World at Arms

Tua Voluntas · Tua Fata

World at Arms

The complete rulebook for combat, economy, command and consequence on planet Earth.

Rulebook · Version 2.4.9

Contents

Chapter
I

The Principle

How the game thinks: your will, the daily clock, and the nations that play.

Section 1

Your Will, Your Fate

You have total control. There are no menus. The GM hands you no list of options. If you want your soldiers to march into your capital and drag your political rivals into the street, you may order it. If you want to burn your own city to deny it to an enemy, you may do it. If you want to forge an alliance with the nation blockading your coast, you may try.

You do not ask which options are available. You declare your intent, and the world responds.

Every decision triggers a consequence. Purge your rivals and your military may fall in line or fracture in protest. Burn your city and lose the revenue, perhaps forever. Make peace with your blockader and your own people may call it betrayal. The GM will never stop you from acting. The GM will always make the world react.

Events work the same way. When a plague, a coup attempt, a religious movement, a famine or a foreign ambassador with an ultimatum arrives, you are not given options. You are told what is happening. Then you tell the GM what your nation does. Your plan, your orders, your choice.

You rule. You decide. You live with it.

How this book is organized

ChapterWhat it governs
I. The PrincipleThe daily clock, actions, stat limits, starting land, governments and ideologies.
II. The TreasuryTaxes, spending, the Economic Ceiling, colonies, the World Bank and fortifications.
III. TradeThe goods of Earth, regional supply and demand, and the trade route formula.
IV. ArmiesLevies, unit types, mercenary companies, terrain, positions and supply.
V. WarEngagements, campaigns, Effective Power, LETs, naval war, covert operations and peace.
VI. CommandYour leader, your general, Loyalty, and the fifteen commanders.
VII. DiplomacyInternational and global treaties, and how players make agreements.
VIII. The World ReactsRandom and player-triggered events, and how to respond to them.
IX. CounselA practical playbook for the first month and beyond.
AppendicesTemplates, checklists, a one-page summary and the GM's procedures.

The book is divided into chapters, marked with Roman numerals. Each chapter holds numbered sections, marked 1, 2, 3 and so on. References in the text, such as “Section 11,” point to those numbers.

Read it once. Then read it again. You definitely missed something the first time.

Section 2

Time, Turns & Actions

One turn is one day. This is the single most important rule to internalize. All actions, combat and construction advance in day-sized steps.

RhythmWhat happens
Every turn (daily)Upkeep is deducted. Stability and War Support update from combat results, propaganda, blockades and world events. You take up to 5 actions.
Every 7th turn (weekly)Tax, trade and vassal revenue is collected. WBO fees and loan payments process. The weekly NationStates stat refresh resets army size and supply.

Daily deductions

Income arrives weekly, but these costs come out every turn, which keeps continuous pressure on your treasury:

  • Fortification upkeep.
  • Ship upkeep, and dockyard and shipyard maintenance.
  • Active propaganda campaigns and active project costs.
  • Colony administration upkeep.
  • Payments to vassals or puppets, and any other recurring obligation (event-specific upkeep, for example).
  • Scheduled loan payments and WBO auto-fees, if set to auto-deduct.

There are no separate troop salaries or hidden per-turn supply costs. Mercenary contracts are not a daily cost: they are paid in full when signed (Section 13).

A nation's total daily expenses should never exceed its weekly income. Weekly income funds the week; daily costs are the pressure that forces you to balance your economy. Plan every fort, ship and project against this limit before you commit.

Actions

Each nation has 5 actions per turn. Actions cover movement, construction orders, diplomatic actions, RP posts, espionage missions and so on. Diplomacy has no fixed rules: it is simply whatever two players agree to, and it can be anything. Several mechanics in this book cost exactly one action, such as switching tax levels, reassigning a severed trade route, or redistributing supply after a hub falls.

Chat channels and speaking in character

The Chat page has three public channels, plus private mail to the GM, one-on-one chats, group chats and alliance chats.

  • Announcements is read-only for players. Only the GM posts there.
  • Out of Character is for normal conversation between the people playing.
  • In Character is the RP channel. This is where you state your public actions for the turn, in the open, so every nation can react to them.
  • Mail to the GM (the envelope icon) is for private actions, secret orders, espionage and questions. Only you and the GM can read your mail thread.
  • Private chats and alliance chats are for diplomacy. Any player can start a one-on-one or group chat. Only the GM can create an alliance chat.

In the In Character channel you must speak as your nation's leader, in character, at all times. Keep out-of-character talk, jokes and rules questions in the Out of Character channel. Posts in the In Character channel that break character may be ignored or removed by the GM. Public actions posted there count as your declared actions for the turn, up to your 5 actions.

Chat tools

The Chat page has a few tools so you do not have to hunt for things.

  • Formatting. Use the same BBCode NationStates uses: [b]bold[/b], [i]italic[/i], [u]underline[/u] and [s]strike[/s], so a post copied from here to NationStates keeps its formatting. Shortcuts also work: one asterisk for italics (*like this*), two for bold (**like this**), double underscores for underline (__like this__) and double tildes for strikethrough (~~like this~~).
  • Commands. Type /help to see them all. Players can use /roll (for example /roll 2d6), /coin, /time, /me for an action line and /cheer. The GM also has /announce, /narrate, /deadline, /ticker and /clear.
  • Mentions. Type @ and a nation or player name to highlight that person. @GM and @all work too. A mention lights up the chat tab for the person you called out.
  • Search. The magnifier in the Chat header searches the current channel, or every channel you can read.
  • Alerts. A tab title count and a short sound tell you when a new message arrives. The Alerts button turns the sound off.

Dice rolls and every command show up in the log for everyone in the channel, so nobody has to take a roll on trust.

Reading the page

  • Deadline banner. When the GM sets a turn deadline, a banner counts down to it. The time is shown in your own local time zone, converted from 12:00 AM Eastern.
  • News bar. The scrolling strip at the bottom of the screen carries headlines, declarations of war, treaties, notices and reminders. It is the quickest way to see what just happened.
  • Diplomacy tab. Lists every active and past war, alliance and treaty, who is on each side and since which turn. Nations that sign a treaty should still ask the GM to register it there.
  • Map layers. The map toolbar has Private and Official drawing. Private drawings are yours alone. The GM can switch to Official, and everything drawn there is shown to every player.

Army size and supply

Your total Personnel begins with your Defense Forces stat on NationStates. This is your raw levy headcount. Supply comes from your Arms Manufacturing stat. Both refresh weekly, so your military capacity can grow or shrink with the NationStates issues you answer.

Stability and War Support

These two meters measure how steady your government is and how willing your people are to fight. Both update daily. Taxes, propaganda, victories, defeats, blockades, governments, ideologies and events all move them. Starting values are set by the GM at game start.

Stability and War Support are clamped between 0 and 100 after every change. A change that would push a stat past either end is lost.

Section 3

Nations, Governments & Ideologies

Your population sets how much land you start with, and your government and your ideology each set bonuses and penalties you carry into every system.

Starting territory by population

These values are fixed at game start and cannot be changed outside of war.

PopulationStarting territoryReal-world reference
2.4 billion and up7,650,000 km²About Australia
1,501M to 2,399M3,870,000 km²About India
481M to 1,500M1,764,000 km²About Libya and Egypt
301M to 480M900,000 km²About Egypt
120M to 300M459,000 km²About Sweden
Under 120M243,000 km²About Ghana

Home region

The GM assigns each nation a home region on the world map at game start. Your home region fixes your trade distances, the goods you may export (Section 11), and where your cities stand.

Government and ideology

Every nation chooses two separate things at game start: a form of government (how the nation is ruled) and an ideology (what the nation believes and wants). Each gives its own bonus and its own penalty, and the two stack. For example, a Theocracy with an Imperialist ideology is a Theocratic Empire.

Any pairing is allowed. The GM may refuse pairings that flatly contradict each other, such as a True Democracy with Fascism, or ask you to justify them in your RP.

Forms of government

GovernmentBuffsDebuffs
Theocracy+10 Stability at start. +10,000 per week in tithes. Religious Blessing events are stronger.−15 Stability at Tax Level 8 or higher. −10% trade income.
Absolute Monarchy+10 Stability at start. +10,000 per week from the royal treasury. +5 War Support at war.−10 Stability when a general is lost or flips.
Constitutional Monarchy+5 Stability and +5 War Support at start. +5,000 per week from the crown estates. +5 Stability after a Decisive or Miraculous victory.−5 Stability if the crown is humiliated in defeat.
Military Junta+10 War Support at war. Generals are more easily kept in line.−10 Stability at start. −5 Stability when a campaign is lost.
Oligarchy+10% weekly income from wealthy patrons.−10 Stability at start. −5 War Support at start.
Merchant Republic+25% trade income. +10,000 per week in port fees.−10 War Support when declaring war. −10% Personnel on the field.
One-Party State+10 Stability at start. +5 War Support at war.−10% trade income. −5 Stability if a Rival Faction event goes unanswered.
Technocracy+10% weekly income. Industrial Expansion costs 10% less.−5 War Support at start. −5 Stability in unpopular wars.
True Democracy+5 Stability in peace. +20% trade income.−5 Stability in unpopular wars. −5 War Support when declaring a war of aggression.
Democratic Republic+5 Stability in peace. +10% trade income. +5,000 per week from civic institutions.−5 Stability in unpopular wars.
Parliamentary Democracy+10 Stability at start. +10% trade income. Stability losses from events are reduced by 2, to a minimum of 1.−5 War Support when declaring war.

Ideologies

IdeologyBuffsDebuffs
Imperialism+10% colony and tribute income. +5 Stability in colonial wars. +15% Navy effectiveness.−5 War Support when a colony is lost.
Colonialism+20% colony income. Colonial efficiency modifier improves to 0.95. +10 Stability when suppressing revolts.−5 Stability when a colony is freed or lost.
Nationalism+10 Stability at start. +10,000 per week in tariffs. +15% combat and +20 War Support in wars over Historical Claims.−10% trade income.
Fascism+10% weekly income. +5 Stability and War Support at war.−5 Stability in peacetime.
Communism+5 Stability at start. +10 War Support at war.−20% trade income. −5 Stability in peacetime.
Socialism+10 Stability at start. +10% income from Tax Levels 1 to 4.−10% trade income. Tax Levels 7 and above cost an extra −3 Stability per week.
Liberalism+10% trade income. +5 Stability in peace.−5 Stability in unpopular wars.
Mercantilism+15% trade income. +5,000 per week from protected trade.−5 Stability when a trade route is severed.
Militarism+10 War Support at start. +5 War Support after a Decisive or Miraculous victory.−5% weekly income.
Neutralism+10 Stability from peace. +5,000 per week in trade neutrality. +30 War Support when attacked.−10 War Support when declaring war.

A Theocracy with Imperialism: +10 Stability at start, +10,000 per week in tithes, +10% colony and tribute income, and +15% Navy effectiveness. Penalties: −15 Stability at Tax Level 8 or higher, −10% trade income, and −5 War Support when a colony is lost.

Starting Stability and War Support

When the game starts, your Stability and War Support are not handed out. They are built from a common base, your form of government and your ideology, so two nations with the same population can begin in very different shape.

Starting Stability = 75 + government modifier + ideology modifier
Starting War Support = 75 + government modifier + ideology modifier

Only the modifiers marked at start in the tables above count here. Peace, war and event modifiers apply later, in play. Keep each result between 10 and 100. The GM may adjust a nation by up to 10 either way for its backstory, and must say so in the nation sheet.

GovernmentStabilityWar Support
Theocracy+100
Absolute Monarchy+100
Constitutional Monarchy+5+5
Military Junta−100
Oligarchy−10−5
Merchant Republic00
One-Party State+100
Technocracy0−5
True Democracy00
Democratic Republic00
Parliamentary Democracy+100
IdeologyStabilityWar Support
Nationalism+100
Socialism+100
Communism+50
Militarism0+10
All other ideologies00

A Theocracy with Nationalism starts with Stability 75 + 10 + 10 = 95 and War Support 75 + 0 + 0 = 75. An Oligarchy with Militarism starts with Stability 65 and War Support 75 − 5 + 10 = 80.

The base of 75 is the book's default. A nation sheet that already shows different numbers keeps them, since the GM adjustment above covers it.

Chapter
II

The Treasury

Currency, the Economic Ceiling, colonies, the World Bank, and the walls you can afford to hold.

Section 4

Income & Taxation

Base weekly income comes from your chosen Tax Level. Level 5 is the default at 50,000 Currency per week. All amounts in this book are in “Currency,” your nation's own money as reflected in your NationStates stats.

Weekly income, Stability and War Support are applied together at the start of each week. Switching tax levels costs 1 action and takes effect the following week.

Tax levelWeekly incomeStability (weekly)War Support (weekly)
Level 110,000+5+4
Level 220,000+4+3
Level 330,000+3+2
Level 440,000+2+1
Level 5 (default)50,00000
Level 660,000−2−5
Level 770,000−4−7
Level 880,000−6−10
Level 990,000−7−12
Level 10100,000−9−15

Vassals and territories

  • Vassals pay 25% of their weekly income to their suzerain.
  • Territories pay 50% of their weekly income to their suzerain.

Order of deductions within a turn

Weekly income is added at the start of the week. Daily deductions are removed each turn, mandatory costs before voluntary ones.

  1. Mandatory game costs: fort upkeep, ship and yard upkeep, colony administration, vassal transfers.
  2. WBO maintenance fees and interest.
  3. Loan amortization payments.
  4. Voluntary payments: donations, propaganda.
  5. Player-initiated withdrawals.

Debt, recession and depression

Daily costs can push your treasury below zero. The amount below zero is your debt. Debt triggers an event: your economy is in trouble, and things stop going well for you until you pay it off.

StateTriggerDaily effectEvent score
RecessionTreasury below zero−2 Stability and −2 War Support every day+10 Negative Score
DepressionDebt larger than 2 weeks of your income−5 Stability and −5 War Support every day+25 Negative Score
  • The Stability and War Support losses repeat every day until the debt is cleared. Nothing stops them but paying.
  • A recession ends the day the treasury is back at zero or above. A depression drops back to a recession once the debt is under 2 weeks of income.
  • You must do whatever it takes to get out of debt. Raise taxes, cut spending, sell goods, or borrow.
  • You may borrow from other players on any terms you both agree to. You may also take a WBO loan, but only if you hold enough banked balance as collateral (Section 7).

Daily costs stay under weekly income, so debt only appears through poor planning, war or a lost income source. It is meant to punish careless balancing. The thresholds above are the default. The GM may adjust them.

Section 5

Spending & Investment

Every purchase in this section is scaled to the 50,000 Currency per week baseline. Spend with that number in mind.

Political and domestic

PurchaseCostEffect
Donations to vassals or territories5,000 per −1 Liberty DesireImmediate effect.
Civil propaganda campaign15,000 per week+5 Stability per week.
Military propaganda campaign15,000 per week+5 War Support per week.
Public Works Project10,000 (one time)+5 Stability, +2 War Support. Reusable with a 2-week cooldown.
Diplomatic Outreach75,000 (one time)+10% trade efficiency for 3 weeks. Best used when opening a new route.

A nation may run at most 2 propaganda campaigns at once: 1 civil and 1 military.

Economic investment

PurchaseCostEffect
Industrial Expansion150,000Permanently +10% of base weekly income, applied to tax and trade income together. 3-week cooldown. Maximum 3 stacks (+30% total).
Military Investment Package300,000+5 War Support. Permanently −10% fort build cost and −5% fort upkeep. 3-week cooldown. Maximum 3 stacks (−30% build cost, −15% upkeep).
National Bank600,000 (one time)Permanently raises your Economic Ceiling (Section 6).

Covert and military

Espionage, sabotage and rebel support are covered in Section 19. Fortifications are in Section 8.

Section 6

The Ceiling, the Bank & Colonies

Every nation has an Economic Ceiling, the largest treasury its economy can hold before idle money stops being productive. The ceiling is not fixed, and you can raise it.

The Economic Ceiling and Stagnation

Your ceiling is set by the GM at game start from your NationStates stats and updated weekly. It rises as your nation develops, as you buy the National Bank, and as you expand your colonial holdings.

When your treasury exceeds your ceiling, Stagnation triggers:

  • Income growth slows by a GM-set percentage based on the size and duration of the overflow.
  • Project build times lengthen and fort build costs rise slightly.
  • Upkeep and import costs rise modestly.

Stagnation is a penalty for hoarding, not a redistribution. Spend, deposit into the WBO, or invest before it hits.

The National Bank

Your NationStates stats are not the only path to a higher ceiling. The National Bank levels the field for newer or smaller nations.

