Conquest of Paradise II
Nation Selection - 18 July, Sunday 8:00 PM EDT
First Session - 25 July, Sunday 7:00 PM EDT |
Discord: https://discordapp.com/invite/mvD8vAR
Twitch: https://www.twitch.tv/officialmrscruff/ |
final rankings - Prestige
Pir. Confederacy of Pomerania - ekcrbe/Erik - 24 "The Ironborn"
Fed. Republic of Netherlands - Blyatt/Wyatt - 18 "The Magnate"
Pir. Confederacy of Cebu - Moneymaker/Braxton - 17
Grand Republic of Australia - oriemaster198/Wyatt - 16
Empire of Spain - DiePie - 15
Empire of Great Britain - Laugable Tundra/Elijiah - 14
Grand Princedom of the Inca - Aqulan - 13 "The Architect"
Grand Republic of Texas - Dr. Decoy - 12
Kingdom of Siam - SpicyLunchbox/Weston - 11
Rev. Republic of Andhra - YoFlyMyGuy/Nate - 10
Pir. Republic of Cornwall - lookatall/Blake - 9
Empire of France - Iron/Brian - 8
Kingdom of Mossi - Jeudy100/Jordan - 7
Pir. Republic of the Isles - daRthJELLO/RJ - 6
Republic of Tuscany - Alec - 5
Pir. Principality of Sale - Captain Dickers/Josh - 4
Emirate of Tarascan - Official Mr. Scruff/Brad - 3
Republic of New Bratsburg - piano - 1
Princedom of Auvergne - franzpopps/Matt - 1
Grand Republic of the Iroquois - bread - X
Kingdom of Manchu - Jack Harvey - X
Pir. Principality of Majorca - pixel - X
Fed. Republic of Netherlands - Blyatt/Wyatt - 18 "The Magnate"
Pir. Confederacy of Cebu - Moneymaker/Braxton - 17
Grand Republic of Australia - oriemaster198/Wyatt - 16
Empire of Spain - DiePie - 15
Empire of Great Britain - Laugable Tundra/Elijiah - 14
Grand Princedom of the Inca - Aqulan - 13 "The Architect"
Grand Republic of Texas - Dr. Decoy - 12
Kingdom of Siam - SpicyLunchbox/Weston - 11
Rev. Republic of Andhra - YoFlyMyGuy/Nate - 10
Pir. Republic of Cornwall - lookatall/Blake - 9
Empire of France - Iron/Brian - 8
Kingdom of Mossi - Jeudy100/Jordan - 7
Pir. Republic of the Isles - daRthJELLO/RJ - 6
Republic of Tuscany - Alec - 5
Pir. Principality of Sale - Captain Dickers/Josh - 4
Emirate of Tarascan - Official Mr. Scruff/Brad - 3
Republic of New Bratsburg - piano - 1
Princedom of Auvergne - franzpopps/Matt - 1
Grand Republic of the Iroquois - bread - X
Kingdom of Manchu - Jack Harvey - X
Pir. Principality of Majorca - pixel - X
Scoring and Campaign specIfic Rules
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Scoring with Victory Cards - Players will gain score equal to the full value of any owned victory cards (1000, 2000, 3000, or 4000) minus the full value of any victory cards held by other players that include any province that were once owned by the player (as identified by the in-game VC score system). This value cannot go below 0. Victory Card values are not affected by the Age because they already scale in value accordingly. AI subject Victory Cards are ignored. Victory Cards that spawn on protected areas will be moved to the area that is the least distance (counted by adjacent provinces and sea zones) to the capital of the Victory Card owner, that contains at least one province of the target player, and shares a border or sea zone with the target player. CORRECTION: The Victory Card system update seems to only offer a single Victory Card each Age. The value of this singe victory card will be 1000 x (Age number).
Advice: In this campaign Victory Cards will be a route to score mostly for Tyrants and Nation-Builders, as the Kings of Salt and Rock will struggle to grow large enough to generate Victory Cards. For the Tyrants, Victory Cards are likely to spawn on each other's land and will give cause for war in Europe. For the Nation-Builders, spawning Victory Cards will be an incentive for growing as fast as possible and will either target rival AI nations or growing colonial powers in your area. Do not allow your old alliances to prevent you from collecting these points.
Scoring with Trade Routes - Players can score by controlling specific Trade Nodes. These Trade Nodes are divided into Secondary Trade Routes and Primary Trade Routes
- Players gain 1000 points for each Primary Trade Node where they hold the top Province Trade Power (Trade Power from provinces after modifiers).
- Players gain 200 points for each Secondary Trade Node where they hold the top Province Trade Power.
Advice: Needing Province Trade Power means that controlling Centers of Trade will be more important than having a large trade fleet. Of course there are many in game modifiers that can boost your province trade power without having to capture more land. The Secondary Nodes are likely to only be contestable by the Tyrants and Kings, and mostly just the Tyrants, but the point values are much higher at the Primary Nodes, the sources of the trade goods, and here the Natives Nation-Builders may be able to contest the colonizing Tyrants. Tyrants looking to gain a foothold in another Tyrant's colonial domain are likely to find common cause with the Nation-Builders or vice-versa. Subject Trade Power is not added to Overlord Trade Power, but Subjects can score for their overlord (through Scoring with Subjects) if they hold the top Province Trade Power. Overlords will want to either seize land of grant land to subjects to ensure that either they or the subject holds the top position.
