Post

Region: Thegye

Bassiliya wrote:I am very pleased to announce that the newest addition to the Thegye features is up and running, Citizens! What is this new feature?

THE COMMAND AND CONQUEST SYSTEM!

The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye, inspired by games like Risk, Age of History, and Age of Conquest. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Join or head over to Discord to participate. Do make sure to visit the informational dispatch:


The Command and Conquest (CnC) system is a simulated battle royale strategy game between the various nations of Thegye. The system makes use of combat between armies, international relationships and intrigue, resources, and more to bring players a fun and immersive experience. Players compete against each other to gain the largest, richest, and most powerful empire! Will the nations of the world create powerful factions? Will a single nation become the dominant power and subjugate all others? Will resource-rich provinces provide the backbone of small, powerful states? Only time will tell!

If you are a member of Thegye, the system is fully open to you to play right now! Due to the limited nature of the program, only citizens of Thegye and her friends at Karma are permitted to join the Command and Conquest game. The system is hosted on the Thegye Discord server, which you can get to by visiting the link on our home page or hitting the "Play" link above. Once you have done so, visit the Commands section of this page to see how to register and start fighting!

Of course, no system is fully equipped without a few rules and regulations to keep it running smoothly. The rules are enforced by the CnC moderators, who have the power to enforce these rules through debuffs, mutes, and, in dire situations, removal from the system. The moderators are not to be messed with!

The rules of the system are as follows:

1. Please do not argue with the moderators or Shard (she can't hear you). Doing so will result in a mute.

2. Remember that this is a game. No need to make a scene if you get upset with someone or something.

3. Do not harass other players with interaction requests or notifications. If someone asks you to stop, then you should stop.

4. If you have a dispute with another player or with a moderator action, appeal it. Do not harass or verbally abuse other players or mods. Doing so will result in a system removal and ban. If you have a dispute with a bot-taken action, please appeal it to a moderator.

5. Do not use rude or offensive nation names. This includes racist, sexist, or other derogatory terms and phrases.

6. Do not intentionally pick a color that is very similar to another player's color or a banned color. Do not rapidly change your assigned focus or color.

7. Do not intentionally seek to disrupt gameplay or ruin other players' gaming experience. This includes (but is not limited to) intentionally power-gaming or min-maxing, crushing newer players, or refusing to interact with other players.

Interactions Rules

These rules apply specifically to treaties and other negotiations. Please reference the "Interactions" section of the Manual for more information about interactions.

1. Newer interactions supercede old interactions.

2. In order for an interaction to be considered valid, both sides of the interaction must agree to the terms.

3. If one signatory of an interaction fails to uphold forced demands, such as war reparations or territory cession, moderators will enforce the terms of the forced demands. Players should appeal to moderators and not attempt to take matters into their own hands.

4. Moderators will not be permitted to enforce any demands of any interaction of which they are current signatories.

5. Moderators cannot enforce any interaction that requires either signatory to perform any action that moderators cannot force. For example, a moderator cannot enforce an ally to declare war. However, a moderator can enforce repercussions on unfaithful signatories. Moderators cannot enforce any interaction stipulation that is not explicitly stated in the text of the interaction.

The CnC system can be a bit complicated if you have no experience with it beforehand. However, it's not so complicated to be inaccessable.

First, you'll need to register yourself with Shard using the register command. You can see the register command in the following Commands section of this document.

Once you've registered, take a look at the map. Your nation will have been assigned an empty province to rule. Take stock of your local resources and potential areas for growth, making sure you know what you're working with.

Next, you'll want to buy troops and establish communications or relations with neighboring powers. Ensure that they aren't going to be enemies in the future. Try and establish yourself with enough manpower and credit resource gains each update to make yourself sustainable. Remember to preserve your credit resources and manpower early on.

If you've completed those steps and you're still looking for more things to do to get started, ask your neighbors or another active user for advice if you're stuck.

The list of commands is below, along with the usage of each commands. See the sidebar for to quick nav all command groups. For reference, [] and <> mark required and optional inputs, respectively. () represent multiple options, of which users may pick one. Any command that does not specify will require quotation marks around any multi-word input. For example, $cnc_register "Bassiliyan Empire" #123456 E


-User Commands-

$cnc_register [nation name] #[hexadecimal color id] [focus (m,e,s)]

This command registers the user. New users receive between nine and ten thousand credit resources, three thousand manpower, and a province.

