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DispatchFactbookMilitary

by Sommaire. . 124 reads.

Euros 2020: War & Peace Rules

Euros 2020: War & Peace

War

When a war is declared, each involved nation must choose a portion of their war points to posture offensively or defensively. When a war is declared the attacking nation’s offensive troops will be opposing the opposite nation's defensive forces. This allows for two scenarios:

1.) The attacking nation defeats all the opposing nation’s defending forces and the war is concluded.

2.) The defending nation successfully defends against the attacking nation, allowing them to move into the offensive. If a defending nation successfully defeats the original attacking nation, they have a choice of either ending the war in a white peace immediately, or move onto the offensive, forcing the originally attacking offensive nation to move into defense.

Nations currently in a state of anarchy cannot start, join, or remain part of offensive wars.

Basic War Guidelines:

A nation's military power on the international stage is rated using a nations' individual rating on the four below categories:

War Score Point System:

Levels of Economic Efficiency
#pts - Economy
0 - Imploded
1- Basket Case
2 - Fragile
3- Weak
4 - Struggling
5- Developing
6 - Reasonable & Fair
7 - Good & Strong
8 - Very Strong & Thriving
9 - Powerhouse & All-consuming
10 - Frightening

Defense Points
#pts - Defense Forces
1 - 0-200
2 - 200-500
3 - 500-750
4 - 750-1,050
5 - 1,050-2,500
6 - 2,500-5,000
7- 5,000-10,000
8 - 10,000-15,000
9 - 15,000-20,000
10 - >20,000

Scientific Advancement
#pts - Scientific Advancement
1 - 0-50
2 - 51-100
3 - 101-150
4 - 151-200
5 - 201-275
6 - 276-320
7 - 321-375
8 - 376-450
9 - 451-500
10 - >500

Information Technology
#pts - Information Technology
1 - 0-1,000
2 - 1,001-2,500
3 - 2501-4,500
4 - 4,501-6,500
5 - 6,501-8,500
6 - 8,501-10,000
7 - 10,001-13,500
8 - 13,501-15,000
9 - 15,001-20,000
10 - >20,000

Bonus Points
+1 pt for 100% tax rate
+1 pt for Defense as main priority (As listed on nation's mainpage).
+1 pt for largest regional GDP (Economic Output).
+2 pts for Major Industry in Arms or Auto Manufacturing (As listed on nation's mainpage).
+2 pts for being the highest in the region for “Weaponization”.
+3 pts for Conscription Policy enacted.

Total Points:
- Points from the four categories and the bonus are added together
- Points can be traded/bought between nations

The more nations involved in a war, the longer the war time (Max of 3 days) unless otherwise stated. (If peace can be established sooner the war will end sooner. Just because the maximum time is 3 days, does not mean that the war necessarily needs to extend that long.)

When declaring a war, a formal declaration of war, including the amount of attacking and defending war points must be posted on the Regional Message board.

Any member that wishes to join a war already in progress must get the approval of those who initiated it.

Retaliations must be stated within the RMB before war's conclusion.

Nuclear War:

Each nation can have a determinable amount of nuclear warheads or weapons of mass destruction (WMDs) at their disposal. Before any warheads can be built however, a nation must:
1. Have the "Weapons of Mass Destruction" policy enacted on their nation's policy tab.
2. Have at least 15 total war points before WMD construction.

A nation cannot have or maintain WMDs without the said policy being in effect.

How can I build WMDs?
A single nuclear warhead takes 5 days to be constructed. A nation may construct as many warheads as it may like so long as:
It is not in the process of being punished as a condition of peace.
It has more than or equal to the prerequisite total of 15 war pts.
It can afford the cost of WMD maintenance.

The construction of warheads must be announced publicly on the board as "weapons research".