Scoring with Victory Cards - Players will gain score equal to the full value of any owned victory cards (1000, 2000, 3000, or 4000) minus the full value of any victory cards held by other players that include any province that were once owned by the player (as identified by the in-game VC score system). This value cannot go below 0. Victory Card values are not affected by the Age because they already scale in value accordingly. AI subject Victory Cards are ignored. Victory Cards that spawn on protected areas will be moved to the area that is the least distance (counted by adjacent provinces and sea zones) to the capital of the Victory Card owner, that contains at least one province of the target player, and shares a border or sea zone with the target player. CORRECTION: The Victory Card system update seems to only offer a single Victory Card each Age. The value of this singe victory card will be 1000 x (Age number).
Advice: In this campaign Victory Cards will be a route to score mostly for Tyrants and Nation-Builders, as the Kings of Salt and Rock will struggle to grow large enough to generate Victory Cards. For the Tyrants, Victory Cards are likely to spawn on each other's land and will give cause for war in Europe. For the Nation-Builders, spawning Victory Cards will be an incentive for growing as fast as possible and will either target rival AI nations or growing colonial powers in your area. Do not allow your old alliances to prevent you from collecting these points.
Scoring with Trade Routes - Players can score by controlling specific Trade Nodes. These Trade Nodes are divided into Secondary Trade Routes and Primary Trade Routes
- Players gain 1000 points for each Primary Trade Node where they hold the top Province Trade Power (Trade Power from provinces after modifiers).
- Players gain 200 points for each Secondary Trade Node where they hold the top Province Trade Power.
Advice: Needing Province Trade Power means that controlling Centers of Trade will be more important than having a large trade fleet. Of course there are many in game modifiers that can boost your province trade power without having to capture more land. The Secondary Nodes are likely to only be contestable by the Tyrants and Kings, and mostly just the Tyrants, but the point values are much higher at the Primary Nodes, the sources of the trade goods, and here the Natives Nation-Builders may be able to contest the colonizing Tyrants. Tyrants looking to gain a foothold in another Tyrant's colonial domain are likely to find common cause with the Nation-Builders or vice-versa. Subject Trade Power is not added to Overlord Trade Power, but Subjects can score for their overlord (through Scoring with Subjects) if they hold the top Province Trade Power. Overlords will want to either seize land of grant land to subjects to ensure that either they or the subject holds the top position.
Primary Trade Routes
Ivory Coast Coromandel Siam Chesapeake Bay Mexico Lima Canton |
Secondary Trade Routes
English Channel Sevilla Zanzibar Malacca Caribbean |
Scoring with Piracy - In addition to the scoring methods above, Players in the Kings of Salt and Rock grouping can steal score from the Trade Routes.
- Kings of Salt and Rock will steal a percentage of the points value of any Trade Node where that player is the top contributor to Pirate Trade Power equal to the total Pirate trade power in that node. These points can be stolen even if no player controls that Trade Route. Score from Piracy cannot be taken by an Overlord as described in Scoring with Subjects.
- Kings of Salt and Rock that are Independent and have a Pirate Republic government will double all score gained from Piracy.
Advice: Despite not giving score directly to their Overlord, a subject Pirate Nation can make a good team with an Overlord Tyrant, as they can steal score from their Overlord's rivals while protected by their powerful patron. However, with great risk come great rewards and an Independent and properly piratey King of Salt and Rock will gain twice as much from their success. Unfortunately, those you have been raiding as a subject are most likely the ones you will need to court to gain independence. Most methods of becoming a Pirate Republic require independence, with a few specific exceptions. The inhabitants of Pirate Havens tend to be very unruly, so be prepared to either beat them or join them.
Scoring with Subjects - Overlords can score through subject nations in most instances.
- If an an AI subject of a player fulfils any scoring conditions that apply to the Overlord (e.g. holds an objective), the player Overlord will gain that respective score.
- Any player that is a subject (including a tributary) must give half the value of any score gained to his overlord (unless specifically stated otherwise). If the overlord is an AI, then these points are simply lost (note that Piracy is exempt from this rule).
Advice: As described under Scoring with Trade Routes, scoring through subjects can require a bit of balancing to make sure that power is consolidated in one nation. Playing as a subject will severely hamper your ability to gain score until you gain independence, with the specific exemption of Scoring with Piracy.
Pirate Havens - Players in the Kings of Salt and Rock grouping may take advantage of provinces designated as Pirate Havens to establish safe ports for the raiding fleets.
- Players may never colonize, annex, or move armies into a province designated a Pirate Haven unless the player is part of the Kings of Salt and Rock grouping. Players within the grouping my fight over these provinces as normal, obeying the Starting Area Protection rule.
Advice: Pirate Havens give their holders a bit of breathing room and should help the Kings of Salt and Rock avoid total persecution, but they cannot be protected from AI activity. Kings who hope to colonize or capture these provinces need to make sure they act before AI colonizers including the subjects, and colonial nations of other players, and forces hiding in a Pirate Haven should still expect to deal with AI attacks.
Scoring with Piracy - In addition to the scoring methods above, Players in the Kings of Salt and Rock grouping can steal score from the Trade Routes.
- Kings of Salt and Rock will steal a percentage of the points value of any Trade Node where that player is the top contributor to Pirate Trade Power equal to the total Pirate trade power in that node. These points can be stolen even if no player controls that Trade Route. Score from Piracy cannot be taken by an Overlord as described in Scoring with Subjects.
- Kings of Salt and Rock that are Independent and have a Pirate Republic government will double all score gained from Piracy.