Cost600,000 Currency, one time, non-refundable.
EffectPermanently adds 25% of your ceiling at the time of purchase. The bonus is a fixed flat amount and does not compound.
LimitsOne purchase per nation. Applies immediately. Only sovereign nations may buy it.

Ceiling at purchase: 400,000. Bank bonus: 400,000 × 0.25 = +100,000, permanently. New ceiling: 500,000.

Later your stats rise and your base ceiling becomes 480,000. Your total is 480,000 + 100,000 = 580,000. The bonus stays at 100,000.

Colonies

Colonies raise your ceiling continuously for as long as you hold and administer them, at the cost of upkeep and political risk. Colonisation needs a military presence and money. You cannot simply declare territory colonial.

  • The territory must be unclaimed land, land won with war LETs, or land beyond your starting borders granted by moderator adjudication.
  • Pay a one-time Colonisation Fee of 200,000 per colony.
  • Declaring a colony costs 1 action. It becomes active the following turn.

Ceiling bonus

Colony sizeBonus per km²Example
First 10,000 km²+310,000 km² = +30,000 ceiling
Beyond 10,000 km²+150,000 km² = 30,000 + 40,000 = +70,000 ceiling

Administration upkeep

500 per day for the first 10,000 km², plus 200 per day for each additional 10,000 km² or part of one.

Colony sizeCeiling bonusDaily upkeepWeekly upkeep
10,000 km²+30,0005003,500
25,000 km²+45,0009006,300
50,000 km²+70,0001,3009,100
100,000 km²+120,0002,30016,100

Colonial income

All income from colony-sourced resources takes a 0.85× Colonial Efficiency Modifier, applied after all trade route calculations. Colony trade income equals standard trade route income × 0.85.

Political status

Autonomy depends on distance and control. Colonies are usually overseas, far from the suzerain, so they run with more freedom. Territories are usually close to home and sit under tighter control. Vassals are subjugated players or states that keep their own government.

StatusAutonomyTribute to suzerainNotes
VassalHighest25% of weekly incomeCeiling bonus no longer applies. Standard vassal rules.
ColonyHigh (usually overseas)NoneFull ceiling bonus. Administration upkeep. Colonial modifier applies.
TerritoryLowest (usually nearby)50% of weekly incomeCeiling bonus still applies. Reduced administration burden. The only status that can be incorporated.

Liberty Desire

  • Raising vassal taxes or prolonged neglect increases Liberty Desire.
  • Donations reduce it by 1 per 5,000 Currency spent.
  • Above 70 it can trigger revolts, independence requests or territorial collapse at moderator discretion.
  • Mitigations: donations, puppet treaties and embedded advisers (Section 19).
  • Liberty Desire must reach 0 before a Territory can be incorporated (see Incorporation below).

Revolts and independence

Liberty Desire is a number from 0 to 100. The higher it climbs, the more openly a subject pushes back.

Liberty DesireStateEffect
0 to 29LoyalNo penalty. Incorporation becomes possible at 0 for a Territory.
30 to 49RestlessTribute is delivered late. −5% of the subject's income to the suzerain.
50 to 69DefiantThe subject may ignore one suzerain order per week. The suzerain's Stability loses 3 per week while an order is ignored.
70 to 89Revolt riskEach week the GM rolls a d100. A roll at or under the Liberty Desire is an uprising.
90 and aboveBreaking pointAn uprising happens automatically and the subject may declare independence.
  1. Uprising. The subject's Stability falls by 15, its garrison is treated as hostile, and the suzerain must answer with force (Section 15) or concessions (donations, lower taxes).
  2. Declaration. A player subject posts a declaration of independence. The suzerain has one turn to accept, refuse or negotiate. A non-player region is run by the GM.
  3. War of independence. If refused, the revolt is a war. The subject fights with its own levies, and the suzerain may not use the Territory's own garrison against it. Other nations may join either side under their treaties (Section 24).
  4. Outcome. If the subject wins, or the suzerain agrees, the subject becomes independent: Liberty Desire resets to 0, all tribute ends and the land leaves the suzerain's Area. If the suzerain wins, the subject stays and its Liberty Desire drops by 20, but its Stability stays low until events and infrastructure repair it.

Playing as a vassal, colony or territory

A player subject stays a full player. It keeps its own treasury, actions and RP, and it keeps its government and ideology.

  • Orders. The suzerain may issue one binding order per week. It must be reasonable for the status: a Vassal can refuse an order that threatens its survival, a Territory cannot refuse. Refusing raises Liberty Desire by 5.
  • Wars. A subject may not declare war on its own. If the suzerain goes to war, a Territory joins automatically, a Colony joins at the suzerain's call, and a Vassal may choose, at the cost of −5 Liberty Desire if it joins willingly and +10 if it is forced.
  • Treaties. A Vassal may sign treaties with third parties only with the suzerain's consent. A Colony or Territory may not sign any.
  • Tribute. Paid weekly according to the status table above. Falling behind raises Liberty Desire by 5 per missed week.
  • Regaining independence. By revolt as above, by agreement with the suzerain, by a Global Treaty (Section 25), or by being freed at a peace table (Section 20).
  • Covert action. A subject may run covert operations against its own suzerain (Section 19). Discovery counts as an uprising.

Incorporation

Incorporation is full annexation. A suzerain cannot simply swallow a subject. The subject must first be brought down to Territory status, its Liberty Desire must be driven to nothing, and its people must then agree in a vote.

  1. Bring it down to Territory. A Vassal or Colony becomes a Territory by agreement between the players, or through LETs at the peace table (Section 20). Only a Territory can be incorporated.
  2. Bring Liberty Desire to 0. Use donations and the other mitigations above. Incorporation is not possible while any Liberty Desire remains.
  3. Trigger the Referendum. The suzerain spends 1 action to call a Referendum event. The GM runs it and decides the result, weighing the Territory's Stability, its recent treatment and how much was spent winning it over.
  4. The vote. If the population votes yes, the Territory is incorporated and annexed in full into the suzerain. If it votes no, it stays a Territory and its Liberty Desire rises at the GM's discretion.

Referendum score

The chance of a yes vote starts at 50%. Add or subtract the modifiers below, keep the total between 5% and 95%, then the GM rolls a d100. A roll at or under the total is a yes. Liberty Desire must already be 0.

FactorConditionModifier
Territory Stability70 or more / 40 to 69 / under 40 / under 20+10 / 0 / −10 / −20
Time as a Territory3 or more weeks / 8 or more weeks without a revolt+5 / +10
Tax level paidLevel 1 to 4 / Level 5 to 7 / Level 8 or higher+5 / 0 / −10
InvestmentEach 20,000 spent in the Territory in the last 4 weeks (maximum +10)+2
EconomyRecession / Depression. An active trade route or new infrastructure there adds +5−5 / −10
Culture and faithSame / mixed / different+10 / 0 / −10
Government and ideologySame ideology / opposed ideology+5 / −10
Military presenceOccupation garrison still in place−5
Rival interferencePer covert operation or bribe by another player (maximum −15)−5
Suzerain's standingSuzerain Stability 70 or more / under 40+5 / −5
Past treatmentGM judgment of earlier events, promises and broken terms−10 to +10

After incorporation

Incorporation does not mean complete direct control. The land and its people become part of the suzerain's own Area and tax base, and tribute ends, but the region is not quiet.

  • If it was a player: that player stays in the game and may still try to break free using covert tactics and a revolutionary movement (Section 19).
  • If it was not a player: the region begins with relatively low Stability and is in unrest. The suzerain must work to stabilize it fully, through events and by building infrastructure. The GM sets the starting Stability and the events that apply.
Section 7

The World Bank Organization

The WBO lets a nation store currency off the books, shielding funds from the Economic Ceiling and enabling financing for large projects. It is a tool for specific, planned situations, not a savings account.

What the WBO is

The WBO is the world's shared bank. It is not a nation, and no player owns it. Think of it as a vault and a lender that every sovereign nation may use.

  • A vault. Currency you deposit is kept off your national books. It does not count toward your Economic Ceiling, so it cannot cause Stagnation (Section 6).
  • A lender. Your banked balance is collateral. Against it you may borrow up to 75% of that balance, and pay interest on what you take.
  • Not free. Opening an account, depositing, holding money and withdrawing too much all cost fees. The bank earns its keep from you.
  • Run by the GM. The GM keeps the ledger, charges the fees and enforces defaults.

A nation in debt cannot borrow from the WBO unless it has a banked balance to pledge. Debtors without one must turn to other players (Section 4).

ServiceRule
Open an accountOne-time fee of 200,000. Sovereign nations only.
DepositImmediate 5% tax, so net deposited is amount × 0.95. Cap of 2× your Economic Ceiling.
Withdraw25% of your balance per day is free. Anything beyond that takes a 20% Overdraft Fee.
Weekly maintenance5% of the banked balance, deducted automatically at each week's start.
LoansUp to 75% of your banked balance. Simple interest of 10% per week on the remaining principal. Collateral is locked at principal plus one week of interest. Repay as a lump sum at term end or in weekly amortized payments.

Loan default enforcement

  1. Warning. New loans are frozen.
  2. Asset freeze and a 2-week loan ban.
  3. Confiscation, a 10% fee and a 4-week ban.
  4. Permanent ban, on the third major default.

When the WBO makes sense, and when it is a trap

Use it when

  • You are near your ceiling with no immediate use for the surplus. The 5% deposit tax is cheaper than Stagnation.
  • You are saving for a very large build such as a Level 8+ fort, a fleet or a new city.
  • You want a loan to fund a big project now.

Avoid it when

  • Depositing small amounts often. The deposit tax and weekly maintenance eat the balance.
  • Borrowing without a repayment plan. Missing a payment starts the default chain.
  • Treating it as emergency cash. Overdraft fees are painful.
Section 8

Fortifications

Forts raise defensive strength and garrison capacity. Build cost is a one-time payment. Upkeep comes out every turn.

LevelGarrison per 10,000 km²Defense bonusBuild costDaily upkeep
11,000+5%50,000100
22,000+10%120,000250
33,000+15%210,000450
44,000+20%320,000700
55,000+25%450,0001,000
66,000+30%600,0001,350
77,000+35%770,0001,750
88,000+40%960,0002,200
99,000+45%1,170,0002,700
1010,000+50%1,400,0003,250

Trebuchets add a further bonus against Level 4 and higher forts, and Ballistas installed at forts add their EP bonus to fort defense. High-tier fortifications are a major investment. Sustaining Level 8 or higher takes strong weekly income and careful WBO planning.

  1. Dockyard (250,000) if you have a coastline and expect naval operations.
  2. Shipyard (150,000) to unlock ship construction slots.
  3. Forts Level 1 to 3. Low daily cost, a meaningful +5% to +15%. A sound peacetime baseline.
  4. Forts Level 4 and 5 once income is stable.
  5. Forts Level 6 to 8 only against a credible incoming threat.
  6. Forts Level 9 and 10 as end-game investments, sustainable only with high income and Industrial Expansion stacks.

Stack Military Investment Packages before building high-level forts.

Chapter
III

Trade

Spice, gold and silk flowing across continents will outperform any fortress budget.

Section 9

The Goods of Earth

This is the complete list of tradeable goods on Earth. Every item on the regional supply and demand map comes from these categories. When you register a route, use the closest matching category and the GM will confirm it against your region's position on the world map. You can only trade goods that your own region actually produces (Section 11).

Each good has a distance type that sets its best shipping lane. Long goods are luxuries best traded across continents. Short goods are bulk necessities best traded between neighbors.

Tier 1: Precious (base value 14,000 to 16,000)

Rare, portable and universally desired. Always travel long distance.

GoodBase valueDistanceNotes
Gold & Silver16,000LongCoins, ingots, dust. From South Africa, Australia, Peru, Mexico, Russia and Canada. Universal currency metal.
Uncut Gems15,000LongRaw gemstones: sapphires and rubies from Sri Lanka and Myanmar, emeralds from Colombia, diamonds from Botswana and southern Africa, opals from Australia. Demand everywhere.
Black Pearls14,000LongCultured and wild black pearls from French Polynesia and the Pacific atolls. Exotic and scarce.
Tusk Ivory14,000LongWalrus and narwhal ivory from Arctic Canada, Greenland and Siberia. Prized for carving and display.

Tier 2: Luxury (base value 10,000 to 13,000)

The backbone of wealthy merchant empires. They reward long-haul trade.

GoodBase valueDistanceNotes
Rare Spice13,000LongPepper, cloves, nutmeg, cardamom and cinnamon from South and Southeast Asia (India, Indonesia, Sri Lanka). The highest-demand import in cold northern regions.
Raw Silk11,000LongFrom China, India and Central Asia (Uzbekistan). Becomes finished cloth downstream.
Arctic Furs10,000LongSealskin, fox, sable and other northern pelts from Canada, Siberia, Scandinavia and Greenland. Prized in warm southern courts.
Marble & Granite10,000LongHewn decorative stone from Italy (Carrara), Greece, Turkey, India and Brazil. For prestige construction.

Tier 3: Refined goods (base value 6,000 to 9,000)

Processed or manufactured items. Their value comes from craft, not extraction.

GoodBase valueDistanceNotes
Dyed Cloth & Silk9,000LongFinished luxury textiles from India, Turkey, China and Italy. Includes indigo dye and alum-fixed cloth.
Coloured Glass & Glassware8,000LongBlown and coloured glass from Italy (Murano), Bohemia and the Levant. Fragile, so it needs sea transport.
Whale Oil7,500LongRendered by whaling fleets of Norway, Iceland, Japan and Arctic Alaska. Lamp fuel, essential in cities. The GM decides era availability.
Amber7,000LongBaltic amber from Poland, Lithuania and Kaliningrad, and Dominican amber from the Caribbean. Decorative and medicinal.
Medicinal Herbs6,500LongRare herbs, ginseng, medicinal fungi and beeswax compounds from China, India, Korea and the Balkans. A combat medicine staple.
Cultivated Rubber6,000LongFrom Thailand, Indonesia, Malaysia, Vietnam and West Africa. Waterproofing, boots and navy equipment.

Tier 4: Industrial (base value 3,500 to 5,500)

Core materials that power armies, navies and cities. Best traded regionally.

GoodBase valueDistanceNotes
Smelted Iron5,500ShortWorked iron and steel from China, India, Russia, Ukraine, Germany, Brazil and Australia. Swords, armour and tools. Universal demand.
Obsidian & Volcanic Glass5,000ShortFrom Iceland, Turkey (Cappadocia), Armenia, Mexico, Japan and the Mediterranean (Lipari). Cutting tools and weapons before iron.
Anthracite Coal4,500ShortFrom China, India, the United States, Australia, Indonesia, Poland and Russia. Smelting fuel. No coal means no iron at scale.
Sulfur Ore4,000ShortVolcanic sulfur from Indonesia, Sicily, Japan, Chile and Mexico. Gunpowder precursor and alchemy.
Raw Copper3,500ShortFrom Chile, Peru, Zambia, the DR Congo, the United States and Cyprus. Bronze alloys, coinage and fittings.
Saltpetre3,500ShortFrom India (Bihar) and Chile (nitrate deserts). Combined with sulfur and charcoal for black powder. The GM decides era availability.

Tier 5: Bulk commodities (base value 1,000 to 3,000)

High-volume, low-margin goods. Short distances are optimal. They are the lifeblood of regional economies.

GoodBase valueDistanceNotes
Warhorses & Cavalry3,000ShortTrained warhorses from the Central Asian steppe (Kazakhstan, Mongolia), Iberia, Arabia and Hungary. Draft horses from France and Britain. High demand in cavalry-poor regions.
Shipbuilding Timber2,800ShortTeak from Myanmar and Indonesia, oak from the Baltic and Western Europe, pine and fir from Canada and Scandinavia. No ships without it.
Salted Fish & Sea Salt2,500ShortCod and herring from Norway, Iceland and Newfoundland, anchovy from Peru, sea salt from the Mediterranean and Gulf coasts. A strategic war supply.
Grain & Rice2,000ShortWheat from Ukraine, Russia, the United States, Canada and Argentina; rice from India, China, Thailand and Vietnam. Feeds armies and prevents famine events.
Cattle & Livestock1,800ShortCattle from Argentina, Brazil, Australia and the US Plains, camels from Arabia and the Sahel. Draft animals, food and leather.
Wool & Raw Cloth1,500ShortWool from Australia, New Zealand, Britain and Patagonia, cotton and flax from India, Egypt and the American South. Becomes finished cloth downstream.
Hardwood Timber1,200ShortGeneral construction timber from Canada, Scandinavia, Russia, the Amazon and the Congo Basin. Lower grade than shipbuilding timber.
Fresh Water & Ice1,000ShortGlacial melt and pack ice from Iceland, Greenland, Canada, the Alps and the Himalaya. Critical in desert regions. Worth nothing in water-rich ones.