$cnc_view <nation name or Discord username> *This command does not require quotations around two-word arguments
Alias: $cncv
This command allows the user to see information about their or other nations. Leaving the <nation name> input blank will fetch information about the user's nation.

$cnc_detailed_view
Alias: $cncdv
This command DMs the user with detailed information, including manpower gain, fort, port, and city limits, and more. If the command fails, ensure that you allow DMs from Shard.

$cnc_view_all
Alias: $cncva
This command displays select details about all users, including nation name, user ID, and user color code.

$cnc_strategic_view
Alias: $cncsv
This command DMs the user with detailed information about every province under their control, including worth, manpower, and stationed troops.

$cnc_great_powers
Alias: $cncgp
This command displays a ranked list of the top 10 nations scored on the great power scale.

$cnc_edit [(color, focus, name)]

This command allows the user to edit their associated hex color ID and their focus. The command will ask for a reply

$cnc_info

This command shows information about the CnC system and a link to this dispatch.

$cnc_turn

This command displays the current turn of the Command and Conquest system and when the next turn will run.

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-Technology and Event Commands-

$cnc_tech [technology name]
Alias: $cnct
This command shows information pertaining to a specified technology.

$cnc_research [technology name]

This command begins researching new technology.

$cnc_researching

This command displays information about the current research project.

$cnc_tech_tree

This command displays the user's technology tree.

$cnc_event <event name>

This command displays information about the selected event or, if no event is specified, the event currently affecting the nation.

$cnc_modifiers

This command sends the user a visual representation of their current modifiers.

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-Province Commands-

$cnc_province [province id]
Alias: $cncp
This command shows information pertaining to a specified province.

$cnc_map

This command displays the map of the CnC system. Use the reactions to select map modes.

$cnc_locate [province id]

This command generates an image with the specified province highlighted.

$cnc_release [province id]

This command releases a province and returns it to the Natives.

$cnc_deploy [province id] [deploying force]
Alias: $cncd

This command deploys the specified amount of troops to an owned province.

$cnc_transfer [province id] [recipient nation]

This command transfers the control of an owned province to another nation. Any troops that are in the province withdraw and all structures remain active.

$cnc_rename_province [province id] [name]

This command renames a province from its generic name and gives it a new one. You may only do this to provinces you own. Multi-word names must be in quotations.

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-Resource Commands-

$cnc_bank <nation name>
Alias: $cncb
This command shows the relevant resources, resource gain, and any resource gain modifiers that cities and ports provide.

$cnc_construct [province id] [structure (fort, port, city, capital, move_capital, workshop, temple)]

This command constructs the selected structure in the specified province. To review what structures do and their building costs, see the "Resources" section of the Manual.

$cnc_deconstruct[province id] [structure (fort, port, city, capital, move_capital, workshop, temple)]

This command deconstructs an existing structure in the specified province. To review what structures do, see the "Resources" section of the Manual.

$cnc_change_rate [(tax, military, service; t, m, s)] [whole number rate]

This command changes the current taxation, military upkeep, or public services rate. See the the Manual for more information.

$cnc_market

This command displays the current value of all market goods. Select the coin for the market value or select the box for the market good count. See the the Manual for more information.

$cnc_production

This command displays the current value of all market goods. See the the Manual for more information.


-Recruitment Commands-

$cnc_recruit [battalion amount] <province id>
Alias: $cncr
This command recruits battalions (1000 troops) at a time. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower. For more information about manpower, see the "Troops" section of the Manual. The optional province ID input will place the recruited troops into the specified province.

$cnc_mass_recruit [battalion amount]

This command recruits the number of battalions to every province held by the user. Specifying "3" for the battalion amount will purchase 3000 troops and requires 3000 manpower for every province owned. For more information about manpower, see the "Troops" section of the Manual.

$cnc_disband [amount]

This command disbands a number of troops that are undeployed.

$cnc_tribute [amount] [recipient nation]

This command sends a tribute of resource credits to the specified nation.

