any agreements. This will cause them to lose 2 economic production temporarily and will lose you 2 economic production temporarily.

  • Undercut Nation : 0.5 turn

Undercut your opponents supplies by buying them before they do or by other insidious methods. This will cause them to lose 1 economic production and will lose you 1 economic production.

  • Break Free Trade Agreement : 1 turn

Break a free trade agreement, ending the temporary effects for both of you.

  • Break Trade Agreement : 0.5 turn

Break a trade agreement, ending the temporary effects for both of you.

Politics

Defined here are ways to spend turns that provide political benefit to your nation.

Positive Actions

  • Counter Espionage : 0.5 turn

Stop another nation from snooping around yours by killing one of their agents. This reduces their infiltration level on you by 1.

  • Large Stability Increase : 1 turn

Increase the political stability of your nation, adding 2 to your nations political stability.

  • Small Stability Increase : 0.5 turn

Increase the political stability of your nation, adding 1 to your nations political stability.

Negative Actions

  • Attempt Assassination : 1 turn

Kill an important figure in another nation, causing them to lose 3 political stability should it be successful or should it be unsuccessful causes you to lose 2 political stability and to lose 1 infiltration against them. It costs you 1 point of infiltration level against them.

  • Attempt Coup d'Etat : 1 turn

Start a Coup d'Etat in another nation, causing an elite to try to overthrow the current government. This requires them to have government stability at least -1 or below. It can cause them to either become your vassal if fully successful or enter civil war if semi successful. It costs you 4 points of your infiltration level against them.

  • Attempt Revolution : 1 turn

Start a revolution in another nation, causing the people to rise against their government. This requires them to have low government stability. It causes them to enter civil war if successful to begin with and costs you 2 points of your infiltration level against them.

  • Infiltration : 0.5 turn

Send an agent to another nation to begin spying, social or sabotage missions. This adds 1 to your infiltration level against them.

  • Propaganda : 0.5 turn

Start a propaganda campaign against another nation, reducing their political stability by 1.

Technology

Defined here are ways to spend turns that provide technological benefit to your nation.

Positive Actions

  • Make Technological Discovery : 1 turn

Make a technological advancement uplifting your nation. Should it be successful then it would add 1 research advancement to your nations scientific development and allow the technology to be discovered which will give you a ten turn boost of plus 1 per turn in one area of your stats. Should it fail then it would have no effect. This costs 3 technological advancement.

  • Large Technological Investment : 1 turn

Increase your nations research, adding 2 research advancement to your nations scientific development.

  • Small Technological Investment : 0.5 turn

Increase your nations research, adding 1 research advancement to your nations scientific development.

Negative Actions

  • Attempt Assassination : 1 turn

Kill an important scientist and steal his research in another nation, causing them to lose 3 scientific advancement should it be successful or should it be unsuccessful causes you to lose 2 political stability and to lose 1 infiltration against them. It costs you 1 point of infiltration level against them.

  • Sabotage Development : 1 turn

Use spies and hidden agents to sabotage experiments or deliberately mislead another nations research, causing them to lose 2 research advancement.

  • Disrupt Development : 0.5 turn

Use spies and hidden agents to slow down another nations research, causing them to lose 1 research advancement.

Colonisation

Whether its establishing a colony to build your empire or to spite a rival, colonisation will enter the game for you at some point whether its by or against you.

Establishing Colonies

Defined here are ways to spend turns that allow you to establish colonies.

Positive Actions

  • Establish Colony : 1 turn

Land Settlers in a foreign land and establish a colony for your nation. Starting colonies are 60 px in size. Requires that you have prepared a colonisation effort last turn.

  • Prepare Colonisation Effort : 0.5 turn

Ready a colonial expedition and plan where to send them. This costs 1 economic production.

Negative Actions

  • Aggressively Colonise : 1 turn

Colonise a land that another nation has already settled, reducing their political stability by 1. Starting colonies are 30 px in size. Requires that you have prepared a colonisation effort last turn and causes you to lose 1 military power.

  • Overthrow Colonial Sovereignty : 1 turn

Use spies and hidden agents to cause another nations colony to join with you, should it be successful it would cause the colony to join your nation and for the nation to lose 1 political stability and 1 economic production, should it be unsuccessful it would cause you to lose 2 political stability. This costs 1 infiltration level and requires that the colony was created within the last 15 years.

Expanding Colonies

Defined here are ways to spend turns that allow you to expand colonies.