Special goods

These have no fixed base value. Their worth depends on context and is set by the GM.

GoodDistanceNotes
Illuminated Scripts & BooksLongScholarly and religious works. Value depends on the recipient's government (a Theocracy pays triple). No military use.
Guano (Fertiliser)ShortFrom the Peruvian and Chilean coasts and Pacific islands such as Nauru. An agricultural multiplier. The GM may use it to boost grain output in the recipient region.
Harvested CoralShortRed coral from the Mediterranean, reef coral from the Indo-Pacific and Caribbean. Decorative, medicinal and structural. Value is context-dependent.
Clear CrystalLongQuartz crystal from Brazil, Madagascar and the Alps. Lenses, optics and ritual use. Value scales with the recipient's development.
Section 10

Regional Supply & Demand

Each region of the real world produces certain goods in abundance and historically lacks others. These values are fixed at game start and change only if a major narrative event destroys a region's productive base.

To find your best partner, match your abundances to their demands and theirs to yours. Cross-reference the values in Section 9 to estimate income before you register a route.

North America

RegionAbundant (best exports)In demand (best imports)
Arctic Canada, Alaska & GreenlandArctic Furs, Tusk Ivory, Fresh Water & Ice, Salted FishGrain, Smelted Iron, Hardwood Timber, Wool & Cloth
Canada & Pacific NorthwestHardwood Timber, Shipbuilding Timber, Arctic Furs, Grain, Salted FishRare Spice, Coloured Glassware, Raw Silk, Gold & Silver
US Plains & MidwestGrain, Cattle & Livestock, Anthracite Coal, WarhorsesRare Spice, Raw Silk, Dyed Cloth, Books
Mexico & Gulf CoastGold & Silver, Obsidian & Volcanic Glass, Sulfur Ore, Raw CopperSmelted Iron, Wool & Cloth, Coloured Glassware, Books
Caribbean & Central AmericaRare Spice, Harvested Coral, Amber, Hardwood TimberSmelted Iron, Grain, Wool & Cloth, Coloured Glassware

South America

RegionAbundant (best exports)In demand (best imports)
Andes (Peru, Chile, Bolivia)Gold & Silver, Raw Copper, Saltpetre, Guano, Uncut GemsSmelted Iron, Hardwood Timber, Wool & Cloth, Coloured Glassware
Amazon & BrazilHardwood Timber, Cultivated Rubber, Uncut Gems, Clear Crystal, Smelted IronWool & Cloth, Coloured Glassware, Books, Salted Fish
River Plate & PatagoniaGrain, Cattle & Livestock, Wool & Raw Cloth, WarhorsesSmelted Iron, Rare Spice, Coloured Glassware, Books

Europe

RegionAbundant (best exports)In demand (best imports)
Scandinavia & IcelandSalted Fish, Whale Oil, Shipbuilding Timber, Smelted Iron, Obsidian & Volcanic GlassGrain, Rare Spice, Raw Silk, Coloured Glassware
British Isles & Atlantic EuropeWool & Raw Cloth, Anthracite Coal, Cattle & Livestock, Salted Fish, WarhorsesRare Spice, Raw Silk, Grain, Gold & Silver
Central & Eastern EuropeGrain, Smelted Iron, Anthracite Coal, Amber, WarhorsesRare Spice, Raw Silk, Arctic Furs, Books
Mediterranean EuropeMarble & Granite, Coloured Glassware, Dyed Cloth, Harvested Coral, Sulfur OreSmelted Iron, Hardwood Timber, Rare Spice, Raw Silk

Africa

RegionAbundant (best exports)In demand (best imports)
North Africa & NileGrain, Raw Cloth (cotton, flax), Sea Salt, Saltpetre, Cattle & LivestockHardwood Timber, Smelted Iron, Rare Spice, Fresh Water
West Africa & SahelGold & Silver, Cultivated Rubber, Cattle & Livestock, Hardwood TimberSmelted Iron, Grain, Coloured Glassware, Wool & Cloth
Central & East AfricaUncut Gems, Raw Copper, Hardwood Timber, Tusk Ivory, Cattle & LivestockSmelted Iron, Grain, Coloured Glassware, Wool & Cloth
Southern AfricaGold & Silver, Uncut Gems, Raw Copper, Anthracite Coal, Wool & Raw ClothRare Spice, Coloured Glassware, Hardwood Timber, Books

Asia

RegionAbundant (best exports)In demand (best imports)
Middle East & ArabiaCattle & Livestock (camels), Warhorses, Sulfur Ore, Dyed Cloth, Sea SaltFresh Water, Hardwood Timber, Grain, Raw Silk
Central Asia & SiberiaWarhorses, Arctic Furs, Gold & Silver, Raw Silk, Anthracite CoalRare Spice, Coloured Glassware, Grain, Books
South AsiaRare Spice, Dyed Cloth & Silk, Uncut Gems, Saltpetre, Grain & Rice, Smelted IronWarhorses, Gold & Silver, Shipbuilding Timber, Coloured Glassware
Southeast AsiaRare Spice, Cultivated Rubber, Shipbuilding Timber (teak), Grain & Rice, Sulfur OreSmelted Iron, Wool & Cloth, Warhorses, Coloured Glassware
East AsiaRaw Silk, Smelted Iron, Anthracite Coal, Medicinal Herbs, Grain & RiceWarhorses, Arctic Furs, Gold & Silver, Hardwood Timber

Oceania & Pacific

RegionAbundant (best exports)In demand (best imports)
Australia & New ZealandWool & Raw Cloth, Cattle & Livestock, Gold & Silver, Smelted Iron, Anthracite Coal, Uncut GemsRare Spice, Coloured Glassware, Books, Shipbuilding Timber
Pacific IslandsBlack Pearls, Harvested Coral, Salted Fish, Guano, Sea SaltSmelted Iron, Grain, Wool & Cloth, Hardwood Timber

Border regions and unlisted places follow the nearest listed region. The GM may add or adjust entries as the war changes the world, and decides era availability for goods like Whale Oil and Saltpetre.

Section 11

The Trade Route Formula

Route income is calculated, not flat. It comes from the actual goods exchanged, how abundant each is where it is made, how scarce it is where it lands, how far it travels, and how balanced the exchange is.

  • There is no fixed exporter or importer. Both sides may export and import on the same route, and each side's income is computed separately.
  • Routes connect city to city at both ends. If a connected city is captured or destroyed, the route yields 0 until restored or reassigned.
  • Routes are mandatory for income. A trade ship or caravan with no declared route earns nothing.

You cannot trade everything. A nation may export only goods that its home region really produces, judged by the region tables in Section 10 and by what that kind of place plausibly produces in real life. You cannot export Rare Spice from a frozen coast or Whale Oil from a desert.

  • Goods in your region's abundant column may always be exported.
  • Any other good counts as Average, but only if the GM confirms your region really produces it.
  • Goods in your region's demand column are scarce there. You may export them at the Scarce penalty only if the GM confirms some local production.
  • A good your region cannot produce cannot be exported at all, and the GM refuses any route that lists it.
  1. Each city anchors at most 1 route. A nation with a capital and four major cities has at most 5 routes.
  2. Each route carries at most 2 goods per direction, and at most 1 of them may be Tier 1 or Tier 2.
  3. Income is calculated as below for each permitted good.

Step 1: Raw route value

RawRouteValue = BaseResourceValue × HistoricAbundance × HistoricScarcity × DistanceEfficiency

Abundance (exporting region)

LevelMultiplier
Abundant (in the abundance column)×1.50
Average (not listed)×1.00
Scarce (in the demand column)×0.75

Demand (receiving region)

LevelMultiplier
Highly desired (in the demand column)×1.50
Moderately desired (not listed)×1.00
Easily available (in the abundance column)×0.75

Distance efficiency

Good typeOptimal distanceOptimalAcceptablePoor distancePoor
Tiers 1 to 3Long×1.25Medium ×1.00Short or local×0.75
Tiers 4 and 5Short×1.25Medium ×1.00Cross-continent×0.75

The GM sets distance from the map positions of your registered cities.

Step 2: Sum each direction

VA = sum of RawRouteValues for everything Nation A exports to Nation B
VB = sum of RawRouteValues for everything Nation B exports to Nation A

Step 3: Trade balance multiplier

MultiplierA = clamp( 1 + 0.60 × (VA − VB) / (VA + VB), 0.60, 1.60 )
MultiplierB = clamp( 1 + 0.60 × (VB − VA) / (VA + VB), 0.60, 1.60 )

Step 4: Transport bonus

Final Income A = VA × MultiplierA × (1 + 0.02 × Transport Units assigned by A)
Final Income B = VB × MultiplierB × (1 + 0.02 × Transport Units assigned by B)

Each active trade ship or caravan adds +2% to its route. Multiple units stack. Costs for ships and caravans are in Section 18.

Operating rules

  • Routes must be registered and anchored to a city at each end.
  • Reassigning a cut route costs 1 action, which stops instant rerouting during combat.
  • Several goods may share a route within the caps. Calculate each good separately, sum into VA or VB, then apply the balance and transport steps.
  • Blockades, naval or land interruptions and captured cities reduce income to 0 until resolved.
  • Creating a new city costs 500,000 Currency, one time.

South Asia exports Rare Spice (base 13,000) to Eastern Europe. Eastern Europe exports Smelted Iron (base 5,500) back. Spice is abundant in South Asia (×1.50) and highly desired in Eastern Europe (×1.50). Iron is abundant in Eastern Europe (×1.50) and highly desired in South Asia (×1.50). The route is cross-continent, which is Long: optimal for spice, poor for iron. Each side assigns 2 transport units.

StepCalculationResult
Spice, South Asia to Eastern Europe13,000 × 1.50 × 1.50 × 1.2536,562
Iron, Eastern Europe to South Asia5,500 × 1.50 × 1.50 × 0.759,281
Multiplier, South Asia1 + 0.60 × (36,562 − 9,281) / 45,8431.357
Multiplier, Eastern Europe1 − 0.3570.643
Final, South Asia36,562 × 1.357 × 1.04about 51,600 per week
Final, Eastern Europe9,281 × 0.643 × 1.04about 6,200 per week

The spice exporter earns about eight times more than the iron exporter on the same route. That is historically accurate, and it is why a spice source is a major strategic objective.

Chapter
IV

Armies

A levy is a man with a spear and a prayer. Currency turns him into a soldier.

Section 12

Levies & Unit Types

Every soldier begins as a Levy. Your Defense Forces stat is your headcount, and Currency is what turns raw conscripts into warriors.

How upgrading works

Your Defense Forces stat gives you a pool of Levies, untrained conscripts pulled from the population. A Levy costs nothing beyond his existence. To make him useful, you spend Currency to upgrade him into a unit type before war begins.

  • Upgrades are direct. Any Levy may become any unit type in one step. What limits you is cost, supply and the hard cap on Knights.
  • For line units, the price is per battalion of 500 troops. You may upgrade a partial battalion at a proportional price, rounded up to the nearest 50 troops.
  • Knights, War Elephants and siege engines are bought one at a time at their listed price.
  • Personnel cost is real headcount. One Cavalry unit is one man on one horse. A Trebuchet crew is 10 men.
  • Supply cost is what it takes to keep the unit in the field. A Levy eats bread. A Knight eats bread, grain for the horse, replacement equipment and wages befitting his station.

Unit tiers

TierCategoryUnits
0LevyLevy
1Standard infantryMen-at-Arms, Spearman, Bowman
2SpecializedCrossbowman, Pikeman, Light Cavalry, Mounted Archer
3EliteKnight (hard cap of 12 per nation)
4BehemothWar Elephant
SiegeEnginesCatapult, Trebuchet (offensive). Ballista (defensive).

Unit reference

Base EP is the unit's contribution to Effective Power (Section 16) before terrain, supply and morale are applied. For line units it is per man. For elephants and siege it is per elephant or machine.

UnitTierPersonnelUpgrade costSupply per turnBase EPRole and notes
Levy01Free0.50.5Untrained conscript. No terrain bonus. Weak in every category but costs nothing.
Men-at-Arms11500 per 5001.01.0Professional, armored, disciplined. The backbone of any serious army.
Spearman11400 per 5001.01.0+20% EP against cavalry. The bonus becomes a penalty in broken terrain.
Bowman11450 per 5001.01.0+20% EP at range, −15% EP in melee. Deadly in prepared positions, fragile if the line breaks.
Crossbowman21900 per 5001.51.5+30% EP at range, −10% in melee. Slower than Bowmen but pierces armor.
Pikeman21850 per 5001.51.5+40% EP against cavalry. Useless in broken terrain or if the formation collapses.
Light Cavalry211,500 per 5002.02.0+30% EP in open terrain, with a pursuit bonus. Weak in sieges, forests and mountains.
Mounted Archer212,000 per 5002.52.5+35% EP in open terrain, no melee penalty. No bonus in close or urban terrain.
Knight318,000 each4.00 (flat +350)Hard cap of 12. Each Knight deployed adds +350 EP flat to your whole force.
War Elephant4315,000 each (30,000 without African or Indian territory)6.0600+60% EP in open terrain. Terror: −10% EP to enemy infantry in the same engagement.
CatapultSiege63,000 each3.0150+30% EP in sieges, +15% against fortified positions.
TrebuchetSiege106,000 each5.0300+50% EP in sieges, +25% against Level 4+ forts. Takes 2 turns to assemble.
BallistaSiege (defense)42,500 each2.5120+35% EP against enemy siege engines, +15% in fort defense. Cannot advance.

Supply costs are per unit per turn from your Arms Manufacturing supply pool. For siege weapons they apply per machine, not per crew member. An unsupplied Trebuchet is timber and rope.

Line upgrades cost about 2 Currency per point of EP gained. Knights, elephants and siege cost about 20 to 25 Currency per point. That premium is deliberate: elites add EP without using up headcount, and they carry special bonuses.

Declaring your composition

Before a war, or during the between-campaign window, you submit a Unit Composition Declaration listing how many of each unit type you field and what upgrades you have bought.

  • Declarations are made before a war starts or between campaigns. You cannot upgrade mid-campaign.
  • You may change composition between campaigns. Retraining costs Currency, not time. Upgrades take effect at the start of the next campaign.
  • If your Defense Forces stat drops between campaigns, you lose Levies. Units beyond your new headcount are disbanded with no refund.
  • The GM keeps the ledger publicly. Your declared composition is visible to all players once the war begins.

A nation with 50,000 Levies declares the following.

DeclarationPurchaseCost
20,000 Men-at-Arms40 battalions × 50020,000
8,000 Spearmen16 battalions × 4006,400
5,000 Bowmen10 battalions × 4504,500
3,000 Light Cavalry6 battalions × 1,5009,000
500 Crossbowmen1 battalion × 900900
8 Knights8 × 8,00064,000
2 War Elephants (6 Personnel)2 × 15,00030,000
10 Trebuchets (100 Personnel)10 × 6,00060,000
Total194,800

Personnel used: 36,614. The remaining 13,386 Levies fight as Levies. Starting base EP for this army is about 53,400: 50,643 from troops and siege, plus 2,800 from the 8 Knights, before terrain, supply and morale.

Knights

  • Hard cap of 12 Knights per nation at any time.
  • Knights are named individuals: nobles, commanders, household guard leaders. When one is killed (GM adjudicated, typically on a Catastrophic Defeat), the slot opens. A replacement costs the full 8,000 and takes 3 turns to train.
  • Each Knight deployed in an engagement adds +350 EP flat to your force.
  • For every 3 Knights fielded (rounded down), you gain +1 War Support once per week at the weekly refresh. Twelve Knights give +4 per week.
  • Knights cannot be captured as ordinary POWs. A captured Knight is a diplomatic event, and the GM handles ransom separately.

War Elephants

  • Each needs 3 Personnel: a mahout and two handlers. All three are lost if the elephant dies.
  • A nation with no territory in Africa or India pays 30,000 per elephant, double the standard cost.
  • The terror bonus applies automatically in open terrain. It does not apply in forests, mountains, cities or sieges, where elephants panic and can become a liability.
  • If an elephant panics (on a Catastrophic Defeat roll, or against an enemy strategy that targets it), it may turn on your own forces. The GM adjudicates the damage.