$cnc_expedition [battalion amount] [recipient nation]

This command sends a number of undeployed battalions to a specified nation.

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-Movement Commands-

$cnc_move [stationed province] [target province] [amount]
Alias: $cncm
This command moves a specified amount of troops between two provinces. This command does not use movement points or cost resources for crossing bodies of water. For more on movement, see the "Movement" section of the Manual.

$cnc_withdraw [province id] [amount]
Alias: $cncw
This command withdraws a certain number of troops and returns them to a user's undeployed stockpile.

$cnc_attack [stationed province] [target province] [attack force]
Alias: $cnca
This command attacks from one province to another. For more about attacking, see the "Movement" and "Battle" sections of the Manual.

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-Interaction Commands-

$cnc_view_interaction <interaction id>
Alias: $cncvi
This command pulls up completed interaction information. If the user leaves the interaction id input blank, the command will DM a text file of all logged interactions to the user..

$cnc_offer [offer id]

This command pulls up information about a specified pending offer.

$cnc_view_pending

This command DMs the user a list of all pending incoming and outgoing interactions.

$cnc_interaction [interaction id] [interaction (accept, reject, cancel)]
Alias: $cnci
This command will accept or reject a current pending interaction or remove a currently active interaction that is not a peace or war interaction.

$cnc_alliance [recipient],, <terms>

This command will send an offer of an alliance to the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on alliances, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_declare [recipient nation],, <terms>

This command will send a declaration of war and begin a war against the recipient. The terms are optional and may be formatted however the user wishes to display them. For more on war, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_peace [recipient],, [terms]

This command will send an offer of peace to a current enemy. The terms are required but may be formatted however the user wishes to display them. For more on peace, see the "Interactions" section of the Manual. Multi-word nation names do not require quotations for this command.

$cnc_treaty [recipient],, [terms]

This command will send a treaty offer to the recipient, which allows for non-alliance agreements. Treaties are considered active until canceled but can be one-time agreements, like the purchase of land or a trade agreement. Multi-word nation names do not require quotations for this command.

$cnc_trade_route [recipient]

This command sends an offer to establish trade routes between two nations. For more on trade, see the Resources section of the Manual.

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The Command and Conquest system is a complicated system that attempts to provide as realistic a game experience as possible. This means that there are a lot of terms and subsystems that users will have to keep in mind while playing the game. This Manual will attempt to cover as many of the relevant and important game topics without becoming a book. If any topic is not touched on in enough detail to answer the question you may be having, feel free to ask one of the moderators or developers.

-Turns-

Turns are the basic passage of time for Command and Conquest. Turns update most of the other systems touched in this Manual: resource and manpower gain, unrest, research, events, etc. Turns occur every six hours, on the hour, beginning at midnight EST. Once the turn is complete, a notification message is sent in the command_and_conquest channel. Users can use the $cnc_turn to view the current turn, and the time of the next turn.


-Resrouces-

Resource credits (Ͼ) are the basis for the running of a nation. Credit resources are expended to recruit troops, construct buildings and structures, and keep the people happy. Resources are also used in bargaining during negotiations, as negotiating power, as reparations, or as a trade resource. Resource credits are gained through taxation, trade, and goods productions. When a new user registers, their nation is given between Ͼ9,000 and Ͼ10,000.

Goods production income is based on the market good value and the production of each province. Market good value for each good can be viewed via the $cnc_market command. National good production can be viewed via the $cnc_bank or $cnc_production.

Trade routes can be established between two nations to mutually increase their trade access. Trade routes give access to the good production income of a nation. With no trade routes, each nation has access to 50% of their good production income. Each outgoing trade route gives 10% access to good production income. However, outgoing trade routes with the same nation will reduce trade route efficacy by 2% for each route. Each incoming trade route will provide 5% access to good production income. Maintaining trade routes over the trade route limit will reduce the trade efficacy of all trade routes by 2% for every trade route over the limit. Trade routes are free to establish via interaction, but the International Trade technology must be researched.