Advice: Despite not giving score directly to their Overlord, a subject Pirate Nation can make a good team with an Overlord Tyrant, as they can steal score from their Overlord's rivals while protected by their powerful patron. However, with great risk come great rewards and an Independent and properly piratey King of Salt and Rock will gain twice as much from their success. Unfortunately, those you have been raiding as a subject are most likely the ones you will need to court to gain independence. Most methods of becoming a Pirate Republic require independence, with a few specific exceptions. The inhabitants of Pirate Havens tend to be very unruly, so be prepared to either beat them or join them.
Scoring with Subjects - Overlords can score through subject nations in most instances.
- If an an AI subject of a player fulfils any scoring conditions that apply to the Overlord (e.g. holds an objective), the player Overlord will gain that respective score.
- Any player that is a subject (including a tributary) must give half the value of any score gained to his overlord (unless specifically stated otherwise). If the overlord is an AI, then these points are simply lost (note that Piracy is exempt from this rule).
Advice: As described under Scoring with Trade Routes, scoring through subjects can require a bit of balancing to make sure that power is consolidated in one nation. Playing as a subject will severely hamper your ability to gain score until you gain independence, with the specific exemption of Scoring with Piracy.
Pirate Havens - Players in the Kings of Salt and Rock grouping may take advantage of provinces designated as Pirate Havens to establish safe ports for the raiding fleets.
- Players may never colonize, annex, or move armies into a province designated a Pirate Haven unless the player is part of the Kings of Salt and Rock grouping. Players within the grouping my fight over these provinces as normal, obeying the Starting Area Protection rule.
Advice: Pirate Havens give their holders a bit of breathing room and should help the Kings of Salt and Rock avoid total persecution, but they cannot be protected from AI activity. Kings who hope to colonize or capture these provinces need to make sure they act before AI colonizers including the subjects, and colonial nations of other players, and forces hiding in a Pirate Haven should still expect to deal with AI attacks.
Pirate Haven Provinces (Western)
Cornwall Sale Mallorca Baleares Inner Hebrides Bahamas Jamaica Tortuga (Rugen) |
Pirate Haven Provinces (Eastern)
Maroantsetra Mauritius Zanzibar Bintan Bangka Sulu (Cebu) (Tsushima) |
Scoring Intervals - Scoring will occur immediately at the election of each new Emperor of the Holy Roman Empire.
Advice: Scoring Intervals are quasi-random to reduce meta-gaming.
Tiers - This campaign will have only 1 Tier, but players are in groups with unique scoring rules.
In order to allow players some choice in competitiveness and difficulty, the nations are placed in tiers that share most of their scoring objectives. A player cannot gain score from objectives from other tiers than their own. Players in Tier 1 will always place before players in Tier 2 in final rankings for the purpose of prestige and future nation selection, no matter the score. In other words, the highest score in Tier 2 will rank directly behind the lowest score in Tier 1 as long as the player finishes the game. This is to ensure that players who wish to challenge themselves with difficult starts and competitive opponents are not unduly punished for a tough campaign. The winner (highest score) from each tier, however, will win +5 to their Gametactica prestige and a Paradox DLC of their choice.
Advice: Allies from other tiers will likely be more reliable than allies from your own tier, since you should not need to directly compete over objectives or ranking. However, allies from other tiers are also less likely to be focused on similar goals.
Scoring Intervals - Scoring will occur immediately at the election of each new Emperor of the Holy Roman Empire.
Advice: Scoring Intervals are quasi-random to reduce meta-gaming.
Tiers - This campaign will have only 1 Tier, but players are in groups with unique scoring rules.
In order to allow players some choice in competitiveness and difficulty, the nations are placed in tiers that share most of their scoring objectives. A player cannot gain score from objectives from other tiers than their own. Players in Tier 1 will always place before players in Tier 2 in final rankings for the purpose of prestige and future nation selection, no matter the score. In other words, the highest score in Tier 2 will rank directly behind the lowest score in Tier 1 as long as the player finishes the game. This is to ensure that players who wish to challenge themselves with difficult starts and competitive opponents are not unduly punished for a tough campaign. The winner (highest score) from each tier, however, will win +5 to their Gametactica prestige and a Paradox DLC of their choice.
Advice: Allies from other tiers will likely be more reliable than allies from your own tier, since you should not need to directly compete over objectives or ranking. However, allies from other tiers are also less likely to be focused on similar goals.
Rewards
- $20 worth of Paradox DLC
- Prestige - Earn 1 Prestige for your name on the Campaign Player List for participating in the campaign plus 1 Prestige for each player that you place higher than. The highest scoring player will earn an additional 5 Prestige.
-Titles - In addition, the highest scoring player within each starting group will earn a title for their name on the Campaign Player List.
Top scoring Tyrant of the Trade Routes - "The Magnate"
Top scoring Native Nation-Builder - "The Architect"
Top scoring King of Salt and Rock - "The Ironborn"
- Nation selection in a future campaign will go in order of prestige earned in this campaign, except players who received prizes will pick last (in order of final score).
Standard House Campaign Rules
1. Diplomacy Campaign Rules - Rules to frustrate our most successful players
- The Gametactica campaign mod will make maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord. (Currently under legislative review)
3. Starting Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
- The Gametactica campaign mod will make maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord. (Currently under legislative review)
3. Starting Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
NAtion Selection
Selection Order - Nation selection in this campaign will draw from the final rankings of each player's most recent Gametactica campaign (using the previous rewards description). Excluding recent title-winners (who will be selecting last), all players returning from previous campaigns will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by recent title-winners in order of final ranking. A player who has played in earlier campaigns but did not participate in the most recent campaign will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from the most recent campaign. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed in the random pool with new players.