Siege engines

  • Ballistas are defensive. They are installed at forts or prepared positions and cannot move with an army.
  • Catapults count as set up from the first engagement at a front. They cannot reposition within an engagement.
  • Trebuchets need 2 full turns to assemble at a new front. They add no EP to Engagement 1 and come online from Engagement 2.
  • All siege engines are priority targets. A strategy aimed at your siege train may destroy machines. A successful Ballista defense may neutralize attacking Catapults or Trebuchets before they contribute full EP.
Section 13

Mercenary Companies

When your levies are not enough, coin can buy swords that are. Mercenaries provide Tier 2 or higher units without using your Defense Forces pool, but they cost far more than upgrading your own men, and they fight for coin, not loyalty.

Contracts

  • Declare a contract to the GM: which company, how many units, and how many weeks. The GM confirms availability. A company already under contract elsewhere is unavailable.
  • Payment is made upfront for the full term when you sign. You cannot pay week by week.
  • A contract runs a maximum of 4 weeks. To keep a company longer, renew and pay again at the same rate, unless in-world events change it.
  • Mercenaries do not count toward your Knight cap and do not benefit from your Knight morale buffs.
  • After a Catastrophic Defeat, mercenaries may break contract and flee (GM rolls). A nation that cannot pay at renewal loses its mercenaries at once.
Contract lengthCost multiplier
1 weekBase rate × 1.0
2 weeksBase rate × 1.8
3 weeksBase rate × 2.5
4 weeks (maximum)Base rate × 3.0

Longer contracts cost more in total but less per week.

Hiring the Iron Wolves for 3 weeks costs 4,000 × 2.5 = 10,000, paid upfront, for up to 3,000 Pikemen or 2,000 Men-at-Arms. For 4 weeks it is 4,000 × 3.0 = 12,000. Upgrading 3,000 of your own Levies to Pikemen costs 6 battalions × 850 = 5,100. The 3-week contract costs about 2 times as much, and the 4-week contract about 2.35 times, but either one spares your headcount.

The five companies

The Iron Wolves

“We don't run. We charge the thing that made everyone else run.”

Origin
Northern highlands. Veterans of a dozen border wars no one remembers.
Specialty
Pikemen and Men-at-Arms
Available
Up to 3,000 Pikemen or 2,000 Men-at-Arms, or a mix not exceeding 3,000 Personnel.
Reputation
Reliable and brutally effective in defensive formations. They have never broken formation in a recorded engagement.
Special rule
Pikemen gain an extra +10% EP against cavalry while under contract.
Base rate4,000 per week

The Grey Company

“The arrow finds its mark. The bill finds its mark later.”

Origin
Wandering bowmen and crossbowmen of the western coast, once a naval escort service.
Specialty
Crossbowmen and Bowmen
Available
Up to 2,500 Crossbowmen or 3,500 Bowmen, or a mix not exceeding 3,500 Personnel.
Reputation
Loose and hard to discipline, but their volleys are devastating. They will not hold a melee line. Deploy them behind infantry or on high ground.
Special rule
Ranged units deal +5% EP damage to enemy siege crews.
Base rate3,500 per week

The Brass Lance

“We were nobility once. We remember how it felt.”

Origin
Dispossessed minor lords and their household cavalry, ruined in a succession crisis.
Specialty
Light Cavalry and Mounted Archers
Available
Up to 1,500 Light Cavalry or 1,000 Mounted Archers, or a mix not exceeding 1,500 Personnel.
Reputation
Fast, proud and prone to personal risk. Exceptional in open terrain. In sieges or forests they sulk and underperform.
Special rule
+5% EP in open terrain on top of standard cavalry bonuses. −10% EP in sieges from low morale.
Base rate5,500 per week

The Bulwark Brotherhood

“We have held every wall we were paid to hold.”

Origin
Former castle guards and garrison veterans of the central lowlands, trained by engineers.
Specialty
Men-at-Arms (defensive) and Ballista crews
Available
Up to 2,000 Men-at-Arms or 8 Ballista crews, or a mix.
Reputation
Unremarkable on open offense, but among the best available in a siege defense.
Special rule
Men-at-Arms gain +10% EP in fort defense. Ballista crews gain +15% EP against enemy siege engines, stacking with the base bonus.
Base rate4,500 per week

The Sundered Chain

“We've fought for kings, pretenders, heretics, and saints. We don't ask which you are.”

Origin
Unknown. They appear in records from four nations across two centuries. Membership turns over but the banner does not.
Specialty
Mixed force of Pikemen, Crossbowmen and Light Cavalry
Available
Up to 4,000 Personnel in any combination of those three.
Reputation
The most flexible company. Best at nothing, able to fill any gap. Hired for variety rather than raw numbers.
Special rule
None. Their lack of special rules is itself the rule.
Base rate7,000 per week

The GM tracks availability and may introduce or retire companies based on in-world events. Active contracts are listed in the public ledger.

Section 14

Terrain, Positions & Supply

Geography is not neutral. Where you fight, how you divide your men, and how well you feed them decide battles before they begin.

Terrain quick reference

TerrainBenefitsPenalties
Open fieldLight Cavalry, Mounted Archers, War Elephants, KnightsNone
Forest or broken groundMen-at-Arms, Bowmen, SpearmenCavalry, War Elephants, siege weapons
MountainsSpearmen, PikemenCavalry, War Elephants, siege movement
City or urbanMen-at-Arms, SpearmenCavalry, War Elephants, siege mobility
Fortified position or siegeCatapults, TrebuchetsCavalry if stalled outside walls. Elephants risk panic.
Fort defenseBallistasAttacking siege weapons are partly countered

Moderators have the final call on terrain classification.

Troop positions

At the start of a war, and at the start of each campaign, you place your formed units in three roles. Your general commands all Deployed troops. Garrisoned troops stay under city commanders.

PositionWhat they doAvailability
DeployedCommitted to the offensive front. They fight in engagements.Locked in until the campaign ends or the GM approves a withdrawal.
GarrisonedStationed at cities and forts. They handle all defense.Defensive use only. Pulling them mid-campaign leaves cities vulnerable.
ReserveHeld back to reinforce the front or answer events.Deployable at the start of a new campaign or in response to a GM event.

If your deployed force drops severely, the GM will notify you, and you may commit reserves to reinforce the front. Do not strip garrisons bare: empty cities fall fast.

Casualties

TypeDefinitionWhen they return
WoundedLight wounds. Out for this turn only.Available again next turn.
DeadRemoved from your pool until the weekly NationStates refresh.Back at the end of the week as unassigned Levies.

Casualties are recorded in Personnel. The GM converts them back to unit losses in proportion to your declared composition. If your army is 40% Men-at-Arms, 30% Spearmen, 20% Bowmen and 10% Light Cavalry and you lose 5,000 Personnel, the GM records about 2,000, 1,500, 1,000 and 500, unless the outcome says otherwise (for example, cavalry screening a retreat and taking the brunt of the pursuit).

Returning Personnel are unupgraded Levies until re-declared. Dead Knights do not return; their slot opens but must be refilled for 8,000 and 3 turns. A nation that fights four or more campaigns without growing its stat will field a progressively smaller army.

Supply hubs

Supply comes from your Arms Manufacturing stat and refreshes weekly. At the start of each campaign you assign it to your front through three Supply Hubs.

  • You designate 3 hub locations when you declare a campaign front. Each holds part of your assigned supply.
  • Supply must reach your deployed units or their effectiveness drops. This applies to every unit type, including siege and elephants. An unsupplied elephant is an angry elephant.
  • Hubs can be targeted and captured as an objective. A captured hub's supply is lost until your weekly refresh.
  • If a hub falls, you may redistribute supply from intact hubs. That costs 1 action and takes effect the following turn.
  • Recapturing a lost hub restores normal flow at once.
Supply statusEffectiveness penalty
Fully suppliedNone
1 hub lost (partial supply)−15% EP for affected units
2 hubs lost (severe shortage)−35% EP for affected units
All hubs lost or no supply assigned−60% EP, with morale collapse risk

At the end of each campaign, supply refreshes to your current Arms Manufacturing stat. You reassign hubs fresh for the new campaign. A well-executed hub capture can flip an engagement without firing a shot at the enemy's main force.

Chapter
V

War

Wars are sustained conflicts of indefinite length. They end only when both sides agree.

Section 15

Engagements, Campaigns & Wars

A war is not a single clash or a best-of-five. It is a sustained conflict in three nested levels, and it can last as long as both sides are willing to bleed.

LevelWhat it isHow it ends
EngagementA single battle at one location, adjudicated from submitted unit compositions and strategy.One side wins. The loser takes casualties. The winner earns 1 LET.
CampaignExactly 5 engagements at a chosen front.Automatically after the 5th engagement, regardless of LET totals.
WarThe full conflict, across as many campaigns as needed.Only by mutual peace treaty between the warring parties.

Campaigns

At the start of each campaign, both sides choose a front, the place where the next five engagements will be fought. Front and composition are linked decisions: Trebuchets are useless on open steppe, and War Elephants are useless in a mountain pass.

  • LETs earned during a campaign carry into the war total. They do not reset between campaigns.
  • After a campaign ends, both sides get a between-campaign window to reposition troops, resupply, re-declare compositions and choose the next front.
  • Either side may propose peace in that window.

How wars end

LET totals do not end a war. A war ends only when both sides agree to a peace treaty. LETs are negotiating currency, not victory conditions.

  • A side with many LETs has strong leverage, and the other may accept terms to stop the bleeding.
  • A side losing on LETs but holding strong economic defenses and high War Support can fight on indefinitely.
  • If both refuse to negotiate, the war continues campaign after campaign.
  • A nation at 0 War Support, or whose Stability collapses entirely, may be forced to negotiate by internal events.

The choice to keep fighting is always present. A nation with 8 LETs that could end the war on excellent terms is gambling those terms away if the next campaign goes badly. Greed has consequences.

Section 16

Effective Power & Battle Score

Every engagement is scored with Effective Power. The GM turns your submitted units, ships, forts, terrain and morale into EP, runs the simulation, and publishes the result.

Combat results are worked out with the help of AI. It reviews each side's submitted strategy, crunches the numbers, and determines the outcome from many factors together: terrain, fortifications, troop levels, supply, morale, your general, and, most important of all, your strategy. A clever, well-reasoned plan can beat a larger army, and a vague one can lose to a smaller one. The GM reviews and publishes every result, and the GM's ruling is final.

What goes into EP

  • Unit count × base EP × terrain modifier × available supply.
  • Knight bonus: +350 EP flat per Knight deployed in the engagement.
  • War Elephant terror, applied to enemy EP (−10% to enemy infantry in open terrain).
  • Ships × naval power weighting.
  • Fortification and terrain defense bonuses, including Ballista bonuses for defenders.
  • Morale multiplier, drawn from Stability, propaganda and prior battle outcomes.
  • General and Loyalty modifiers. Your general's specialty bonus and your Loyalty tier modifier are added together and applied once to Starting EP, after terrain and fort multipliers. A +8% specialty at a Devoted tier (+5%) is +13%.

Battle Score Differential

Final EP is Starting EP after terrain, fort, strategy and dice swings in the simulation. The side with the higher Final EP wins.

BSD = winner's Final EP ÷ loser's Final EP (always 1.00 or more)
BSDResultWinnerLoser
1.00 to 1.20Close victory or close defeatNo change (see below)No change (see below)
1.21 to 1.70Decisive victory, Devastating defeat+10 Stability, +10 War Support−10 Stability, −10 War Support
1.71 and upMiraculous victory, Catastrophic defeat+20 Stability, +20 War Support, massive prestige−20 Stability, −15 War Support, revolt or leadership crisis risk

Moderators must publish starting EPs and the BSD for every engagement. No hidden math.

Close results

A close result is not always neutral. Embarrassing Victory and Heroic Defeat are the same battle seen from both sides, so they fire together.

Trigger: the result is Close and the winner's Starting EP is at least 1.5 times the loser's Starting EP.

Effect: the winner loses 2 War Support and the loser gains 2 War Support.

Attacker Starting EP 15,000 against Defender 9,000 (ratio 1.67, at least 1.5). The defender's fort and terrain swing the simulation and Final EP ends 15,000 to 14,300. BSD is 1.05, a close victory. The attacker loses 2 War Support and the defender gains 2.

Defender Starting EP 18,000 against Attacker 10,000 (ratio 1.8). The attacker's strategy lands well and Final EP ends 18,000 to 16,800. BSD is 1.07, a close victory for the defender. The defender loses 2 War Support and the attacker gains 2.

Attacker: 12,000 base EP plus 6 Knights (+2,100) gives 14,100 Starting EP. Defender: 10,000. After the simulation, Final EPs are 14,800 and 10,500. BSD is 14,800 ÷ 10,500, about 1.41. That is a Decisive victory for the attacker and a Devastating defeat for the defender, who loses 10 Stability and 10 War Support. The attacker gains 10 and 10.

What you submit for an engagement

  • A strategy summary: your objective, your maneuver, the unit types assigned to each role (for example, Pikemen holding the center, Light Cavalry screening the flanks, Crossbowmen on high ground), and any Knights or War Elephants deployed.
  • Your supply and transport plan.
  • Confirmation of your current Unit Composition Declaration.

Or you may hand the engagement to your general (Section 22). Fortification values are in Section 8.

Section 17

Land Exchange Tokens & Coalitions

LETs are earned by winning engagements and accumulate across the whole war. They have two uses: face-value currency at the peace table, and bidding chips when allies fight over the same territory.

Use 1: peace treaty currency

  • 1 LET = 10,000 km² of territory claimed from the losing side.
  • Reparations alternative: 1 LET = 5,000 Currency paid weekly for 3 weeks.
  • LETs can also buy vassalage terms, non-aggression treaties and political concessions (Section 20).
  • More LETs mean stronger leverage, but you cannot force specific terms. Only economic and political collapse can do that.

Use 2: territorial bidding

When two or more allies want the same territory at the peace table, it goes to a LET bid. All bids are irrevocable, and all bidders pay, win or lose.

  1. Each interested nation declares a bid.
  2. A bid cannot be reduced or withdrawn. You may raise it.
  3. The highest bidder wins the territory.
  4. Every bidder loses their committed LETs regardless of outcome.

Nation A bids 40 LETs. Nation B bids 50. Nation A backs down. Nation A loses 40 and Nation B loses 50, and Nation B gets the territory. Neither gets LETs back.

  • Bidding applies only to contested territory between allies. Enemy territory is claimed by straight LET conversion.
  • A nation with zero LETs cannot bid.
  • The GM mediates every bid and confirms the final ledger publicly. Outcomes are final. No appeals.

Coalition warfare

When several nations fight on one side, LETs are split in proportion to each nation's Contribution Score.

CS = (0.40 × DCP) + (0.25 × TI) + (0.15 × SL) + (0.20 × SV)
Nation's LET Share = (Nation CS ÷ Total Coalition CS) × LETs Awarded
ComponentWeightWhat it measures
Deployed Combat Power (DCP)40%Personnel × unit EP modifier × supply, plus ships × naval supply × unit tier.
Tactical Impact (TI)25%Casualties inflicted and objectives secured.
Sustainment & Logistics (SL)15%Supply ships present, transport success, repair support.
Strategic Value (SV)20%Decisive maneuvers, intelligence, special forces and siege artillery, awarded by the moderator.

Fractional LETs accumulate and are rounded to integers by the moderator at war's end. Track them across every engagement and campaign, and bring your ledger to the peace table.

Section 18

Sea Power, Blockades & Landings

Ships win trade wars, break supply lines and carry armies where roads do not go.

Ships

ShipCrewTroop capCostUpkeep per dayBuild timeRepairRole
War Galley1005050,0005005 turns2,500Coastal combat and escort.
Heavy Galleon / Dreadship200150125,0001,2508 turns6,250Fleet flagship, blockade enforcement.
Transport Ship5050037,5002504 turns1,875Amphibious operations.
Supply Ship50025,0002003 turns1,250Fleet sustainment: 1,000 supply, 1 per 5 warships.
Trade Ship20012,5001002 turns625+2% income on its route.
Caravan (land)n/a012,5001002 turns625Land equivalent of the Trade Ship.

Troop cap is Personnel headcount. A War Elephant takes 3 Personnel of transport capacity.

Dockyards and shipyards

FacilityBase costCapacityCost scaling
Dockyard250,00020 ships (station, repair, maintenance)+15% per additional dockyard
Shipyard150,0005 build slots and 5 repair slots+20% per additional shipyard

Trade ships and caravans

Sea and land units are identical for income. A unit with no declared route earns nothing. Each active unit on a validated route adds +2% to that route's base income, and units stack. Routes must connect to a city. Blockaded routes earn 0, and raids and sabotage can destroy trade units outright. Example: a route worth 100,000 per week with 3 Trade Ships earns 100,000 × (1 + 3 × 0.02) = 106,000.