Taxes are the most visible source of income for nations. Taxes are set by the user using the $cnc_rate command. The tax rate represents the percentage of income a nation will gain from its current manpower pool. For example, a tax rate of 20% will earn a nation a total of resource credits equal to 20% of their current manpower. However, taxes will increase the unrest of a nation. Public Service spending will decrease the national unrest of a nation, but the Public Service rate will reduce tax income. The public service rate also determines the manpower gain rate of a nation. Military Upkeep spending will also decrease tax income but will increase military prowess. Lax military upkeep spending will decrease an army’s fighting ability considerably but may be necessary in times of economic hardship. For more information on unrest, see the Unrest section.


-Structures-

Structures are powerful province upgrades that provide bonuses and perks to the nations who own them. Empires that fail to employ structures in their provinces may find themselves unable to progress. There are five types of structures.

Cities are large, urbanized areas with high population density and high commercial value. Cities allow for provinces to govern themselves and create opportunities for their citizens. Cities are also hubs for trade and industry; each city unlocks a trade route and increases the production value of a province by 0.5. Cities cost Ͼ30,000 to construct and require the Cities technology to be researched. Cities are limited by the size of an empire; a nation may build a new city for every ten provinces it owns.

Ports are harbors for trade and commerce, populating coastal provinces. These collections of dockyards and piers allow merchant ships and warships to come and go with relative ease and speed. Each port unlocks half a trade route, increases the production value of the province by 0.25, and decreases the cost of launching naval invasions from that province by half. Ports cost Ͼ15,000 to construct and require the Dockyards technology to be researched. Ports are limited by the size of an empire; a nation may build a new port for every seven provinces it owns.

Forts are complexes of defenses and walls that keep enemies out. These structures bog down enemy attacks, increasing the number of battle rounds. Forts cost Ͼ12,500 to construct and require the Fortifications technology to be researched. Forts are limited by the size of an empire; a nation may build a new fort for every five provinces it owns.

Workshops are important industrial buildings that act as centers for production of goods. Workshops are vital for increasing a nation’s economic power and stability. Each workshop increases the local province’s production by a base of one, modified by the Workshop Production Modifier. Workshops cost Ͼ20,000 to construct and require the Workshops technology to be researched.

Temples are buildings of worship and religious meetings. Temples are marks of the province’s devotion to the religion of the nation and placate rebellious citizenry. Temples reduce the local unrest of provinces by 15%. Temples cost Ͼ10,000 and require the Temples technology to be researched.


-Actions-

Actions are the basic resources for doing anything in the Command and Conquest system. Every interaction, aside from peace treaties, require a nation to expend an action point. Attacking other nation’s provinces also require using action points. Action points are renewed every turn; a nation earns a base of four action points and one additional point per ten provinces. In addition, a nation with the strategic focus will gain 10% more action points.


-Interactions-

Interactions are negotiations, treaties, declarations of war, and alliances between nations. Interactions have several different types and uses. Keep in mind the special Interactions rules.

Trade Offers allow a nation to establish trade routes. The number of trade routes is, unlike other interactions, intended to be limited. While a nation may maintain more trade routes than they have the capacity for, all trade routes will be decreased in efficacy. For more on trade, see the Resources section.

Treaties are simple agreements between nations. Treaties represent all the non-mechanical treaties that users can use to accomplish a variety of goals. These goals can include trading troops for resource credits, purchasing land, or non-aggression pacts.

Alliances are formal diplomatic ties between nations. Alliances often take the form of mutual defense pacts, allowing nations to ensure the peace and freedom of others. These alliances mechanically prevent users from declaring war on each other.

Declarations of War represent the cessation of all diplomatic interactions and the intent for one nation to invade another. Declarations may include a casus belli but are not required to. War will continue until both sides sign a peace treaty.

Peace Treaties are documents that end the hostilities between nations. Often times, a peace treaty will require one belligerent to pay war reparations, surrender land, demilitarize, or any other feasible demand from the victor. As with the other interactions, peace treaty terms can be enforced by a moderator if the defeated party does not adhere to them.

Interactions are sent via DM to the recipient, allowing recipients to view the proposed terms of the interaction and reject or accept them. When a user sends an offer of alliance or peace to another user, it is assumed that the sending user agrees to the terms and is a signatory. Once a treaty or alliance is signed by both parties, it cannot then be edited by any of the users. When wars involve multiple belligerents, each war must be ended with a separate peace treaty. Specific questions about interaction enforcement or interactions in general should be communicated to a moderator.