Within the period that the warhead is being built, the nation will experience a -5 war pt decrease for the 5 days, per nuke. Example: You have 50 war pts and want to construct two nukes at the same time. You announce publicly your intention to build two. For the 5 days after your initial announcement, you would have only 40 war pts (50 minus the 10 being used to manufacture nuclear weapons).
When war pts are being used to construct WMDs, at no time can those pts be reshuffled back into general war pts over the course of the 5 day period. Even in a defensive war. Over that 5 day period weapons construction cannot halt or momentarily stop unless as a condition for peace. (Confiscation of nuclear weapons results in the immediate halting of all "weapons research". After the 5 days when the WMD is finished, the nation regains its war pts.

Can I buy, sell, or negotiate for more nuclear weapons?
Yes, nations can trade and sell WMDs to and from each other, and from AI; even over the course of a war. You may trade WMDs to non-nuclear states, although by receiving the weapons they will have to spend df pts on maintenance.

WMD maintenance?
For each completed WMD in a nation's arsenal, it will cost 3 war pts to maintain the weapon, per weapon, for the lifespan of each weapon. A nation may seek to destroy a portion of its “outdated nuclear arsenal” in order to regain its war pts spent on maintenance and move them back to general war pts. These requests must be sent to the stats keeper and the requested amount of WMDs will be removed or "destroyed" instantly allowing the nation to stop paying maintenance on them.

How do I use my nuclear weapons?
The launching of a nuclear weapon and its destination must be announced publicly on the board. Once the announcement is made, the nuclear warhead cannot be called back. If a nation is not yet at war with the nation which it fires a WMD at, the two nations immediately enter into a state of war.

What happens when a nuclear weapon is used?
When a nation declares that a WMD has been launched confirmation of a successful nuclear strike must be achieved. After the announcement of a launched nuclear weapon, Sommaire will send each nation three videos of a rolling dice.

If the dice lands on an even number, the defending nation's anti-air defense systems have successfully repelled the nuclear attack. If the dice lands on an odd number, the nuclear strike is successful and the city/region is destroyed, turning the province black on the map permanently, making it “inhospitable”. A successful nuclear strike is determined by 2 out of 3 successful attack rolls.

The aftermath of the attack will be announced on the regional message board.

A nation may choose to launch as many WMDs at the same area as it may like to increase its chances of a successful nuclear strike. Three dice rolls will be rolled for each declared attack. Although only one successful nuclear strike (2 out of 3 per “strike”) is necessary to turn the province “inhospitable”.

Each successful nuclear strike will reduce the defender’s total amount of war pts by -7 for the length of the war. Governments in exile cannot have WMDs.

After launching a strike, war points previously allocated to the now spent nuclear weapon will be returned to the player at the end of the conflict.

What is nuclear winter?
After 45 "successful" nuclear incidents the world enters a nuclear winter. At which point human civilization collapses as the planet's now hostile environment ends all life the way we know it. The game ends.

Leading up to nuclear winter, the consistent use of nuclear weapons will lead to severe global environmental effects as the world marches towards nuclear winter. These after effects will be unpredictable and devastating.

Nuclear Winter Meter:

0 Nuclear Incidents

Environmental Effects: None

AI Powers:

AI states have their defense points listed on the AI and Map dispatch. Like a human war, you must outmatch their defensive forces in order to win the war. The AI defensive points can, and will fluctuate just as a normal human player’s will. The AI states will sometimes act independently and create an international crisis and/or alliances in their own right. AI events will solely come as a dictation from Sommaire, and posted on the regional board. Sommaire vows to not expose early information to any nation. Effectively no one shall know until everybody knows.

Alliances
Alliances can be made between two or more powers. An alliance is considered legitimate when it is acknowledged on the regional message board. Not all documents between powers are alliances, therefore not everything needs to be announced. An alliance in Euros 2020 is considered a document constituting either offensive or defensive cooperation within the region. Therefore "Pacts of Influence", "Trade Pacts", etc. do not necessarily need to be documented on the board. If this is at any time abused, or if an alliance has been created under the false pretenses of "Pact of Influences", "Trade Pacts", etc., they will be dealt with. If an alliance is disbanded, it must be documented on the regional message board. If an alliance is attacked, a member of that alliance cannot bail on its constituents. Effectively, everyone goes down with the ship.