Blockades

Sea blockade

Warships = Coastline km ÷ 100, rounded up
Supply ships = Warships ÷ 5, rounded up
Daily cost = Total base upkeep × 1.50

Land blockade

Personnel = (Border km ÷ 100, rounded up) × 400
  • All overseas routes through the blockaded region earn 0.
  • If no land bypass exists and every sea route is covered, the blockaded nation takes −3 Stability and gains +3 War Support each turn. A sealed land border with no sea routes does the same.
  • Keep one active land route to a non-blockaded nation and you avoid the full penalty. Challenge the blockade fleet in a naval engagement when you can match its EP. A successful counter-engagement ends the blockade at once.

Warships needed: 1,360 ÷ 100 = 14. Supply ships: 14 ÷ 5 = 3. Fleet: 10 War Galleys (500 per day each) and 4 Heavy Galleons (1,250 per day each) gives 10,000 per day base upkeep. Total daily cost: 10,000 × 1.50 = 15,000 Currency per day.

Amphibious operations

Transports needed = Total landing Personnel ÷ 500, rounded up

The defending navy may intercept your fleet before it reaches the coast. If you lose that naval engagement, the entire landing fails, and the troops on destroyed transports are lost. Only after winning at sea do you face the garrison at the landing site. Never commit your whole army to one crossing without warship cover.

Distance at sea is measured in straight lines on the Map tab, using its ruler. Round up to the next 100 km. A fleet moves at the speed of its slowest ship.

ShipOpen sea per turnCoastal waters per turn
War Galley1,200 km1,500 km
Heavy Galleon / Dreadship1,000 km1,200 km
Transport Ship800 km1,200 km
Supply Ship800 km1,000 km
Trade Ship1,400 km1,600 km
  • Coastal waters are within 200 km of a friendly or neutral coast. Everything else is open sea.
  • Sea zones. A navy may hold a sea zone on the Map tab. A held zone blocks enemy trade ships and transports, and an enemy crossing it must win a naval engagement first.
  • Supply at sea. A fleet more than 3,000 km from a friendly dockyard without a Supply Ship takes −10% EP per further 1,500 km.
  • Examples. A fleet of Transport Ships takes about 8 turns to cross the Atlantic (roughly 6,500 km) and about 6 turns from the Mediterranean to the Indian Ocean. A War Galley squadron does the Atlantic in 6. The long way around the world takes a transport fleet around 15 turns.
  • Storms. The GM may delay a fleet by one turn in a storm event, and a fleet caught far from shore may lose a ship.
  • Landings. A landing takes one full turn after arrival, and the army is Deployed on the shore only once the beach is held.
Section 19

Espionage & Covert Operations

Spies cost money and usually fail. When they succeed, they can flip a battle without a single soldier crossing a border.

Steal enemy war plans

Cost: 50,000 Currency per mission. Best used the turn before a planned engagement.

OutcomeChanceEffect
Success20%The GM reveals the enemy composition. +25% effectiveness for 1 engagement and +10 War Support.
Failure70%No effect.
Critical failure10%−5 Stability for you, +5 War Support for the enemy.

Do not spam missions. Five missions give about a 41% chance of at least one critical failure.

Sabotage

Cost: 100,000 Currency per mission. Choose one target. Success chance is +1% per 5 Personnel sent, capped at 50%. On failure, all Personnel sent are lost, and the GM may fire an exposure event.

TargetEffect on success
Fort−1 fort level until rebuilt at that level's normal build cost.
Income−15% of the target's next weekly income.
Military camp−15% enemy force strength for their next engagement. You gain +5 War Support and they lose 5.
Siege engineDestroys 1 Catapult, Trebuchet or Ballista (GM rolls which).
War ElephantDestroys 1 elephant and its 3 Personnel.
NavalHits a dockyard, a ship under construction, or blockade efficiency.

Fort sabotage before a key defensive engagement cuts the defender's EP bonus. Income sabotage early in a long war strains upkeep and forces hard choices.

Supporting rebel groups

Cost: 75,000 per week per group. Worth it only against a politically unstable target. Do not fund rebels in a nation you plan to invade soon, because a successful rebellion can install a hostile state before you are ready.

If rebels succeedTurnover risk
Opposing ideology30%
Neutral ideology15%
Aligned ideology5%

Mitigations reduce turnover risk: Puppet Treaty (−15%), Embedded Advisers (−10%), Cultural Support (−5%).

Section 20

Cities & the Aftermath of War

Cities are targets. They hold your revenue, your garrisons and your trade routes, and losing them hurts all three.

City structure

City typeTax revenue sharePersonnel and supply allocation
Capital city40%30% of total Personnel
Major city (×4)15% each15% of total Personnel per city
Field army (always deployed)None10% of total Personnel

Personnel allocation totals 100%: 30% in the capital, 60% across the four major cities, and 10% always deployed. The tax shares also total 100%.

  • Capital captured: lose 40% of tax revenue for the duration.
  • Losing a war: the losing side's economy needs time to recover. For 7 turns (1 week) after the war ends, its income is 85% of what it was before.
  • Major city captured: lose 15% of tax revenue per city. Its Personnel become POWs.
  • Capturing enemy cities: you gain their revenue share.
  • Destroying a city: permanent. The enemy loses the revenue and you gain nothing.
  • Building a new city: 500,000 Currency. It starts as a Major City.
  • A captured city kills that trade route's income immediately.

When the war ends

Attacker victory

  • Claim territory: 10,000 km² per LET taken from the defender.
  • Spend 3 LETs to force war reparations of 15,000 Currency per week for 3 weeks.

Defender victory

  • Counterattack (3 LETs): launch a follow-up offensive with bonuses.
  • Forced Non-Aggression Treaty (1 LET): the attacker is locked out for 2 weeks.
  • War reparations (1 LET): 5,000 Currency per week for 3 weeks.

Reparations everywhere in this book follow one rate: 5,000 per LET, paid weekly for 3 weeks.

After the peace

  • Collect reparations or register territorial gains with the GM.
  • Return POWs or negotiate their release as part of the terms.
  • Reassign garrisons from war deployment back to cities.
  • Restore disrupted trade routes. Each reassignment costs 1 action.
  • Update your ledger with new income figures if cities or routes changed.
  • Check your general's Loyalty. Win or lose, this is a natural moment to honor or blame them, so choose carefully.

Territory won with LETs may be designated a Colony, Territory or Vassal rather than incorporated outright (Section 6). Subjects can later be brought down to Territory and incorporated through a Referendum (Incorporation). The National Bank (600,000) permanently raises your Economic Ceiling.

Chapter
VI

Command

Behind every army is the person who commands it and the leader who sent them. Your general will outlast your mistakes, or they will not outlast your trust.

Section 21

Your Leader

Every player creates a Leader Profile before posting any RP. It is a narrative document, not a stat sheet, and it carries no mechanical bonuses. It is how the GM writes you into events, how NPCs address you, and how your general perceives you.

Required fields

FieldWhat to write
Name & TitleWhat your leader is called and how they are addressed.
Age & BackgroundWhere they came from and how they rose to power.
Personality2 or 3 defining traits the GM can rely on when writing events.
Leadership StyleHow they relate to military command. Do they trust their general or micromanage? Do they ride to battle or govern from the capital?
Known FlawOne genuine weakness. Every leader has one, and the GM may use it.
Flavor DescriptionHow your leader appears to others. Brief and atmospheric.

The GM will use your leader's flaw. A paranoid leader will receive events that exploit that paranoia. An arrogant leader may have their general's Loyalty tested at the worst moment. Write the flaw you can actually play, not the one that sounds most impressive.

What your leader does

  • Appears in diplomatic and domestic events as the named participant.
  • Interacts with your general in RP exchanges that can shift Loyalty.
  • Initiates RP interactions with NPC figures as a declared action (1 action).
  • Can be targeted by assassination or coup events.
Section 22

Generals & Loyalty

Each nation selects one Five-Star General at the start of the game. Your general commands your deployed armies, can resolve engagements in their own style, and carries a Loyalty score that measures the trust between your leadership and your military command.

The rules of command

  • Choose from the roster in Section 23, or create a custom general.
  • Generals are first come, first served. Once claimed, a general is locked to that nation.
  • Your general commands all Deployed troops. Garrisoned troops stay under city commanders.
  • You cannot swap generals freely. Death, defection, dismissal or relief are the only exits.
  • Match the combat style to how you expect to fight. An aggressive assaulter is wasted on a nation fighting only on the defensive. Check starting Loyalty and read the flaw seriously.

Auto-resolve

For any engagement, declare: “I leave this engagement to [General Name].” The GM generates a strategy in the general's combat style and adjudicates it normally. You may add constraints such as “minimize casualties,” “hold the supply hub” or “do not cross the river.” Constraints that conflict with the general's style reduce effectiveness slightly.

  • Auto-resolved plans are rated Competent. They gain the general's specialty bonus and +3 Loyalty, win or lose, but never a Clever rating.
  • +1 additional Loyalty on a Decisive or Miraculous victory.
  • A Catastrophic Defeat on auto-resolve costs −3, which cancels the +3 for a net of 0.

You are never required to auto-resolve. A manual plan the GM rates Clever earns +5% EP (a Master Plan) for that engagement, and citing your general's advice in it adds +1 Loyalty. A vague manual plan is rated Poor and loses to the general's Competent plan. Auto-resolve is the safe default. Manual is how you win on purpose.

Loyalty

Loyalty runs from 0 to 100. It affects EP, auto-resolve quality and event behavior. You see your exact number. Opponents never do, and the GM publishes your Loyalty tier in each engagement's EP breakdown.

Increases

ActionChange
Auto-resolve an engagement+3
Auto-resolve ending in Decisive or Miraculous victory+1 more
Follow the general's advice during an event+2
Publicly honor the general (1 action)+5
Leader visits the front in person (1 action)+4
General wins a Decisive or Miraculous victory+2
Leader credits the general publicly for a victory+3
Clever manual plan that cites the general's advice+1

Decreases

ActionChange
Override the recommended strategy and lose−2
3 manual engagements in a row that ignore the general's stated preference (once per streak; an auto-resolve resets it)−3
General suffers a Catastrophic Defeat−3
Leader publicly blames the general for a loss−5
Leader commits an atrocity witnessed by the general−5 to −15
Ignore the general's explicit warning in an event−2
Leader takes sole credit for the general's victory−4
General's written advice repeatedly ignored−2

Loyalty tiers

LoyaltyTierEP effectBehavior
90 to 100Devoted+5%Warns of threats proactively. Cannot be flipped by enemy espionage. Optimal auto-resolve.
70 to 89Loyal+2%Follows orders even in disagreement. Solid auto-resolve.
50 to 69ReliableNoneCompetent. May voice disagreement. Standard auto-resolve.
30 to 49Strained−2%Conservative auto-resolve. May push back publicly. Vulnerable to enemy recruitment.
10 to 29Disloyal−5%Poor auto-resolve. May refuse orders.
0 to 9Mutinous−10%Refuses auto-resolve. Coup risk if Stability is below 50.

Threshold events

TriggerEventEscalation
Loyalty below 30General's DiscontentSlow
Loyalty below 10General's UltimatumMedium
Loyalty at 0Mutiny of the High CommandCritical
First time reaching 90 or moreGeneral's DevotionPositive event

Enemy espionage against your general

An enemy may use espionage to try to flip your general. The chance depends on Loyalty.

LoyaltyFlip chance
90 to 100 (Devoted)Cannot be flipped
50 to 890%
30 to 4910%
Below 3040% (10% base plus the +30% for Disloyal generals)

Death, relief, defection & replacement

EventEffect
Killed (GM rolls on a Catastrophic Defeat)−10 War Support and −5% EP for 1 campaign. Promote a senior officer (Loyalty 40, no specialty bonus until earned) or recruit any unclaimed default general, who starts at their listed Loyalty.
Relieved (you dismiss them)−5 War Support. You lose their bonus immediately. They become a world NPC who may be recruited by others or turn antagonist.
Defected−15 War Support and −10 Stability. An immediate Betrayal of the High Command event (Critical). The GM uses the defected general against you until they are neutralized, with all their stats and bonuses.

Death in auto-resolve is far less likely than in a high-casualty manual engagement, because the general coordinates from command. If your general dies in a manual engagement where you overrode their judgment, you forfeit your next auto-resolve.

Keeping your general loyal

  1. Auto-resolve regularly. Three auto-resolves at the Devoted tier are worth more than any other combination of bonuses.
  2. When Loyalty is low, auto-resolve the next engagement at once. Even a bad result earns +3.
  3. Have your leader honor the general publicly (1 action, +5).
  4. Follow their stated tactical preference for the next campaign, even if you disagree.
  5. Below 50, avoid manual submissions that ignore the general. Every one is a −2 or −3 risk with no upside.
  6. Never let enemy agents work on a general below 30 without a plan.

In coalitions, the LET ledger and the Loyalty ledger run in parallel. A general who wins you Decisive victories and watches you give the LET credit to a partner will notice, and the GM may apply Loyalty penalties where the narrative supports it.

Section 23

The Fifteen

Fifteen commanders, fifteen histories, one throne's trust to give. Each entry lists a combat style, a specialty bonus, a known weakness and a starting Loyalty.

Specialty bonuses and your Loyalty tier modifier are added together and applied once to Starting EP (Section 16).

01

Sultan Tariq Al-Nazir

“He does not outfight his enemies. He outlasts them, outmaneuvers them.”

Age, origin
49. Southern desert confederation, former commander of the Gilt Road cavalry.
Temperament
Composed, patient, calculating. Speaks rarely. Interested in outcomes, not glory.
Known flaw
Detachment. He can plan a perfect campaign and lose the morale battle.
Style
Flanking Maneuver. Misdirection, false fronts, lateral pressure.
Specialty
+12% EP when the enemy did not anticipate the method. +5% in desert or arid terrain.
Weakness
−8% EP in direct siege operations.
02

Warlord Brant Ashveil

“When Brant Ashveil screams, his soldiers stop being afraid of the enemy.”

Age, origin
42. Northern war-clans. Joined five rival factions under one banner by personal combat.
Temperament
Explosive and magnetic. Leads by presence and runs first.
Known flaw
Recklessness. A defensive order becomes an aggressive one within two days.
Style
Aggressive Assault. Wins decisively or loses catastrophically.
Specialty
+10% EP in open field. +5% EP when outnumbered.
Weakness
−12% EP in siege and fortification defense.
03

Marshal Caelan Grey

“He has buried three commanders who outranked him. He is simply still alive.”

Age, origin
58. Middle-kingdom military. Enlisted at sixteen, promoted on merit over four decades.
Temperament
Blunt, unsentimental, allergic to pretense. Reliable, which is rarer than warm.
Known flaw
Stubbornness. He adjusts plans badly under pressure.
Style
Defensive Attrition. Holds, grinds the enemy down, keeps casualties low.
Specialty
+10% EP in defensive engagements. Wounded casualties reduced by 10%.
Weakness
−8% EP when ordered to advance on prepared positions.
04

High Warden Edran Vausk

“He was already old when the current generation was born.”

Age, origin
72. Ancient noble-military order. A regent who stepped down voluntarily to command in the field.
Temperament
Grave and measured. Honest counsel, never flattery.
Known flaw
Age. −3% EP per campaign after the third in a single war.
Style
Combined Arms. Infantry, cavalry, supply and position in step.
Specialty
+8% EP when defending critical terrain. Loyalty threshold events fire 5 points later (Discontent below 25, Ultimatum below 5).
Weakness
−5% EP in rapid mobile campaigns.
05

Archon Valin Coldmere

“He has not hurried once in forty years of war. He has never needed to.”

Age, origin
68. Northern coastal empire. Supreme commander of three states without a permanent oath to any.
Temperament
Cold and precise, without ego. Documents victories rather than celebrating them.
Known flaw
Overcaution. He will not advance until conditions are optimal, which can mean never.
Style
Defensive Attrition. Minimizes losses and controls the tempo.
Specialty
+12% EP in defensive engagements. Supply hub losses cost 5% less EP than the standard table.
Weakness
−10% EP when ordered to advance on fortified positions.
06

Lord-Commander Draveth Moor

“You will not see him coming. That is not a metaphor.”