-Battle-

When two nations sever diplomatic ties and declare war against each other, they must need face each other on the field of battle. When an army enters a province controlled by an enemy, a battle will commence. Many factors play into which army will emerge victorious. Armies that are far larger than their opponents, have a better army level, and fight in favorable terrain or in provinces with defensive buildings will gain advantages in battle. Once the result of a given battle is determined, the results, along with casualties, will be displayed. If an army receives more than 80% casualties, it is considered annihilated and will be completely defeated.

Terrains play a large role in the result of the battle. Boggy, cold, or difficult terrain will be advantageous to the defender, allowing them to inflict more damage on the attackers. Other terrains, like deserts and hills, only provide small advantages to the defender. Flat, open plains are hard to defend well, and thus provide no advantages to defenders. Forts and cities also provide defensive advantages, allowing the defenders more time to inflict deadly casualties.

If the attacker is victorious, they will occupy the province and force the remaining defenders, if any, to retreat. If the defender is victorious, no provinces change hands. Should the defender be the Natives, a victorious attacker will simply gain ownership of the province rather than simply occupying it. An army cannot enter a province owned by a nation they are not at war with, even if they are at war with the occupier and vise versa.


-Troops-

Wars must be fought, and battles must be won. However, battles cannot be won without troops to fight in them. Each nation can recruit, deploy, and maneuver troops on the map, using the recruitment, deployment, and movement commands. Troops are an easy indication of a nation’s military power, but nations can also upgrade their soldiers through research. For more information on research, see the Research section.

Army Levels determine the offensive and defensive power of a nation’s military. Upgraded through research, these levels give an army distinct advantage on the battlefield, especially if fighting less-developed nations. Attack levels increase the ability of an army to achieve victory on the battlefield when attacking while defense levels increase the ability of an army to hold a defensive position successfully. Nations begin with an attack level of 1 and a defense level of 1.

Recruitment costs are determined by an army’s level, the nation’s focus, and any events currently affecting the nation. Troops may only be recruited by the thousand; each army level increases the recruitment cost of a battalion by Ͼ1,000. Manpower is required to recruit troops and is depleted by recruiting them. Manpower is regained every turn, equal to the public service rate times the maximum manpower of a nation.

Troop maintenance is a required credit cost to keep the army supplied and reinforced. The troop maintenance cost is equal to 1 credit per hundred troops per army level. If a nation is facing economic troubles, disbanding troops may assist in recovery.


-Unrest-

Unrest is a representation of the unhappiness of the peasants and people of a nation. When unrest is high, the citizens of a nation are very unhappy and likely to rise up and rebel. There are two types of unrest.

Local Unrest is a provincial measure of local unhappiness. When local unrest becomes high, a province may rebel. A province that has risen up will generate no income and no manpower. Local unrest can be decreased by temples, garrisons, and public service spending.

National Unrest is a nationwide statistic of unrest. In addition to the effects of taxation and public spending, a nation may experience high national unrest if they have too many provinces. For most nations, having more than 50 provinces will spark overextension unrest. A combination of peasants, burghers, nobles, and governors may spark a civil war if the unrest in a nation is above 80, occupying half of a nation’s provinces. When a civil war occurs, any troops stationed in rebellious provinces are attacked by the population of that province. Any remaining troops are immediately returned to the nation’s undeployed stockpile. Provinces are then occupied by twice their manpower’s worth of rebellious troops. Rebellious provinces are marked on the map with black occupation lines. National unrest is decreased by having higher public service spending.


-Focuses-

The three national focuses are indications of a nation’s international, economical, and military goals. A nation may choose to have only one national focus at a time.

The Economy focus indicates that a nation is highly industrial, concentrates on increasing wealth, and may have a large monopoly on trade goods. Nations with the economic focus will find that buildings are cheaper to build than is the case for other nations. In addition, nations with the economic focus will find economic technologies easier to research than the other two branches. Nations which choose the economic focus at registration will begin with the “Currency” technology.

The Strategy focus indicates that a nation gears up for defending, researching, and gaining a technological edge over their opponent. Nations with the strategy focus will gain more action points each turn and will find forts easier to construct. In addition, nations with the strategy focus will find strategic technologies easier to research than the other two branches. Nations which choose the strategy focus at registration will begin with the “Writing” technology.