Hidden Nations - Once any tier has had all available nations claimed, any Hidden nations in that tier will become available for selection, with possibly drastic changes to that tier's balance of power. This means that these secret nations will be impossible to pick by those with the earliest picks and that some unfortunate players may be be forced to select a lone available nation before more hidden nations become available. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
Prestige Awards - Accumulated by participating in Gametactica campaigns, Prestige can be "spent" during Nation Selection to allow for certain alternative options or gain a certain bonus. A player can never purchase any of the below benefits more than once during a nation selection session, but may purchase multiple benefits. Prestige can be used in the following ways:
Cadet Branch - 30 Prestige - Declared while selecting a nation (can declare after selecting a nation and before 1st session with host permission but a player who has already selected a nation should not change nations). Cadet Branches are designed for players who are introducing another player to the game or Gametactica and wish to play on a team with them for the entire campaign. A player that has already selected a nation cannot switch to playing a Cadet Branch nation, so please ensure that the intended Cadet Branch player is not a Confirmed Player included in the nation selection list.
Founding a Cadet Branch nation - A player who founds a Cadet Branch chooses a subject that can be released by his nation, a current subject, a current AI trade league member, or a AI federation member to be the Cadet Branch. The Cadet Branch cannot be a Personal Union or Tributary subject or a trade league leader. The Cadet Branch cannot share a protected area with another player or an objective province. In cases where the founding nation does not have a possible option for the Cadet Branch, the founding can be deferred until later in the game when the founding nation can meet the criteria for a Cadet Branch. Both players may play the same nation until a suitable nation can be released. The Cadet Branch nation is an additional nation added to the campaign and will be added to the same group or tier as the founding nation/player. The player that will play as the Cadet Branch must be designated before nation selection begins and will not be included in the nation selection list. The Cadet Branch nation does not have to be decided during nation selection but must be determined before the first session.
Playing with a Cadet Branch nation - The Cadet Branch player will be added to the same group as the nation/player that founded it. The Cadet Branch will always give half of any score gained to the nation/player that founded it, similar to score gained through a subject. Though it will start as a subject, trade league member, or federation member, there is no requirement for the Cadet Branch to maintain any specific relationship with the founding nation.
Espionage - 30 Prestige - Declared while selecting a nation. The player using Espionage selects one nation group that still has Hidden nations. The host will then reveal to that player what the Hidden nations in that group will be. This does not allow the choosing player to actually select any of the Hidden nations.
Usurper - 50 Prestige - Declared before nation selection officially begins. The player using Usurper will advance in the selection order by 1. This can be effectively nullified by the passed-over player also using Usurper.
Mandate - 60 Prestige - Declared before nation selection officially begins. The player using Mandate selects one nation group. If at any point only one nation remains available for selection in that group, it will be automatically assigned to the purchasing player. Only up to two players may purchase Mandate before nation selection begins and may not choose the same nation group. If more than two players wish to purchase Mandate or two players want to specify the same group, players will be prioritized based on earliest position in the starting selection order.
Enlightenment - 100 Prestige - Declared while selecting a nation. The player using Enlightenment selects one nation group that still has Hidden nations. The Hidden nations of that group will be immediately revealed and become available for selection by any player. If any other player has used Enlightenment during this campaign's nation selection, Enlightenment cannot be purchased (only one use by one player per nation selection). The campaign designer may not use this Award.
Tiers - Tiers are not being used in this campaign. Please remember to choose a tier that reflects the challenge and intensity that you wish to experience. While you will interact and compete for the same resources with all other players, your score will only be compared to players from within your own tier. Tier 1 is rewarded with first choice from the (undisclosed) prize pool (winner only) and earliest choices in nation selection in the next campaign (according to the latest "rewards" update seen below), and is intended for players seeking difficult starts, intense diplomacy and intrigue, and experienced competition. Tier 4 is intended for players seeking more secure starts, more room to learn, more leniency for absences, and a fair amount of cooperation alongside their competition, but will have later placement for the next nation selection and its winner gets last selection from the prize pool. With four tiers, it is hoped that each player will be given some chance to customize their game experience.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Hidden Nations - Once any tier has had all available nations claimed, any Hidden nations in that tier will become available for selection, with possibly drastic changes to that tier's balance of power. This means that these secret nations will be impossible to pick by those with the earliest picks and that some unfortunate players may be be forced to select a lone available nation before more hidden nations become available. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
Prestige Awards - Accumulated by participating in Gametactica campaigns, Prestige can be "spent" during Nation Selection to allow for certain alternative options or gain a certain bonus. A player can never purchase any of the below benefits more than once during a nation selection session, but may purchase multiple benefits. Prestige can be used in the following ways:
Cadet Branch - 30 Prestige - Declared while selecting a nation (can declare after selecting a nation and before 1st session with host permission but a player who has already selected a nation should not change nations). Cadet Branches are designed for players who are introducing another player to the game or Gametactica and wish to play on a team with them for the entire campaign. A player that has already selected a nation cannot switch to playing a Cadet Branch nation, so please ensure that the intended Cadet Branch player is not a Confirmed Player included in the nation selection list.
Founding a Cadet Branch nation - A player who founds a Cadet Branch chooses a subject that can be released by his nation, a current subject, a current AI trade league member, or a AI federation member to be the Cadet Branch. The Cadet Branch cannot be a Personal Union or Tributary subject or a trade league leader. The Cadet Branch cannot share a protected area with another player or an objective province. In cases where the founding nation does not have a possible option for the Cadet Branch, the founding can be deferred until later in the game when the founding nation can meet the criteria for a Cadet Branch. Both players may play the same nation until a suitable nation can be released. The Cadet Branch nation is an additional nation added to the campaign and will be added to the same group or tier as the founding nation/player. The player that will play as the Cadet Branch must be designated before nation selection begins and will not be included in the nation selection list. The Cadet Branch nation does not have to be decided during nation selection but must be determined before the first session.