Age, origin
44. Shadow territories. A former intelligence commander who dismantled three enemy spy networks from inside.
Temperament
Quiet, watchful, hard to read. Finds what the enemy most wants to protect and threatens it.
Known flaw
Distrust. He compartmentalizes plans until subordinates act on incomplete information.
Style
Flanking Maneuver. Deception and unexpected vectors, with espionage built into his auto-resolves.
Specialty
Espionage in the same engagement as a Moor auto-resolve gets +15% effectiveness. +10% EP when the enemy answers a false threat he created.
Weakness
−8% EP in direct open-field engagements.
07

Commander Osric Strand

“He has no ideology about war. He has only results.”

Age, origin
52. Professional mercenary corps. Led the Ironwatch Company for eighteen years before serving one nation.
Temperament
Controlled, professional, indifferent to politics. Expects resources and autonomy, nothing more.
Known flaw
Mercenary instincts. −5 extra Loyalty when Loyalty is already below 40 and a severe negative event occurs.
Style
Combined Arms. Uses what works, with no attachment to elegance.
Specialty
+6% EP in all engagement types. +3% more in the first engagement of a new campaign.
Weakness
No severe weakness, but no exceptional strength. Specialists can outclass him on their own ground.
08

Marshal Riona Greaves

“She was told the position was not open to her. She took it anyway.”

Age, origin
36. Western frontier garrison, promoted through impossible postings by commanders who failed to end her career.
Temperament
Direct and fierce. Protects soldiers who serve well and never forgives cowardice.
Known flaw
Pride. She sometimes picks the spectacular solution over the correct one.
Style
Aggressive Assault. She does not accept the premise of defeat.
Specialty
+8% EP in all engagements. +12% EP in underdog scenarios, when her side's EP was lower entering the engagement.
Weakness
−10% EP in purely naval engagements.
09

General Marcus Vael

“He has commanded armies on land and fleets at sea and has never confused which he was doing.”

Age, origin
55. Imperial coastal provinces, trained in naval and land command as one discipline.
Temperament
Composed and methodical. Makes difficult things look routine.
Known flaw
Emotional distance. Morale problems grow under him before he sees them.
Style
Naval Commander. Coordinates land and sea operations.
Specialty
+10% EP in coastal and amphibious engagements. +6% EP with a naval element present. Blockades cost 8% less in daily upkeep.
Weakness
−6% EP in deep inland engagements with no waterway.
10

Grand Marshal Kofi Adara

“Every wall he has ever besieged has fallen. He is patient. The walls are not.”

Age, origin
61. Great southern trade empire. Led the Imperial Reduction Corps for thirty years.
Temperament
Regal and unhurried. Praises good work, stays silent on bad. Refuses orders that violate his code on surrendered enemies.
Known flaw
Inflexibility. He applies his method even where another would work better.
Style
Siege Specialist (Defender). Methodical, well supplied, systematic. Holds walls rather than breaking them.
Specialty
+15% EP when defending a fortified position. Fort build costs −5% while he commands. Enemy supply hub captures against his positions have −10% success.
Weakness
−10% EP in rapid mobile engagements.
11

Commander Eryn Silvar

“He is twenty-nine. His enemies have been trying to explain that this should matter.”

Age, origin
29. Arcane academy-state, where command is taught beside mathematics and philosophy. Given field command within a year.
Temperament
Calm and certain. Kind to subordinates, merciless to enemies.
Known flaw
Inexperience. −3% EP in the first engagement of each new war until he has two campaigns with his current leader.
Style
Flanking Maneuver. Positional geometry and surprise.
Specialty
+15% EP when achieving surprise (the first engagement of each campaign always counts). Loyalty gains from auto-resolve are doubled.
Weakness
−8% EP in attritional grinding engagements.
12

Siege Master Brutus Caen

“Every wall falls. He simply makes it happen faster.”

Age, origin
67. Ancient military engineering family. Has reduced 23 fortified positions in forty years.
Temperament
Methodical and serene. Keeps journals and sketches every fort he meets.
Known flaw
Inflexibility. He treats deviation from his method as what causes disasters.
Style
Siege Specialist (Assault). Sappers, engines and breaches. Excels at taking fortifications.
Specialty
+15% EP when attacking a fortified position. His own supply hub capture attempts get +5% success.
Weakness
−10% EP in rapid mobile engagements.
13

Jarl-General Gunnar Skeld

“He fights like a force of nature that happens to have a tactical sense.”

Age, origin
56. Northern sea-clans. Jarl of the Skeld confederation for twenty years.
Temperament
Loud, decisive, unpretentious. Eats with his soldiers and sleeps in the field.
Known flaw
Contempt for convention. Restraint orders and proportionate force chafe.
Style
Guerrilla Tactician. Disruption, supply targeting, unexpected tempo. Strong with small forces.
Specialty
+12% EP in guerrilla and asymmetric engagements. His supply hub capture attempts get +10% success. Effective in all terrain.
Weakness
−10% EP in formal pitched battles between prepared lines.
14

Grand Commander Aldous Hael

“He believes he is fighting for something larger than a nation.”

Age, origin
63. Holy militant order. Grand Commander of the Order of the Crimson Cross for fifteen years.
Temperament
Iron-principled and sincere. Respects just leaders and is quietly devastating to the rest. Will not commit or tolerate atrocities.
Known flaw
Inflexible conscience. Loyalty loss from witnessing atrocities is doubled (−10 to −30).
Style
Combined Arms. Disciplined, supplied, cohesive.
Specialty
+8% EP in all engagements. +15% EP defending a position his soldiers hold sacred. Morale-based EP penalties are halved.
Weakness
−10% EP when ordered to act against his conscience. He complies under duress, and the reluctance shows.
15

Captain-General Rhen Duskmoore

“He walked out of the battles he lost too.”

Age, origin
34. Border war veteran who rose from the ranks in twelve campaigns on a contested frontier.
Temperament
Intense and direct. Brilliant under pressure, ordinary in peacetime.
Known flaw
Needs recognition. −3 extra Loyalty whenever the leader takes sole credit for a Duskmoore-led victory.
Style
Aggressive Assault. Breaks the enemy before they can reorganize.
Specialty
+10% EP when personally commanding the forward element. +5% EP after a defeat in the previous engagement.
Weakness
−8% EP in siege and fortification defense.

Custom generals

If no default general fits your nation, create your own and submit it to the GM before the RP begins. All fields are mandatory. Custom generals start at Loyalty 50.

  • Name and title, and age and origin.
  • Personality: 2 or 3 traits, including their relationship with authority.
  • Known flaw. No flaw means rejection.
  • Combat style: Aggressive Assault, Defensive Attrition, Flanking Maneuver, Siege Specialist, Naval Commander, Guerrilla Tactician, Combined Arms, or a Custom style with GM approval.
  • Specialty bonus comparable to the defaults, with GM approval.
  • Known weakness, meaningfully limiting.
  • Lore entry of at least 3 sentences.

Claim registry

The GM updates this as generals are claimed.

GeneralStyleLoyaltyStatusClaimed by
01 Sultan Tariq Al-NazirFlanking Maneuver55Available
02 Warlord Brant AshveilAggressive Assault50Available
03 Marshal Caelan GreyDefensive Attrition60Available
04 High Warden Edran VauskCombined Arms75Available
05 Archon Valin ColdmereDefensive Attrition55Available
06 Lord-Commander Draveth MoorFlanking Maneuver40Available
07 Commander Osric StrandCombined Arms50Available
08 Marshal Riona GreavesAggressive Assault45Available
09 General Marcus VaelNaval Commander60Available
10 Grand Marshal Kofi AdaraSiege Specialist (Defender)65Available
11 Commander Eryn SilvarFlanking Maneuver45Available
12 Siege Master Brutus CaenSiege Specialist (Assault)70Available
13 Jarl-General Gunnar SkeldGuerrilla Tactician50Available
14 Grand Commander Aldous HaelCombined Arms65Available
15 Captain-General Rhen DuskmooreAggressive Assault40Available
Chapter
VII

Diplomacy

Nations talk, bargain, betray and bind themselves. The only rule is what two players agree to.

Section 24

International Treaties

Diplomacy has no fixed rules. A treaty is simply anything two or more players agree to, and it can be about anything at all.

How a treaty works

  1. Negotiate. Talk in RP or in private. Spend actions on diplomatic contact as needed (Section 2).
  2. Agree. Every nation involved must accept the same terms. A treaty cannot be forced on a nation by the other side alone, except through the peace table (Section 17).
  3. Register. Post the terms to the GM. Anything with a mechanical effect, such as money, land, trade routes, troops or supply, must be registered so it can be tracked. Pure promises of friendship need no registration.
  4. Live by it. The GM applies the terms to your ledger and runs the consequences.

Common treaty types

These are examples, not a list of options. Players may invent their own, and combine them freely.

TreatyWhat it usually meansGame effect
Non-Aggression PactNeither side attacks the other for a stated time.Breaking it is a deliberate treaty break (below). A defeated attacker can also be forced into one for 1 LET (Section 20).
Defensive AllianceEach side helps if the other is attacked.An ally may invoke it through the Alliance Call event.
Military AllianceThe partners fight together and plan together.Allies share a coalition and split LETs by Contribution Score (Section 17).
Trade AgreementPartners agree to trade, or to special terms.Routes are registered under Section 11. The realism rule still applies: each side exports only what its home region produces.
Loan AgreementOne player lends currency to another on agreed terms.Any interest, schedule and collateral the players choose. The GM records the payments in the ledger.
Vassalage and TributeOne nation submits to another.Vassals pay 25% of weekly income, territories 50% (Section 4).
Puppet TreatyOne nation shapes another's government.Reduces the turnover risk of covert operations by 15% (Section 19).
Peace TreatyEnds a war.A war ends only when both sides agree (Section 15). LETs are the bargaining currency.
Open AgreementAnything else: shared borders, passage, marriages, joint projects, secrets.The GM adjudicates with the three-question test (Section 27).

Secret clauses

Treaties may have public terms and secret ones. Secret terms stay between the signatories and the GM. An enemy can only learn them through espionage (Section 19).

Breaking a treaty

No nation is ever stopped from breaking a treaty. Sovereignty means you may do it. The world reacts, as always.

  • Breaking a treaty publicly and deliberately triggers an event, and the GM may cut your Stability and War Support to reflect the loss of trust.
  • The injured partner may respond however it likes: cancel trade, call in allies, declare war, or demand compensation.
  • Other nations may refuse to sign with you in future, or ask for higher prices when they do.
  • If a treaty ends because its time ran out, that is an expiry, not a break. Nothing happens.

Treaties are a way for players to tell the game what they have promised each other. The GM's job is to apply what was promised and to make the world react when it is broken, not to write the deal.

Section 25

Global Treaties

A global treaty is an agreement open to many nations at once, a pact for the whole world. Like all diplomacy it has no fixed rules, only what its signatories agree to.

Creating a global treaty

  1. Propose. Any nation may draft a treaty and post the full text publicly, with a name, its terms and how it is enforced.
  2. Sign. Any sovereign nation may sign by posting its signature. Signing costs 1 action. A treaty needs at least 3 signatories to take effect, or it remains a draft.
  3. Register. The GM records the treaty, its signatories and its terms, and notes it in the Diplomacy tab and the Timeline (Appendix F).

A global treaty binds only the nations that signed it. Non-signatories are free to ignore it, though the world may react to how they behave.

What global treaties can cover

These are examples. Players may write any terms they can agree on.

TreatyWhat it might do
Peace AccordSignatories agree not to attack one another, and to meet before declaring war.
Free Trade CompactSignatories give each other better trade terms. The realism rule still applies (Section 11).
Freedom of the SeasSignatories agree not to blockade one another's ports or raid trade ships.
Arms LimitationSignatories cap their Personnel, fleets or fortifications.
POW ConventionSignatories return prisoners and treat them well after a war.
Sanctions PactSignatories agree to cut trade with any nation that breaks a named rule.
Mutual Defense LeagueAn attack on one signatory counts as an attack on all.

Running a treaty

  • Voting. Unless the text says otherwise, each signatory has one vote and a simple majority decides. A treaty may set its own rules, such as weighted votes or a veto.
  • Amendments. Changes need the vote the treaty sets for itself. Without one, they need every signatory to agree.
  • Joining. New signatories join by posting their signature, unless the treaty requires a vote to admit them.
  • Withdrawing. A nation may withdraw at any time by announcing it. The withdrawal takes effect after 7 turns, unless the treaty says otherwise.
  • Secret clauses. A global treaty may have them, but they are exposed more easily because so many nations know them (Section 19).

Enforcement

Nobody polices a global treaty except its signatories. The GM does not stop a nation from breaking it, but the world reacts.

  • Breaking a global treaty publicly and deliberately triggers an event for the violator, with a larger loss of trust than a two-nation treaty, because every signatory was wronged.
  • Signatories may respond together: sanctions, closed ports, a joint ultimatum or war. A war by signatories counts as a coalition (Section 17).
  • Signatories that ignore a clear violation may be seen as having abandoned the treaty. The GM may let it collapse.

Five nations sign the Freedom of the Seas. Nation F, a signatory, blockades a rival's port. The GM triggers a trust event on F. The other four vote to close their ports to F, and its trade routes through them are cut. F must either back down, pay compensation or fight a coalition.

Chapter
VIII

The World Reacts

Plagues do not ask permission, and the world is always watching.

Section 26

Events, Crises & Consequences

Events are how the world pushes back, and occasionally rewards. Your nation exists inside a living world that reacts to your decisions, your neglect, your wars, your prosperity and your luck.

FormWhat it is
Random eventsThe world is unpredictable. Generals grow ambitious on their own schedule, but harvests also overflow and loyal allies turn up. Each week your nation's state produces a Negative Score and a Positive Score. Their difference sets what kind of event fires and how likely it is.
Player-triggered eventsDramatic, unusual or consequential actions always draw a reaction. Execute your rivals and the world notices. So it does when you build a magnificent public work, make a generous peace, or lead your troops to a stunning victory.

In both cases the GM describes what is happening, you declare what your nation does, and the GM adjudicates. No options are ever provided.

How random events trigger

Each week the GM calculates both scores for every active nation and nets them.

Net Score = Total Positive Score − Total Negative Score
  • Net positive: a positive event fires with probability equal to the Net Score in percent.
  • Net negative: a negative event fires with probability equal to the absolute value of the Net Score in percent.
  • Net zero: no event fires this week.

Negative Score (base 15)

ConditionAdded
Stability below 4010
Stability below 20 (stacks)10
War Support below 305
War Support above 80 (war fever)5
Currently at war10
Colony Liberty Desire above 505 per colony
WBO loan outstanding5
Recession (treasury below zero)10
Depression (stacks with Recession)25
Tax Level 8 or higher10
Stagnation active5
Major City or Capital captured15
Supply hub lost this campaign5
Killed above 20% of deployed force10

Positive Score (base 10)

ConditionAdded
Stability above 7010
Stability above 85 (stacks)10
War Support between 40 and 705
Decisive or Miraculous victory this campaign10
3 or more active trade routes5
No active wars for 3 or more weeks10
All colonies below Liberty Desire 305
WBO account active, no loans5
Tax Level 4 or lower5
Industrial Expansion purchased this month5
National Bank constructed5 (permanent)

At war, Stability 32, Tax Level 8, WBO loan active, one hub lost.

Negative: 15 + 10 (war) + 10 (Stability) + 10 (Tax 8) + 5 (loan) + 5 (hub) = 55. Positive: 10. Net −45, so a 45% chance of a negative event this week.

At peace 4 weeks, Stability 88, War Support 55, 4 routes, no loans, Tax Level 3, National Bank built.

Positive: 10 + 10 + 10 + 5 + 10 + 5 + 5 + 5 + 5 = 65. Negative: 15. Net +50, so a 50% chance of a positive event.

Once the type is set, the GM picks the most fitting event. The category is never purely random: a nation with blockaded grain routes does not receive a trade windfall.

Negative events

Domestic political

  • Coup Attempt. A general or noble faction moves against you.
  • Rival Faction Rises. A movement demands reform, succession, government or ideology change.
  • General's Ambition. Your most successful commander has grown too popular.
  • Noble Demands. Nobles or guilds demand tax cuts or rights.
  • Succession Crisis. No declared heir, and factions position.
  • Religious Movement. A faith demands endorsement, suppression of rivals, holy war or land.
  • Parliamentary Revolt. Your governing body refuses a key policy.

Command

  • General's Discontent (Slow). Loyalty below 30.
  • General's Ultimatum (Medium). Loyalty below 10.
  • Mutiny of the High Command (Critical). Loyalty at 0.
  • Betrayal of the High Command (Critical). Your general defects.