Positive Actions

  • Send Large Expansion Support : 1 turn

Send a large amount of resources and soldiers allowing you to expand your colony. The colony selected is expanded at double the standard amount. This costs 1 economic production.

  • Send Small Expansion Support : 0.5 turn

Send a small amount of resources and soldiers allowing you to expand your colony. The colony selected is expanded by the standard amount.

Negative Actions

  • Expand Into Another Nation : 1 turn

Expand a colony into another nation, stealing their land. The colony selected is expanded at half the standard amount. This costs 1 military power. requires that nation does not have a single high statistic.

Expanding Homeland

Defined here are ways to spend turns that allow you to expand your homeland.

Positive Actions

  • Large Incorporation of Bordering Lands : 1 turn

Send a large amount of settlers to your borders allowing you to expand your homeland. This expansion must happen on your homelands borders and is double the standard amount of expansion. This costs 1 economic production.

  • Small Incorporation of Bordering Lands : 0.5 turn

Send a small amount of settlers to your borders allowing you to expand your homeland. This expansion must happen on your homelands borders and is only the standard amount of expansion.

Negative Actions

  • Annex Bordering Lands : 1 turn

Expand your homeland into tribes and un-advanced peoples, killing and enslaving as you go. This expansion must happen on your homelands borders and is double the standard amount of expansion. This costs 1 military power.

Expansion Rates

Defined here is the rate at which you can expand your colonies and do homeland expansion. Expansion rate is the amount of pixels you currently have divided by 250, with the minimum amount you can expand (so that we don't end up with 0.3 pixel expansions) being 10px or 500 km and the maximum expansion rate being 600px or 30000 km.

Examples:

  • 300 pixel nation - 300/250 = 1.2 therefore 10px (500 km) expansions (due to minimum rule) can be made
  • 2500 pixel nation - 2500/250=10 therefore 10px (500 km) expansions can be made
  • 6500 pixel nation - 6500/250=26 therefore 26px (1300 km) expansions can be made
  • 14000 pixel nation - 14000/250=56 therefore 56px (2800 km) expansion can be made
  • 150000 pixel nation - 150000/250 = 600 therefore 600px (30000 km) expansion can be made
  • 320000 pixel nation - 320000/250 = 1280 therefore 600px (30000 km) expansion (due to maximum rule) can be made

Influence

You may wish to establish a few Vassals to ensure your position in the world or maybe you want to unite all of your peoples great but divided nations, whatever influence you wish to exert you will find how to here.

Establishing Vassals

Defined here are ways to spend turns that allow you to establish vassals.

Positive Actions

  • Uplift Nation : 1 turn

Send assistance to people who have not yet developed your level of technology or unity and assist them in creating a nation and then Vassalise them, the nation can be anything up to 150px large. This costs 1 point from all statistics.

  • Negotiate Subservience : 1 turn

Negotiate with a nations government about it becoming subservient to your government, should it be successful then they would become a Vassal to your nation and you would gain 2 political stability. Should it fail you would lose 1 political stability. This costs 1 political stability.

  • Release Vassal : 1 turn

Release some land from your nation as a new separate Vassal. This costs 1 point from all statistics.

Negative Actions

  • Force Vassalisation : 1 turn

Force another nations government to become subservient to your government, should it be successful then they would become a Vassal to your nation and you would gain 1 political stability and 1 military power. Should it fail then you would lose 1 political stability and have a chance that they would declare war on you. this costs 2 political stability.

Unite Peoples

Defined here are ways to unite the people who reside in the OTL nation your people come from.

Positive Actions

  • Offer Unity : 1 turn

Offer a separate Nation complete union with yours. Should it be successful then they would join with your nation and you would gain 2 political stability. Should it fail then you would lose 1 political stability. this costs 1 political stability.

  • Offer Vassal Unity : 0.5 turn

Offer a Vassal Nation complete union with yours. Should it be successful then they would join your nation and you would gain 1 political stability. Should it fail then you would lose 1 political stability. this costs 1 political stability.

Negative Actions

  • Force Unity : 1 turn

Force a separate Nation to join in complete union with yours. Should it be successful then they would join with your nation and you would gain 1 military power and 1 political stability. Should it fail then you would lose 2 political stability and have a chance of them declaring war on you. This costs 1 military power and 1 political stability.

Plausibility

Articles

I want more articles... here!

For now this has one rule

  • KEEP IT PLAUSIBLE

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