Playing with a Cadet Branch nation - The Cadet Branch player will be added to the same group as the nation/player that founded it. The Cadet Branch will always give half of any score gained to the nation/player that founded it, similar to score gained through a subject. Though it will start as a subject, trade league member, or federation member, there is no requirement for the Cadet Branch to maintain any specific relationship with the founding nation.
Espionage - 30 Prestige - Declared while selecting a nation. The player using Espionage selects one nation group that still has Hidden nations. The host will then reveal to that player what the Hidden nations in that group will be. This does not allow the choosing player to actually select any of the Hidden nations.
Usurper - 50 Prestige - Declared before nation selection officially begins. The player using Usurper will advance in the selection order by 1. This can be effectively nullified by the passed-over player also using Usurper.
Mandate - 60 Prestige - Declared before nation selection officially begins. The player using Mandate selects one nation group. If at any point only one nation remains available for selection in that group, it will be automatically assigned to the purchasing player. Only up to two players may purchase Mandate before nation selection begins and may not choose the same nation group. If more than two players wish to purchase Mandate or two players want to specify the same group, players will be prioritized based on earliest position in the starting selection order.
Enlightenment - 100 Prestige - Declared while selecting a nation. The player using Enlightenment selects one nation group that still has Hidden nations. The Hidden nations of that group will be immediately revealed and become available for selection by any player. If any other player has used Enlightenment during this campaign's nation selection, Enlightenment cannot be purchased (only one use by one player per nation selection). The campaign designer may not use this Award.
Tiers - Tiers are not being used in this campaign. Please remember to choose a tier that reflects the challenge and intensity that you wish to experience. While you will interact and compete for the same resources with all other players, your score will only be compared to players from within your own tier. Tier 1 is rewarded with first choice from the (undisclosed) prize pool (winner only) and earliest choices in nation selection in the next campaign (according to the latest "rewards" update seen below), and is intended for players seeking difficult starts, intense diplomacy and intrigue, and experienced competition. Tier 4 is intended for players seeking more secure starts, more room to learn, more leniency for absences, and a fair amount of cooperation alongside their competition, but will have later placement for the next nation selection and its winner gets last selection from the prize pool. With four tiers, it is hoped that each player will be given some chance to customize their game experience.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Gametactica Mod
Gametactica Campaign Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2388202502
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
- Increased significance of Stability - higher cost for Stability increase and Stability cannot be increased while at war
https://steamcommunity.com/sharedfiles/filedetails/?id=2388202502
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
- Increased significance of Stability - higher cost for Stability increase and Stability cannot be increased while at war
The nations available are listed below, in order of most desirable starting conditions within each grouping.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
Tyrants of the Trade Routes
France - Iron/Brian (Cadet Branch) Auvergne (CB) - franzpopps/Matt Castile - DiePie England - Laugable Tundra/Elijiah Portugal - oriemaster198/Wyatt Denmark - piano Morocco - Dr. Decoy Pisa - Alec East Frisia - Blyatt/Wyatt Mandate: Blyatt/Wyatt |
Native Nation-Builders
Tarascan - Official Mr. Scruff/Brad Lan Na - SpicyLunchbox/Weston Andhra - YoFlyMyGuy/Nate Chachapoya - Aqulan Udege - Jack Harvey Mossi - Jeudy100/Jordan Onondaga - bread |
Kings of Salt and Rock
The Isles - daRthJELLO/RJ Sale - Captain Dickers/Josh Cornwall - lookatall/Blake Majorca - pixel Cebu - Moneymaker/Braxton Rugen - ekcrbe/Erik So Enlightenment: Moneymaker/Braxton |
EUROPEAN TRADE ROUTES
Sevilla (Secondary)
Havens: Mallorca, Sale |
English Channel (Secondary)
Havens: Kernow, Inner Hebrides, Rugen |
African Trade Routes
AMerican Trade Routes
Tyrants of the Trade Routes - Starting Statistics
The Kingdom of France - King Charles VII de Valois
- Starting Development: 252
- Provinces: 20
- Fort Level: 9
- Subjects: Orleans, Bourbonnais, Foix, Armagnac, Auvergne (126 Development)
The Kingdom of Castile - King Juan II de Trastamara
- Starting Development: 276
- Provinces: 32
- Fort Level: 5
The Kingdom of England - King Henry VI Lancaster
- Starting Development: 310
- Provinces: 33
- Fort Level: 11