Military

  • Garrison Mutiny. Troops in a city or fort refuse orders.
  • Desertion Wave. Your available army is smaller than your records show.
  • General Defects. A commander switches sides and knows your plans.
  • Mercenary Ultimatum. Hired forces demand double pay or walk.
  • Border Skirmish. A neutral nation's forces cross your border.
  • Supply Hub Sabotage. Enemy agents hit a hub without an engagement.

Economic

  • Famine. Food supply has collapsed.
  • Market Crash. Stagnation shakes merchant confidence and the WBO may flag you.
  • Piracy. A pirate fleet settles on your routes.
  • Foreign Cartel. Merchants demand exclusive port rights.
  • Colony Unrest. A colony with rising Liberty Desire resists openly.
  • WBO Pressure. The World Bank starts an audit.

Diplomatic

  • Foreign Ultimatum. An ambassador arrives with demands and a deadline.
  • Alliance Call. An ally invokes your treaty.
  • Neutrality Accusation. A nation accuses you of aggression, espionage or support for their enemies.
  • Trade Renegotiation. A partner wants worse terms or threatens to leave.
  • Foreign Propaganda. A rival stirs unrest inside your borders.

Natural and world

  • Plague. Disease breaks out in a major city and spreads if not contained.
  • Earthquake. A fort or city is damaged.
  • Drought. Agricultural output collapses for the season.
  • Storm at Sea. Ships are damaged or lost.
  • Fire in the Capital. Revenue and troop capacity drop temporarily.
  • Refugee Crisis. War or famine elsewhere sends thousands toward you.

Positive events

Domestic political

  • General's Oath. Your best commander reaffirms loyalty. +EP bonus for 1 campaign.
  • General's Devotion. Loyalty reaches 90 for the first time. A special bond event unique to your nation.
  • Popular Surge. +10 Stability, +5 War Support.
  • Noble Tribute. A house offers a donation or alliance. Treasury bonus or Liberty Desire reduction.
  • Religious Blessing. A respected figure endorses you. Stability bonus, enhanced for Theocracies.
  • Succession Secured. Faction tensions over inheritance ease.
  • Reform Endorsement. A reform movement backs your policies.

Military

  • Veteran Distinction. A unit earns elite status: permanent +5% EP for the war.
  • Volunteer Wave. Unusually high enlistment. Troop pool bonus this week.
  • Enemy Defector. An enemy officer crosses over. +25% espionage effectiveness for 1 engagement.
  • Espionage Foiled. Counterintelligence catches a spy ring. +5 War Support.
  • Mercenary Offer. A band is available at 25% below standard cost.

Economic

  • Merchant Windfall. Bonus income equal to 50% of one route's weekly value.
  • Bumper Harvest. Grain routes +20% this week. +3 Stability.
  • Resource Discovery. A new deposit. The GM assigns a base value and adds it to your trade options.
  • Foreign Investment. WBO interest rate halved for 4 weeks.
  • Colonial Surplus. A colony windfall and −5 Liberty Desire.

Diplomatic

  • Non-Aggression Offer. A neighbor proposes a peace pact. Accept, negotiate or decline.
  • International Prestige. A neutral nation praises you. Trade efficiency +10% for 2 weeks.
  • Trade Expansion. A partner asks for a new or larger route on favorable terms.
  • Debt Repaid. An ally you aided returns the favor. A bonus action or a military support token.

Natural and world

  • Favorable Winds. Sea route transport bonuses +1% this week.
  • Population Surge. Troop pool and trade capacity rise beyond the normal refresh.
  • Fortunate Terrain. Fort build cost −15% for one planned fort.
  • Cultural Renaissance. +8 Stability, +5 War Support, a minor trade bonus.

Player-triggered events

These always draw a consequence event:

  • Ordering your own troops to act against your government, citizens or political rivals.
  • Executing, imprisoning or publicly humiliating a named figure (general, noble, clergyman, foreign ambassador).
  • Destroying your own infrastructure: burning a city, demolishing a fort, scuttling your fleet.
  • Switching government or ideology mid-game.
  • Breaking a treaty publicly and deliberately.
  • Declaring yourself or your ruler divine, eternal or absolute beyond what your government and ideology grant.
  • Funding rebel groups that go on to take power.
  • Committing acts other nations would call war crimes: mass executions, deliberate starvation of civilians, destruction of religious sites.

Dramatic positive actions also trigger events: exceptional mercy, a spectacular victory, a major gift to an ally.

You order your soldiers to arrest and execute your three most powerful noble rivals. The GM does not ask if you are sure. The GM posts the consequence: surviving nobles have gone underground, your officer corps is watching, and three border garrison commanders have stopped responding to orders. What does your nation do? If you handle it poorly, a second event may follow, such as a formal military inquiry, a quiet defection or an assassination attempt.

Economic shocks

Money moves the world, and it can be turned into a weapon. These shocks are triggered by player action or by the GM, and they apply to income, Stability or both.

ShockTriggerEffectEnds when
SanctionsA Global Treaty or a coalition votes them, or a Merchant Republic imposes them alone.Target loses 15% trade income. Sanctioners lose 5% on trade with the target.The sponsors lift them or the treaty lapses.
EmbargoA nation closes its ports and routes to a target.All routes between the two earn 0. Both sides lose the income of those routes.Either side reopens the routes.
Trade warA nation raises tariffs on a target, and the target answers.Both lose 10% trade income. The target gains +5 War Support against the tariff-raiser.Both agree to lower tariffs.
InflationThe treasury is more than double the Economic Ceiling, or a nation prints money.−10% weekly income and −3 Stability per week.The treasury is spent below the ceiling.
Bank runStability under 30 with a large treasury, or a lost war.The nation loses 20% of its treasury at once.One-time event.
Famine of tradeA blockade or embargo cuts food routes.−5 Stability per week until food routes return.Food routes reopen.

Sanctions and embargoes ignore only goods the target does not need. A nation cannot embargo a good that was never traded between the two.

Themed events

The GM may draw from these when the world needs a jolt. Each is a starting point, and the GM sets the exact numbers.

EventWhat happensTypical consequence
FamineA bad harvest or a blockaded granary.−5 Stability and −10% income until food is imported.
PlagueDisease spreads from a port or an army.−10% Personnel and −5 Stability. Quarantine halves the loss but cuts trade.
Coup attemptA general or a faction moves on the capital.Roll against Stability. If it succeeds, the government changes. If it fails, the plotters are purged.
DiscoveryScholars, prospectors or explorers find something.A new resource, a map reveal or a +1 Unit Type upgrade at the GM's pick.
Great fireA city burns.−5 Stability and a rebuilding bill of 50,000 to 150,000.
Religious schismA new sect splits the faithful.−5 Stability. A Theocracy takes −10.
PretenderA claimant to the throne appears.A Rival Faction event, with foreign backing if a rival wishes it.
Natural disasterFlood, earthquake or storm.Damage to forts and ports, 25,000 to 100,000 in repairs.
Golden ageA run of peace and good harvests.+5 Stability and +5% income for 4 weeks.
Section 27

Responding to Events

Events do not demand immediate resolution. Gathering information, setting conditions and positioning resources are all valid responses, but time has a cost, and the world does not pause while you think.

The four responses

ResponseWhat it meansTime
Direct ActionYou attempt to resolve the situation now with available resources.Resolved next GM turn.
Investigative ActionYou gather information before committing: spies, scouts, envoys, physicians.1 to 4 turns by scope.
Preparatory ActionYou position resources, move troops or secure funding first.2 to 4 turns by scope.
Wait and ObserveDeliberate inaction, treated as 1 turn of passive surveillance.1 turn, then the situation progresses.
Typical actionTurns
Passive surveillance (tailing, watching from a distance)1 to 2
Active investigation (several agents, following leads)2 to 3
Diplomatic inquiry (an envoy or formal message)3 to 4
Military preparation (moving reserves, reinforcing)2 to 4
Large-scale covert operation4 to 5
Wait and do nothing1, then escalation

Escalation rates

Every event has an Escalation Rate set honestly by the GM. It tells you how fast the situation develops while you act.

RateEscalates everyExamples
Slow3 to 5 turnsPolitical conspiracy, long-term rival movement, succession tension.
Medium2 to 3 turnsColony unrest, trade dispute, diplomatic standoff.
Fast1 to 2 turnsPlague, famine, border skirmish becoming war.
CriticalEach turnActive mutiny, coup in progress, city on fire.

A Slow conspiracy leaves room for a 3-turn investigation. A Critical mutiny may be past negotiation if you spend even one turn gathering information.

Investigation

A successful investigation returns partial or full information: who is involved, what they want, how far along the plan is, what leverage they hold, and where they are weak. Quality of the action sets quality of the answer.

Investigation qualityWhat you get
Specific, well resourced, suitable agentsFull or near-full information. Complication rolls still apply.
Reasonable scope, limited agentsPartial information with some details missing or uncertain.
Vague (“send spies”) with no specificsSurface-level information only.
Investigation during a Critical situationInformation gained, but the situation has likely worsened. It may arrive too late.

Complications

  • Agents spotted. The target knows. They may accelerate, go to ground or hunt your agents.
  • Wrong lead followed. Time was spent on nothing useful while the situation worsened.
  • Agent turned. An agent was captured or flipped, and misinformation now comes back as intelligence.

The GM does not always say which complication occurred. You may learn your intelligence was wrong only when you act on it.

The update loop

After your action completes, the GM posts an Event Update: what your action revealed, how the situation changed meanwhile, and its current status. The event is not resolved until you take a decisive action that addresses the root cause, or the situation escalates beyond your control.

Partial resolutions are real outcomes. You may address the symptoms but not the cause, and a related event returns weeks later. You may satisfy a demand but create a grievance, and a follow-on is queued. Or external factors may end it before you act.

Concurrent event lines

An open event does not pause the weekly roll. New random events can fire while another is unresolved, and player-triggered events always fire. There is no limit on simultaneous lines. A careful player who investigates thoroughly will carry more open lines than one who acts bluntly. The tradeoff is information against exposure.

Lines canWhat happens
Stay independentEach escalates on its own clock. The plague does not care that you are busy with the conspiracy.
CollideA new mutiny while your capital troops are on an investigation leaves you fewer options for both. The GM flags when an open event affects the resources for a new one.
MergeIf two events share a root cause the GM uncovers, such as one disgruntled general, they may fold into a single escalated event.
Resolve each otherEnding the conspiracy may collapse the mutiny that depended on it.
CompoundA conspiracy maturing into a coup while the army is tied up and grain routes are blockaded becomes one crisis with higher stakes.

How the GM judges a response

  1. Is it realistic for your stats and resources? You cannot spend money you do not have, deploy troops stationed elsewhere, or call on allies without a treaty obligation.
  2. Is it specific and well considered? “I send soldiers” is not a plan. A named reassignment of garrison commanders to distant postings, with loyal officers installed and honors given to the noble families to mask the move, is a plan.
  3. What do the dice say? Some outcomes are guaranteed, some are uncertain even with a perfect plan, and the GM rolls honestly.
Response qualityLikely outcome
Clever, well resourced, specificGood outcome, possible bonus.
Reasonable but limited resourcesPartial: problem contained but not resolved.
Vague or poorly consideredNeutral to poor. The event drags on or worsens.
Reckless or ignoring resourcesBad outcome, likely a cascade event.
No response within the deadlineDefault bad outcome, adjudicated by the GM.

Default deadline is 3 turns, shorter for urgent crises. Positive events may have none.

Cascades

A badly handled event feeds the next. A grain route blockaded for 3 weeks triggers Famine. Famine handled poorly triggers city unrest. Unrest at low Stability triggers a Garrison Mutiny. A mutiny that spreads with defecting officers triggers a Coup Attempt. None of this is punishment. It is consequence, and always traceable to decisions made or neglected.

Positive cascades exist too. Handling a crisis exceptionally well can produce a surge of public confidence, a general whose loyalty deepens, or a foreign power that takes note of your competence.

Actions outside the rules

The GM will never refuse a player action because it is not in the rules. You declare it. The GM decides whether it is possible given your resources and stats, adjudicates, and the world reacts. Fully valid examples:

  • Ordering your army to march on your own capital and rule by military decree.
  • Publicly converting your nation's official religion mid-game.
  • Commissioning an assassination of a foreign leader, with high risk and massive fallout if discovered.
  • Declaring your nation permanently neutral and disbanding its offensive military.
  • Offering to become a vassal of a stronger nation in exchange for protection.
  • Attempting to bribe the GM's adjudication of a battle. This will not work, but the GM will find it entertaining.
  • Declaring yourself a god.

Every one of these produces a consequence event. Some go well, most are complicated, and a few end in immediate catastrophe. All are valid, because Tua Voluntas. Tua Fata.

Day 1. The GM posts a Domestic Political event, Slow. Three noble houses seem to be coordinating. The player sends two trusted agents to watch the households at night and follow couriers, without acting.

Day 3. The update arrives. House Verath is coordinating with the eastern military governor's staff. The other two houses meet separately and one agent overheard “the garrison” and “the harvest tax.” Meanwhile House Verath moved 200 household guards into the capital for a “wedding.” One agent was briefly spotted. Status: Worse. The player now acts with far more information.

Chapter
IX

Counsel

Concrete actions, clear priorities and ready-to-use templates for staying solvent, victorious and secure.

Section 28

How to Thrive

The opening month sets the tone for the whole game. Spend recklessly and you will play catch-up for weeks. Move methodically and you will have a stable economic base before your first war.

Every player picks a General and writes a Leader Profile before the RP begins. Both are mandatory.

The first thirty days

Day 0
  • Confirm your tax level. If unrest is low, stay at Level 5 (50,000 per week) until trade routes are paying.
  • Open a ledger with your treasury and weekly income. Apply your government and ideology bonuses.
  • Select your General. Generals go first come, first served.
  • Write your Leader Profile before any RP.
Days 1 to 3
  • Register 1 or 2 high-value routes. Tier 1 and 2 goods on long routes pay best.
  • Build trade ships or caravans at once. A route with no transport earns 0. Aim for at least 2 units per route (+4%).
  • Make sure each route connects to a city at both ends.
Days 4 to 10
  • At 150,000 Currency, buy an Industrial Expansion (+10% of base income).
  • With no trade partners yet, spend 75,000 on Diplomatic Outreach.
  • Skip forts unless you face an active threat. Upkeep starts immediately.
Days 11 to 30
  • Near your ceiling? Deposit the excess in the WBO rather than let Stagnation hit.
  • If the ceiling pinches, the National Bank (600,000) is your most important early purchase after income.
  • Plan forts at Levels 1 to 3. Run a Civil Propaganda campaign if Stability drifts down.
  • Start building your relationship with your general in RP. Early trust costs nothing.

Tax policy

  • Keep Level 5 as your neutral default.
  • Drop to Level 3 or 4 if Stability is falling and you are not in immediate need.
  • Raise to Level 6 or 7 only for short-term war financing, expecting −2 to −4 Stability per week, and run Military Propaganda alongside.
  • Level 8 or higher is an emergency measure. The −9 Stability and −15 War Support of Level 10 can destabilize a nation faster than losing a battle.

Trade route priorities

You can only export what your own region produces. Check the region tables in Section 10 before you plan around a good.

PriorityRoute typeWhy
1stTier 1 and 2 luxuries over long distance (Rare Spice, Gold & Silver, Raw Silk, Arctic Furs)Highest base value with the ×1.25 long-haul bonus, and ×1.50 demand in cold or resource-poor regions.
2ndTier 3 refined goods over long distance (Dyed Cloth, Whale Oil, Amber, Medicinal Herbs)Strong value and cross-continental demand. Pair with an industrial export.
3rdBalanced regional exchange (Smelted Iron against Rare Spice, Coal against Grain)Both sides profit, so the partner is unlikely to break the route.
4thTier 5 bulk goods over short distance (Grain, Timber, Salted Fish, Wool)Low value but steady. Essential if you lack Tier 1 to 3 exports.

Assign 2 or 3 transport units to each high-value route, never leave a registered route without transport, and budget for replacements, because in war your trade ships may be reassigned or destroyed.

Before you go to war

  • Hold 4 to 6 weeks of wartime upkeep in the treasury.
  • Split your forces into Deployed, Garrisoned and Reserve. Do not strip garrisons bare.
  • Designate your 3 Supply Hubs and keep them defensible.
  • Assign supply ships and transports for any amphibious operation before declaring.
  • Buy the Military Investment Package if you have not stacked it.
  • Run a Military Propaganda campaign for at least one week before the first engagement.
  • Send an espionage mission (50,000) the turn before Engagement 1. A 20% chance of +25% is worth it.
  • Check general Loyalty. Below 50, auto-resolve Engagement 1 without question.
  • Decide auto-resolve or manual for Engagement 1 and commit in your opening post.