Peace

After a side wins a war the victor / victors must dictate the terms of peace. The following items can be modified, added, or changed through peace talks.

Territory Expansion:
Territory expansion into the lands of the defeated nation. If the victorious nation borders or closely borders the defeated nation, the territories should connect with the victor's pre-war territory. (AKA No territory islands within other nations). If the victorious nation is far away from the defeated nation (ex: Spain vs Russia) at least one territory must border the sea, or a victor’s ally. Limit 15 provinces max per nation, the capital province is worth 5 regular provinces.

Governments in Exile:
Should a nation be completely wiped off the map or chooses to subjugate itself to another, the leader and his/her government is forced to find refuge in the capital of another nation. The location of this move must be posted on the board. While in exile, the government may only use 50% of its total defense forces and, they can only use these forces in war when the foreign nation that the government is exiled in permits. Should the coalition (host nation and exiled government) win in a war the exiled government is permitted to gain new territory and re-establish itself.

Nation changes:
A victor may dictate a change in the losing nation’s national religion, government classification, leader, animal, or currency for a maximum length of two weeks.

Found a Protectorate:
A victorious nation may force the losing nation into an alliance for a period of no more than two weeks unless the alliance is continued by both parties.

Liberate AI Provinces:
A victorious nation may force the losing nation into granting autonomy to several of its provinces which shall unify as one or many AI states.

WMD Confiscation:
As a result of a war, a nation may be asked to turn over its nuclear arsenals to either the victorious powers for their use, or for the destruction of the confiscated WMDs.

If the losing nation has a reasonable claim why the actions being placed upon it should not be, they can petition their case on the board where, if deemed appropriate could be put to an international vote. The results of the vote has the ability to revoke prior war dictates.

Nation Collapse:

When a nation has not answered its issues in more than 14 days, and it has not previously stated that it is entering into vacation mode, the nation will have effectively collapsed. The procedure for this is as follows:

Sommaire will declare that a particular nation is collapsing. Immediately following that announcement 50% of that nation’s War Points will be removed.

Over the next two maps, the collapsing nation’s territory will shrink and fragment, until by the third map, (and third day) the nation will cease to exist, all territory not claimed in a war against the collapsing state, will revert back to available white space on the map.

Should an active state declare war on a collapsing state and win, the victorious active powers can only take the land considered a part of the former nation by using the formerly current map of the day the declaration of war was declared.
Example:
Nation One begins to collapse May 1st. Nation Two declares war on Nation One on May 2nd. Hence, in the peace agreements the active nation can only reference the May 2nd map to mark out its winnings from the former territory of Nation One.

Should the player of a collapsing nation come back at any point within the three days of collapse, it is presumed that order is restored and the “collapsing” stops. The state is re-awarded the remainder of its War Points, and it is able to retain the territory which remains under its control in the most up to date map of the region. If the nation was at war when the player returned, the war continues as though the formerly collapsing nation, never collapsed at all.

Once a nation entirely collapses, it will be ejected from the region permanently. Should the leader of the nation wish to come back to Euros 2020 they must start a new nation.

Other Helpful Tidbits:

World Events

World events will solely come as a dictation from Sommaire, and posted on the regional board. Sommaire vows to not expose early information to any nation. Effectively no one shall know until everybody knows. Custom national events are allowed, so long as they are "national lore" and does not involve other players without their consent, or the AI without telegraphing Sommaire to make an issue. Rouge events which are not agreed to by the referenced players or the AI will be voided. Custom national events cannot raise or lower war points or in another way change basic facets of their nation which dramatically change game play.

Otherwise they will happen... deal with them.

These are the Euros 2020 terms of war and peace. This document is liable to change as the game progresses.

Sommaire

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