- Subjects: Wales, Cornwall, Mann (28 Development)
The Kingdom of Portugal - Prince Pedro de Avis
- Starting Development: 136
- Provinces: 13
- Fort Level: 7
The Kingdom of Denmark - Arch-King Christopher III von Wittelsbach
- Starting Development: 128
- Provinces: 13
- Fort Level: 9
- Subjects: Sweden, Norway, Holstein (224 Development)
The Sultanate of Morocco - Sultan Abdalhaqq II Marinid
- Starting Development: 78
- Provinces: 10
- Fort Level: 5
- Subjects: Marrakesh, Sus, Tafilalt, Sale (84 Development)
The Republic of Pisa - Doge Gabriele Maria Conti
- Starting Development: 15
- Provinces: 1
- Fort Level: 1
- Trade League Members: Siena, Corsica
The Republic of East Frisia - Syndic Enno Edzardisna
- Starting Development: 7
- Provinces: 1
- Fort Level: 1
- Starting Development: 252
- Provinces: 20
- Fort Level: 9
- Subjects: Orleans, Bourbonnais, Foix, Armagnac, Auvergne (126 Development)
The Kingdom of Castile - King Juan II de Trastamara
- Starting Development: 276
- Provinces: 32
- Fort Level: 5
The Kingdom of England - King Henry VI Lancaster
- Starting Development: 310
- Provinces: 33
- Fort Level: 11
- Subjects: Wales, Cornwall, Mann (28 Development)
The Kingdom of Portugal - Prince Pedro de Avis
- Starting Development: 136
- Provinces: 13
- Fort Level: 7
The Kingdom of Denmark - Arch-King Christopher III von Wittelsbach
- Starting Development: 128
- Provinces: 13
- Fort Level: 9
- Subjects: Sweden, Norway, Holstein (224 Development)
The Sultanate of Morocco - Sultan Abdalhaqq II Marinid
- Starting Development: 78
- Provinces: 10
- Fort Level: 5
- Subjects: Marrakesh, Sus, Tafilalt, Sale (84 Development)
The Republic of Pisa - Doge Gabriele Maria Conti
- Starting Development: 15
- Provinces: 1
- Fort Level: 1
- Trade League Members: Siena, Corsica
The Republic of East Frisia - Syndic Enno Edzardisna
- Starting Development: 7
- Provinces: 1
- Fort Level: 1
Native Nation-Builders - starting statistics
The Altepetl Federation of Tarascan - Tlatoani Tangaxuan Uacusecha
- Starting Development: 30
- Provinces: 4
- Fort Level: 1
The Kingdom of Lan Na - King Tilokaracha Mangrai
- Starting Development: 55
- Provinces: 5
- Fort Level: 3
The Princedom of Andhra - Raja Veerabhadra Rebby
- Starting Development: 34
- Provinces: 4
- Fort Level: 3
The Tribal Kingdom of Chachapoya - King Huachuri Chachapoya
- Starting Development: 6
- Provinces: 2
- Fort Level: 3
The Khanate of the Udege - Khan Bahabu Udege
- Starting Development: 42
- Provinces: 6
- Fort Level: 1
The Tribal Kingdom of Mossi - King Komdao Tenga Niama
- Starting Development: 39
- Provinces: 8
- Fort Level: 1
The Tribe of the Onondaga - Chief Sooayoowau Tewanondadon
- Starting Development: 11
- Provinces: 1
- Fort Level: 1
- Federation Members: Mohawk, Oneida, Cayuga, Seneca
- Starting Development: 30
- Provinces: 4
- Fort Level: 1
The Kingdom of Lan Na - King Tilokaracha Mangrai
- Starting Development: 55
- Provinces: 5
- Fort Level: 3
The Princedom of Andhra - Raja Veerabhadra Rebby
- Starting Development: 34
- Provinces: 4
- Fort Level: 3
The Tribal Kingdom of Chachapoya - King Huachuri Chachapoya
- Starting Development: 6
- Provinces: 2
- Fort Level: 3
The Khanate of the Udege - Khan Bahabu Udege
- Starting Development: 42
- Provinces: 6
- Fort Level: 1
The Tribal Kingdom of Mossi - King Komdao Tenga Niama
- Starting Development: 39
- Provinces: 8
- Fort Level: 1
The Tribe of the Onondaga - Chief Sooayoowau Tewanondadon
- Starting Development: 11
- Provinces: 1
- Fort Level: 1
- Federation Members: Mohawk, Oneida, Cayuga, Seneca
Kings of Salt and Rock - Starting Statistics
The Lordship of the Isles - Margrave Alasdair MacDonald
- Starting Development: 6
- Provinces: 2
- Fort Level: 1
- March of the Kingdom of Scotland
The (Pirate) Republic of Sale - Captain Murat
- Starting Development: 13
- Provinces: 1
- Fort Level: 1
- March of the Sultanate of Morocco
The Duchy of Cornwall - Margrave Gwefawr Aberteifi
- Starting Development: 9
- Provinces: 2
- Fort Level: 1
- March of the Kingdom of England
The Duchy of Majorca - Duke Lluis Vilafermosa
- Starting Development: 11
- Provinces: 3
- Fort Level: 1
- Vassal of the Kingdom of Aragon
The Barangay of Cebu - Datu Bantug Chola
- Starting Development: 6
- Provinces: 1
- Fort Level: 1
The County of Rugen - Count Barnim von Buggenhagen
- Starting Development: 4
- Provinces: 1
- Fort Level: 1
- Vassal under the County of Wolgast
The Daimyo of So - Lord Sadamori So
- Starting Development: 4
- Provinces: 1
- Fort Level: 1
- Daimyo under the Shogunate of Ashikaga
- Starting Development: 6
- Provinces: 2
- Fort Level: 1
- March of the Kingdom of Scotland
The (Pirate) Republic of Sale - Captain Murat
- Starting Development: 13
- Provinces: 1
- Fort Level: 1
- March of the Sultanate of Morocco
The Duchy of Cornwall - Margrave Gwefawr Aberteifi
- Starting Development: 9
- Provinces: 2
- Fort Level: 1
- March of the Kingdom of England
The Duchy of Majorca - Duke Lluis Vilafermosa
- Starting Development: 11
- Provinces: 3
- Fort Level: 1
- Vassal of the Kingdom of Aragon
The Barangay of Cebu - Datu Bantug Chola
- Starting Development: 6
- Provinces: 1