LET doctrine

  • LETs are leverage, not a win condition. Build them, then negotiate the peace you want rather than the one you can take by force.
  • As attacker: accumulate LETs, then offer peace from strength. Do not keep fighting a winnable peace for land you do not need.
  • As defender: every LET you earn makes the attacker's terms costlier to enforce. Holding out through several campaigns with Stability and War Support intact is a legitimate path to a good peace.
  • In bids: the bid is a sunk cost. Never bid what you are not prepared to lose entirely.

Naval and covert counsel

  • A blockade with no land bypass zeroes the enemy's overseas trade and costs them −3 Stability per turn. Sustained long enough, it forces concessions without winning every land battle. Watch your supply ships.
  • To resist a blockade, keep one land route to a non-blockaded nation, challenge the fleet when your EP matches, and run Civil Propaganda while you build.
  • Target enemy generals below 30 Loyalty with espionage. A successful flip brings them to your side at Loyalty 30.
  • Target fort sabotage before a key defensive engagement, and income sabotage early in a long war.

Colonies, the Bank and what comes first

SituationPriority
Your ceiling is blocking you nowNational Bank first: instant, with no upkeep.
You just won a war and hold territoryColonise it while saving for the Bank.
Strong income and militaryBoth: the Bank for the flat boost, colonies for ongoing growth.
Cash-poor and barely sustainingNeither. Fix income first through Industrial Expansion and trade.

Final doctrines

  • Economy first, always. A nation with twice your income will outbuild, outfortify and outlast you.
  • Your wallet is not fixed. The Bank raises your ceiling at once, and colonies raise it continuously.
  • Your general is a force multiplier or a liability. A Devoted general (+5% EP) across a five-engagement campaign is a real swing, and a Mutinous one (−10%) may be decisive against you. Loyalty is math, not flavor.
  • Auto-resolve is the safe default. Manual is how you win on purpose: a Clever plan beats the general's Competent one, but a vague plan loses to it.
  • Your leader's flaw is not decoration. The GM will press on it at the worst moment.
  • Forts are cheap to start and expensive to finish. Build up only as income allows.
  • LET discipline wins wars.
  • The WBO is insurance, not a piggy bank.
  • Cities are targets. Your capital is 40% of your tax revenue. Garrison it.
  • Colonies are not free territory. Hold only what you can sustain.
  • Your government and ideology are free bonuses. Use them.
Appendices
A–F

Reference

Templates to copy, checklists to run, a page to pin, the procedures the GM follows, a glossary, and the timeline of the world.

Appendix A

Templates

Copy these into your posts. Fill every bracket.

Leader profile

Name & Title: Age: Background: (2 to 4 sentences) Personality: (2 or 3 traits with a brief explanation) Leadership Style: (1 or 2 sentences) Known Flaw: Appearance & Presence: (2 or 3 sentences)

Nation sheet

Nation: Government: Ideology: Home region (set by the GM): Leader: [name and title] General: [name] | Loyalty tier: [tier] Tax level: [1 to 10] | Weekly income: [X] Treasury: [X] | Economic Ceiling: [X] | WBO balance: [X] Stability: [X] | War Support: [X] Defense Forces: [X] | Arms Manufacturing: [X] Cities: Capital [name] | Major [names] Forts: [location and level] Ships and yards: [counts] Trade routes: [city to city, goods each way, transport units] Colonies: [size and status] Unit composition: [declared units] Open events: [list]

Engagement post

Engagement #[number] - [Attacker] vs [Defender] - [Location / Terrain] Starting EP Breakdown: Troops: [X] | Supply: [Y] | Ships: [Z] | Fort Bonus: [+X%] | Morale Modifier: [xY] General Loyalty Tier: [Tier] | General and Loyalty EP Modifier: [+X% or none] Strategy Summary: [Objective, maneuver, and special assets: siege artillery, flanking force, special forces.] [If auto-resolving: "I leave this engagement to [General Name]."] [If adding constraints: "Constraint: minimize casualties / hold Hub 2 / do not cross the river."] Logistics: [Transport plan, supply hub assignments, amphibious details.] Active Bonuses Claimed: [Espionage, sabotage, general specialty, propaganda.] Transparency Request: Please publish Starting EPs, BSD and outcome category.

Weekly ledger

Week [number] - Nation [Name] Opening Treasury: [X] Weekly Income: +[X] WBO Auto-Fee: -[X] Loan Payment: -[X] Daily Upkeep (x7 turns): Fort Level [N]: -[X]/day Ships ([N] units): -[X]/day Propaganda: -[X]/day Total daily: -[X] | Weekly total: -[X] Voluntary Spending This Week: [Item]: -[X] Closing Treasury: [X] WBO Banked Balance: [X] General Loyalty (current): [X] / 100 - [Tier] Notes: [route changes, fort builds, war status, loyalty events]

Moderator battle report

Engagement #: [Attacker] vs [Defender] - Location (Terrain) Unit Compositions on File: Attacker: [summary] Defender: [summary] Starting EPs: Attacker = [X] (Personnel | Knight bonus | Ships | Forts | Terrain | Morale | General and Loyalty) Defender = [Y] (Personnel | Ballista bonus | Ships | Forts | Terrain | Morale | General and Loyalty | Elephant terror applied: Y/N) Submitted Strategies: Attacker: [synopsis] Defender: [synopsis] Adjudicated Outcome: Winner = [Nation] | Final EPs = [X] and [Y] | BSD = [X.XX] | Category = [Close / Decisive / Miraculous] Immediate Effects: [Nation]: [+/- Stability] | [+/- War Support] Casualties (in Personnel): Attacker: [X, by unit type if specified] Defender: [X] LETs Awarded: [Side]: [X LET(s)] - Running fractional total: [X.X] Active Mercenary Contracts: [Nation]: [Company, units, turns remaining] Notes: [Supply issues, espionage effects, blockade status, Trebuchet setup, elephant panic rolls, Knight casualties, mercenary morale.]

Event post and update

EVENT - [Category] - [Nation Name] [2 or 3 sentences of narrative flavor, third person, present tense.] The Situation: [Who is involved, what is at stake, what is known and unknown.] Escalation Rate: [Slow / Medium / Fast / Critical] Mechanical Context: [Stat thresholds, resources at risk, forces involved, deadlines.] What does [Nation] do? --- EVENT UPDATE - [Category] - [Nation Name] - Day [X] of [Action Taken] [1 or 2 sentences on what has happened since the action began.] What Your Action Revealed: [Information gained, partial or full.] How the Situation Has Changed: [Worsened, stabilized, branched or partly resolved.] Current Status: [Better / Same / Worse / Escalated / Branched] What does [Nation] do?
Appendix B

Checklists

  • Deduct fort, ship and yard upkeep and active propaganda from your ledger.
  • Check whether a WBO withdrawal is needed.
  • Confirm no espionage or event results are pending from the GM.
  • Log incoming income and apply government, ideology and trade bonuses.
  • Confirm WBO fees and loan payments processed.
  • Reassign transport to disrupted routes.
  • Refresh army size and supply from the NationStates stat update.
  • Review Stability and War Support. Adjust tax or run propaganda if either trends badly.
  • Check general Loyalty. Below 50, take corrective action this week.
  • Confirm 4 to 6 weeks of upkeep coverage.
  • Buy the Military Investment Package if not stacked.
  • Decide the Deployed, Garrisoned and Reserve split.
  • Designate 3 Supply Hubs for the first front.
  • Deploy transports and supply ships for amphibious operations.
  • Run Military Propaganda for a week before Engagement 1.
  • Send espionage one turn before Engagement 1.
  • Check Loyalty. Decide auto-resolve or manual for Engagement 1.
  • Collect reparations or register territory.
  • Return or ransom POWs as the terms say.
  • Send garrisons back to their cities.
  • Restore disrupted routes (1 action each).
  • The loser's income is 85% of normal for 7 turns (1 week).
  • Update your ledger for new income.
  • Check general Loyalty. Honor or blame with care.
Appendix C

Quick Reference

The whole game on one page. Seriously, read the whole book too.

  • Turns are days. Income is weekly. Deductions are daily. Daily costs should stay below weekly income.
  • Every soldier starts as a Levy. Your Defense Forces stat is your headcount. Spend Currency to upgrade Levies, priced per battalion of 500, before war. No upgrades mid-campaign.
  • Tiers: Tier 1 (Men-at-Arms, Spearman, Bowman) is cheap. Tier 2 (Crossbowman, Pikeman, Light Cavalry, Mounted Archer) costs more. Tier 3 Knights (cap 12) add +350 EP each. Tier 4 War Elephants rule open terrain.
  • Supply scales with quality. Levies cost 0.5, Knights 4.0.
  • Siege crews are real: Ballista 4 (defensive), Catapult 6, Trebuchet 10 (2 turns to assemble).
  • Mercenaries are paid upfront for up to 4 weeks. Five companies, each with a special rule.
  • Three levels of war: Engagement, then Campaign (5 engagements), then War (ends by treaty only).
  • BSD = winner EP ÷ loser EP. 1.00 to 1.20 close, 1.21 to 1.70 decisive, 1.71 and up miraculous.
  • 1 LET = 10,000 km² or 5,000 Currency per week for 3 weeks.
  • Positions: Deployed, Garrisoned, Reserve. Dead return as Levies at the weekly refresh.
  • Supply Hubs: 3 per front. Each hub lost costs EP, from −15% up to −60%.
  • Trade: export only goods your region really produces. 1 route per city, 2 goods per direction, 1 of them Tier 1 or 2. Income depends on abundance, demand, distance, balance and transport.
  • Industrial Expansion: 150,000 for +10%, up to 3 stacks. National Bank: 600,000 for +25% ceiling.
  • Generals: auto-resolve for +3 Loyalty. A Clever manual plan earns +5% EP. Keep Loyalty above 50.
  • Events: Net Score = Positive − Negative, rolled weekly. No options are ever given.
  • Stability and War Support stay between 0 and 100.
  • The GM publishes everything: EPs, BSD, LETs, compositions and contracts.
Appendix D

For the Game Master

These are the standing procedures for moderators. Players may read them. Nothing here is hidden.

Transparency

  • Publish starting EPs, the BSD value and the outcome category for every engagement.
  • Record each side's Unit Composition Declaration at the start of each campaign.
  • Record fractional LETs per engagement and track them through the war.
  • Record Knight deployment numbers per engagement.
  • List active mercenary contracts in the public ledger.
  • Document any penalty beyond the standard tables with a written rationale.
  • Publish each general's Loyalty tier in the engagement EP breakdown. Owners see exact values.

Weekly event check, per nation

  1. Calculate the Negative Score: start at 15 and add every applicable modifier.
  2. Calculate the Positive Score: start at 10 and add every applicable modifier.
  3. Net Score = Positive − Negative.
  4. If positive, roll for a positive event at Net%. If negative, roll for a negative event at the absolute value. At zero, no event.
  5. Choose the most contextual event from the matching list.
  6. Write the event post in the standard format. No options and no hints.
  7. Set a response deadline: 3 turns by default, 1 for urgent crises. Positive events may have none.
  8. Adjudicate the response with the three-question test (Section 27).
  9. Post the outcome. If a cascade is warranted, queue the follow-on for next week.

Player-triggered check

  1. Does the action fall in a player-triggered category? If so, a consequence event is guaranteed.
  2. Decide the realistic reaction within 1 or 2 turns, positive or negative.
  3. Write and post it in the standard format, then adjudicate as normal.

Adjudication notes

  • Events should feel earned. A plague on a carefully managed nation is bad luck. On a nation that ignored unrest, it is inevitable.
  • Never telegraph the right answer. Write the situation, not the solution.
  • Set Escalation Rates honestly. A conspiracy does not become Critical because it would be dramatic.
  • Track the escalation clock independently of the player. The situation evolves whether they watch or not.
  • Do not reward vague investigations with precise intelligence. Reward named agents, cover, target and method with real detail.
  • Complications are realism, not punishment. Roll honestly and apply the results.
  • Never say at once that an agent was turned. Let the player act on the false information and reveal it through consequences.
  • Reward creative but plausible responses. Do not punish lateral thinking.
  • A partial resolution is a complete resolution for now. Close the event, note what was not addressed and queue the follow-on.
  • Not every event needs a mechanical effect. Purely narrative consequences matter.
  • Track named characters across events. A general who defects now exists in the shared world and may appear in another player's events.
  • Keep a GM Event Ledger per player: open lines, current escalation stage and the turn of the next escalation. Three or four open lines for an active player is normal.
  • When a new event needs troops or funds already committed elsewhere, flag it in the new post.
  • When two lines share a root cause, consider merging them into one compound event.

The GM will never stop a player from acting. The GM will always make the world react.

Appendix E

Glossary

Every term of art in this book, in one place.

TermMeaning
ActionOne of the 5 things your nation may do each turn: move, build, negotiate, post RP, run a mission.
Arms ManufacturingThe NationStates stat that sets your weekly supply.
BSDBattle Score Differential. The winner's Final EP divided by the loser's.
CampaignFive engagements at one chosen front.
Colony, Territory, VassalThe three political statuses of land you hold beyond your core, paying 0%, 50% and 25% tribute respectively.
Contribution Score (CS)A nation's share of credit in a coalition, used to split LETs.
CurrencyYour nation's own money, as reflected in your NationStates stats.
Defense ForcesThe NationStates stat that sets your Levy headcount.
Deployed, Garrisoned, ReserveThe three positions of your troops: at the front, in cities and forts, and held back.
Economic CeilingThe largest treasury your economy holds efficiently. Above it, Stagnation begins.
EPEffective Power. The score of a force in an engagement.
EngagementOne battle at one location.
Escalation RateHow fast an event develops: Slow, Medium, Fast or Critical.
GMThe game master and moderator who adjudicates the world.
Home regionYour nation's place on the world map. It sets trade distance and the goods you may export.
LevyAn untrained conscript. Every soldier begins as one.
LETLand Exchange Token. Earned by winning engagements and spent at the peace table or in bids.
IncorporationThe full annexation of a Territory into its suzerain, after its Liberty Desire reaches 0 and its people vote yes in a Referendum.
ReferendumThe vote that decides Incorporation. The base chance is 50%, modified by the score table in Section 6.
UprisingAn open revolt by a subject with high Liberty Desire.
Sea zoneA stretch of ocean a navy may hold on the Map tab to block enemy shipping.
Sanctions, EmbargoEconomic shocks that cut trade income between nations.
Liberty DesireHow strongly a colony, territory or vassal wants independence.
LoyaltyYour general's trust in you, from 0 to 100.
PersonnelReal headcount, measured in men.
StabilityHow steady your government is, from 0 to 100.
StagnationThe penalty for a treasury above your ceiling.
Supply HubOne of the 3 points per front through which supply reaches your army.
SuzerainThe nation a vassal or territory pays tribute to.
Tax LevelYour chosen rate, from 1 to 10, setting weekly income, Stability and War Support.
TurnOne day of game time.
War SupportYour people's willingness to fight, from 0 to 100.
GovernmentYour form of rule, such as Theocracy or Parliamentary Democracy. It gives its own bonus and penalty.
IdeologyWhat your nation believes and wants, such as Imperialism or Militarism. It gives its own bonus and penalty, separate from your government.
DebtThe amount your treasury sits below zero. It causes a recession, or a depression if it grows past 2 weeks of income.
DiplomacyAnything two players agree to. It has no fixed rules.
WBOWorld Bank Organization. The bank that holds funds off the books and makes loans.
Appendix F

Timeline & Global News

The history of the world now has its own page.

Open the Timeline tab at the top of the page. It holds two things, both kept by the GM:

  • Timeline: the public record of what happened, grouped by turn. Wars begun and ended, treaties signed and broken, cities founded and lost, leaders who rose and fell, and world events. Each entry notes the turn, the type, who was involved and how it ended. You can filter it by type or by nation.
  • Global News: headlines from around the world, written in the style of a newspaper front page, with breaking news flagged in red.

The GM may also post any entry or story to the Announcements channel in Chat.

Diplomacy tab and news bar

Wars, alliances and treaties are also kept in the Diplomacy tab, which shows who stands on which side, since which turn, and whether each is still in force. When the GM records one, it can be added to the Timeline and sent to the scrolling news bar at the bottom of the screen in the same step, so the whole table sees it at once.

The world is watching. It always is.

World at Arms · Version 2.4.9 · Return to the cover

Map
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Table Talk

Chat

Live messages between players and the GM.

Chat

The Chronicle

Timeline & News

What has happened in the world, and what the world is saying about it.

The World Stage

Diplomacy

Who is at war, who stands together, and what has been signed.

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