The Military focus indicates that a nation prepares every man for war, conquest, and victory over their enemies. Nations with the military focus will experience a reduced cost for recruiting troops and maintaining them. In addition, nations with the military focus will find military technologies easier to research than the other two branches. Nations which choose the military focus at registration will begin with the “Basic Metalworking” technology.


-Research-

If nations are to survive in the harsh and dangerous world of international conflict, economics, and politics, they must dedicate time and resources to researching technologies. Researching technologies is a fairly simple process, but it can take many years to gather the human resources and great minds needed. Each technology, regardless of a nation’s size or research modifiers, costs a base of 4 turns to research. Nations can only research one technology at a time and can only research technologies that are available. See the Tech Tree image below to figure out which techs require which techs.

Large empires necessarily will take more time to research technologies, due to their large size and far-flung realms. For every five provinces a nation owns, the research time will increase by one turn. In addition, every previously researched technology will add one turn to the research time. Nations with large empires may desire to invest in research modifying technologies.

Technologies modify a nation in a number of ways. Viewing a technology or fetching a nation’s modifier list may be helpful to understanding the import of technologies.


-Events-

Events are great changes or moments that can change the course of history. Events come in two flavors: national events and world events. For a table of all events and their effects, see the spoiler below.

National events affect only the nation they happen to. National events can increase a nation’s economy temporarily or demoralize their armies. When a nation meets the criteria of an event, it has a chance of occurring during a turn update. Once an event occurs, the user will be notified via DM. National events are often short-term but can have horrible detriments or enjoyable perks.

World events affect all nations, regardless. These large-scale events trigger after a certain time and may not show up for many turns. These events often have far more extreme outcomes, both good and bad. A notification will be sent in the appropriate announcements channel when they occur. World events often last much longer than national events, which can be a blessing or a curse.

Name

Effects

Duration

Bountiful Harvest

+50% manpower increase

1

Scant Harvest

-50% manpower increase

1

Population Boom

+25% manpower increase

4

Population Decline

-25% manpower increase

4

Disease Outbreak

Flat 25% manpower loss

0

Trade Boom

+1 market value (all goods)

1

Trade Decline

-1 market value (all goods) [to 0.5]

1

Trade Route Closes

Random trade route closes

0

Military Reform

+ 1 to army level

4

Robber Bands

-3 market value for random trade good (to 0.5)

4

Privateers

+2 market value (all goods)

2

Military Mutiny

+25% troop upkeep cost

4

Allied Military Coordination

-15% troop upkeep cost

4

Enemy Military Espionage

+15% troop upkeep cost

4

National Scandal

+10 national Unrest

0

Government Scandal

+20 national Unrest

0

International Scandal

Random alliance ends, +40 national Unrest

0

Social Reform

-10 national Unrest

0

Patriotic Parade

-10 national Unrest, -10% troop upkeep cost

2

Heroic Battle

-15 national Unrest, 5% troop upkeep cost

1

Disastrous Battle

+10 national Unrest

2

Religious Festival

-25 national Unrest

2

Religious Scandal

+25 national Unrest

2

Religious Miracle

-50 national Unrest

1

Religious Disaster

+50 national Unrest

1

Corruption

+20 national Unrest

2

Royal Death

+20 national Unrest

4

Royal Birth

-20 national Unrest

4

Pleased Nobles

-10 national Unrest

2

Unhappy Nobles

+10 national Unrest

2

Noble Endorsement

+15% tax efficiency

2

Religious Endorsement

-15 national Unrest

2

Renowned Scientist Arrives

Reduce research turn by 1

4

Wealthy Merchant Arrives

+1 market value (all goods)

4

Powerful General Arrives

-25% troop upkeep cost

4

Submissive Serfs

+0.5 production efficiency per Workshop

2

Worker Strike

-0.5 production efficiency per Workshop

2

Newly Minted Coins

+5 market value for gold and silver

4

Counterfeit Coinage

-5 market value for gold and silver (to 0.5)