- Fort Level: 1
The County of Rugen - Count Barnim von Buggenhagen
- Starting Development: 4
- Provinces: 1
- Fort Level: 1
- Vassal under the County of Wolgast
The Daimyo of So - Lord Sadamori So
- Starting Development: 4
- Provinces: 1
- Fort Level: 1
- Daimyo under the Shogunate of Ashikaga
SESSION 1 -- 1444-1469
1 IMPERIAL ELECTIONS
Kingdom of Portugal Tribal Kingdom of Chachapoya Kingdom of Castile Kingdom of England Lordship of the Isles Kingdom of France Kingdom of Denmark Sultanate of Morocco Republic of Pisa Republic of East Frisia Altepetl of Tarascan Kingdom of Lan Na Princedom of Andhra Khanate of the Udege Tribal Kingdom of Mossi Tribe of the Onondaga Pirate Republic of Sale Duchy of Cornwall Duchy of Majorca Pirate Republic of Cebu Pirate Republic of Rugen Daimyo of So Duchy of Auvergne |
Total Score
1000 1000 200 186 14 |
Trade/Piracy
1000 1000 200 186 14 |
Victory Cards
|
1469 - Emperor Ladislaus von Habsburg
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - None - 0% - None Coromandel - None - 0% - None Siam - None - 0% - None Chesapeake Bay - None - 0% - None Mexico - None - 0% - None Lima - Chachapoya - 0% - None Canton - None - 0% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - England - 7% - Isles Sevilla - Castile - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - None - 0% - None |
SESSION 2 -- 1469-1500
1 IMPERIAL ELECTIONS
Kingdom of Portugal Tribal Kingdom of Chachapoya Princedom of Andhra Kingdom of Castile Kingdom of England Pirate Republic of Cebu Lordship of the Isles Kingdom of France Kingdom of Denmark Sultanate of Morocco Republic of Pisa Republic of East Frisia Altepetl of Tarascan Kingdom of Lan Na Khanate of the Udege Tribal Kingdom of Mossi Tribe of the Iroquois Pirate Republic of Sale Duchy of Cornwall Duchy of Majorca Pirate Republic of Rugen Pirate Daimyo of So Duchy of Auvergne |
Total Score
2000 2000 1000 600 386 300 14 |
Trade/Piracy
1000 1000 1000 400 200 300 |
Victory Cards
|
1494 - Emperor Alexander von Habsburg
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - None - 0% - None Coromandel - Andhra - 0% - None Siam - None - 0% - None Chesapeake Bay - None - 0% - None Mexico - None - 0% - None Lima - Chachapoya - 0% - None Canton - None - 15% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - England - 0% - None Sevilla - Castile - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Castile - 0% - None |
SESSION 3 -- 1500-1534
1 IMPERIAL ELECTIONS
Empire of the Inca Kingdom of Andhra Tribal Kingdom of Mossi Grand Republic of the Iroquois Kingdom of Portugal Federal Kingdom of Castile Pirate Republic of Cebu Kingdom of Great Britain Lordship of the Isles Kingdom of France Kingdom of Denmark Sultanate of Morocco Republic of Pisa Republic of East Frisia Altepetl of Tarascan Kingdom of Lan Na Khanate of the Udege Pirate Republic of Sale Duchy of Cornwall Pirate Republic of Majorca Pirate Republic of Pomerania Pirate Daimyo of So Duchy of Auvergne |
Total Score
4000 3000 2000 2000 2000 1400 1140 786 14 |
Trade/Piracy
2000 2000 2000 2000 800 840 400 |
Victory Cards
|
1506 - Emperor Joseph von Habsburg
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Mossi - 0% - None Coromandel - Andhra - 0% - None Siam - None - 0% - None Chesapeake Bay - Iroquois - 0% - None Mexico - None - 0% - None Lima - Inca - 0% - None Canton - None - 21% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - England - 0% - None Sevilla - Castile - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Castile - 0% - None |
SESSION 4 -- 1534-1561
2 IMPERIAL ELECTIONS
Kingdom of Andhra Federal Kingdom of Portugal Grand Republic of the Iroquois Empire of the Inca Kingdom of Great Britain Pirate Republic of Cebu Federal Kingdom of Spain Kingdom of Lan Na Tribal Kingdom of Mossi Pirate Republic of Cornwall Lordship of the Isles Kingdom of France Kingdom of Denmark Sultanate of Morocco Republic of Pisa Republic of East Frisia Altepetl of Tarascan Khanate of the Udege Pirate Republic of Sale Pirate Principality of Majorca Pirate Republic of Pomerania Pirate Daimyo of So Duchy of Auvergne |
Total Score
7000 6000 4000 4000 3586 2980 2868 2000 2000 132 14 |
Trade/Piracy
4000 4000 2000 2800 1840 1468 2000 132 |
Victory Cards
|
1539 - Emperor Leopold von Habsburg
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 0% - None Coromandel - Andhra - 0% - None Siam - None - 0% - None Chesapeake Bay - Iroquois - 0% - None Mexico - None - 0% - None Lima - None - 0% - None Canton - None - 18% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Spain - 17% - Cornwall |
1557 - Emperor Franz von Habsburg
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 0% - None Coromandel - Andhra - 1% - None Siam - Lan Na - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - None - 0% - None Lima - None - 0% - None Canton - None - 28% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Spain - 16% - Cornwall |
SESSION 5 -- 1561-1592
2 IMPERIAL ELECTIONS