4

Famine

-25% global manpower

8

Plague

-75% global manpower

16

Organized Peasant Uprising

+15 national Unrest

4

Calm And Mild Spring

-5 national Unrest, +5% global manpower

4

Bountiful Autumn

+25% global manpower

4

Lunar Eclipse

+5% global manpower, -1 market value for random trade good

2

Solar Eclipse

+5 national Unrest, -1 market value for random trade good

2

Comet Sighting

+5 national Unrest

4

New Trade Highway

+3 market value for random trade good

4

International Trade Collapse

-5 market value for random trade good (to 0.5) [not gold or silver]

8

Mines Run Dry

-5 market value for gold and silver

8

New Mine Struck

+5 market value for gold and silver

8


-Great Powers-

Some nations are more well-established and have created for themselves a reputation as a powerful nation. These Great Powers often have larger armies, better economies, and advanced infrastructure, which allow them to exert their influence. Several scores contribute to the Great Power scale: credit income (0.1% weight), manpower and total force (0.1%), number of provinces (50%), number of alliances (50%), and structures (100%). Nations must have more that 50 GP points to become ranked as a Great Power.

Great Powers gain several buffs and effects to their nation. Great Powers gain an extra trade route, an extra movement point, doubly effective military unit unrest suppression, and an increased overextension limit of 75. However, due to their massive empires and inevitable friction, Great Powers cannot ally with each other.


-Maps-

The map is an integral part of the CnC system. Without it, nations would be lost in the void. Fortunately, the system comes with a map of its own with some helpful features! When the map command is given, four emoji reactions appear below the map image. The first emoji (🗺️) navigates to the base map mode. The second emoji (⛰️) navigates to the terrain map mode. The third emoji (🏳️) navigates to the nation or political map mode. The fourth emoji (📌) reveals the area name map mode. The fifth emoji is a coin, which reveals the trade goods map mode. The final emoji (❌) removes the emojis and ends the interaction.

Base Mode: When the map command is given, a map will pop up like the one in the spoiler below. It has numbers and colors to correspond with map details. The numbers represent province identifiers and the colors terrains. See the terrain section below for a terrain key.

Terrain Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the terrain map, as well as the terrain key, open the spoiler below.


Key
Green - Plains
Dark Green - Forest
Green-Brown - Swamp
Gold - Desert
Grey - Mountains
White - Arctic

Nation Mode: The terrain map mode indicates the general terrain of all the provinces. Terrains play an important role in resource gathering, battle plans, and more. To see the blank nations map, open the spoiler below.

Q: My nation name keeps registering wrong! How do I put in multi-word nation names?
A: Any multi-word input for a single input requires quotations. For example, the nation Peraro Krotoik would need to be registered as $cnc_register "Peraro Krotoik" #123456 s.

Q: My color isn't showing up properly! How do I make it work?
A: Make sure that you're inputting your hex color code correctly. Include the '#' symbol and ensure that only 6 numbers or letters follow it. Don't use RGB or other color values.

Q: Provinces I own aren't showing up on the map! What do I do?
A: If your provinces don't show up, contact a moderator. They can color the map on the provinces that need it.

Q: Someone broke the rules! How do I fix it?
A: You don't. Notify a moderator and let them take care of it. Moderators have tools that allow them to enforce the rules. Do not attempt to handle the problem yourself.

Q: I have a question that's not on here. Where can I find the answer?
A: If you have questions, you can ask a fellow player, a moderator, or a developer if you need any help. See the contact section below!

If you have questions, contact one of the moderators or developers below! Please be respectful of their time and don't insist they answer your question immediately. Please phrase your question in a way that allows them to answer it in the best way, especially if you are DMing them. Ensure that you follow the LinkNo Hello rule!

Developer

Nation: Bassiliya
Discord: Lies Kryos#1734
Normal Operating Hours: Weekdays between 0700 and 2200 EST, weekends between 0900 and 2300 EST.

Moderators

Lies Kryos#1734 (Bassiliya)
[Insert_Person_Here]#6003 (Peraro Krotoik)

If you would like to nominate someone to be a moderator, contact Bassiliya! No self-nominations, please.


Created and maintained by Bassiliya. Do not reproduce, in whole or in part, without express permission.

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Yo do me a favour and just change the file for resources and give me 100,000 oh and while you at it 500 movement points

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