Kingdom of Andhra Federal Kingdom of Portugal Kingdom of Great Britain Empire of the Inca Pirate Republic of Cebu Kingdom of Lan Na Federal Kingdom of Spain Grand Republic of the Iroquois Tribal Kingdom of Mossi Pirate Republic of Cornwall Lordship of the Isles Kingdom of France Kingdom of Denmark Sultanate of Morocco Republic of Tuscany Grand Republic of Netherlands Altepetl of Tarascan Khanate of the Udege Pirate Republic of Sale Pirate Principality of Majorca Pirate Republic of Pomerania Pirate Daimyo of So Duchy of Auvergne |
Total Score
11000 10000 8386 8000 6060 6000 4440 4000 2000 160 14 |
Trade/Piracy
4000 4000 4800 4000 3080 4000 1572 28 |
Victory Cards
|
1569 - Emperor Ulrik IV von Cilli
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 1% - Mossi Coromandel - Andhra - 1% - None Siam - Lan Na - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - None - 0% - None Lima - Inca - 0% - None Canton - None - 38% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 7% - Cornwall Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Spain - 0% - None |
1587 - Emperor Konrad II von Cilli
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 1% - None Coromandel - Andhra - 1% - None Siam - Lan Na - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - None - 0% - None Lima - Inca - 0% - None Canton - None - 39% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - None - 0% - None Malacca - None - 0% - None Caribbean - Spain - 0% - None |
SESSION 6 -- 1592-1615
0 IMPERIAL ELECTIONS
SESSION 7 -- 1615-1644
2 IMPERIAL ELECTIONS
Federal Kingdom of Portugal Kingdom of Andhra Kingdom of Great Britain Grand Princedom of the Inca Federal Kingdom of Spain Kingdom of Siam Pirate Republic of Cebu Grand Republic of the Iroquois Grand Republic of Netherlands Kingdom of Mossi Pirate Republic of Pomerania Pirate Republic of Cornwall Pirate Republic of the Isles Kingdom of France Duchy of Denmark Grand Republic of Texas Republic of Tuscany Emirate of Tarascan Empire of Manchu Pirate Republic of Sale Pirate Principality of Majorca Pirate Daimyo of So Duchy of Auvergne |
Total Score
17200 17000 15586 14000 12546 12000 9528 4000 3000 2000 408 250 14 |
Trade/Piracy
7200 6000 7200 6000 8106 6000 3468 408 90 |
Victory Cards
3000 |
1628 - Emperor Hermann III von Cilli
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 0% - None Coromandel - Andhra - 0% - None Siam - Siam - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - Spain - 0% - None Lima - Inca - 0% - None Canton - None - 0% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 34% - Pomerania Zanzibar - Portugal - 0% - None Malacca - None - 39% - Cebu Caribbean - Spain - 15% - Cornwall |
1637 - Emperor Charles IX von Cilli
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 0% - None Coromandel - Andhra - 0% - None Siam - Siam - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - Spain - 0% - None Lima - Inca - 0% - None Canton - Cebu - 0% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - Portugal - 0% - None Malacca - None - 0% - None Caribbean - Spain - 0% - None |
SESSION 7 -- 1644-1680
0 IMPERIAL ELECTIONS
SESSION 8 -- 1680-1711
1 IMPERIAL ELECTIONS
Federal Kingdom of Portugal Kingdom of Andhra Kingdom of Great Britain Grand Princedom of the Inca Pirate Republic of Cebu Kingdom of Siam Federal Kingdom of Spain Grand Republic of Netherlands Grand Republic of the Iroquois Grand Republic of Texas Pirate Republic of Cornwall Kingdom of Mossi Pirate Republic of Pomerania Pirate Republic of Sale Pirate Republic of the Isles Kingdom of France Duchy of Denmark Republic of Tuscany Emirate of Tarascan Empire of Manchu Pirate Principality of Majorca Pirate Daimyo of So Duchy of Auvergne |
Total Score
20740 20000 19186 17000 16128 15000 14136 6000 4000 3000 2170 2000 1728 180 14 |
Trade/Piracy
3540 3000 3600 3000 3600 3000 1590 1920 1320 180 |
Victory Cards
3000 3000 3000 |
1693 - Emperor Istvan VII Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 22% - Pomerania Coromandel - Andhra - 0% - None Siam - Siam - 0% - None Chesapeake Bay - Britain - 0% - None Mexico - Spain - 64% - Cornwall Lima - Inca - 0% - None Canton - Cebu - 5% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Portugal - 0% - None Zanzibar - Portugal - 0% - None Malacca - Cebu - 0% - None Caribbean - Spain - 15% - Sale |
SESSION 8 -- 1711-1737
1 IMPERIAL ELECTIONS
Federal Empire of Portugal Empire of Andhra Empire of Great Britain Grand Princedom of the Inca Pirate Confederacy of Cebu Empire of Siam Empire of Spain Grand Republic of Texas Fed. Republic of Netherlands Pirate Republic of Pomerania Grand Republic of the Iroquois Pirate Republic of Cornwall Kingdom of Mossi Pirate Republic of Sale Pirate Republic of the Isles Empire of France Princedom of Denmark Republic of Tuscany Emirate of Tarascan Empire of Manchu Pirate Principality of Majorca Pirate Daimyo of So Princedom of Auvergne |
Total Score
24380 24000 23986 21000 20992 19000 18936 7000 6000 5648 4000 2170 2000 180 14 |
Trade/Piracy
3640 4000 4800 4000 4864 4000 4800 3920 |
Victory Cards
4000 |
1718 - Emperor Janos Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Portugal - 49% - Pomerania Coromandel - Andhra - 0% - None Siam - Siam - 0% - None Chesapeake Bay - Britain - 5% - None Mexico - Spain - 0% - None Lima - Inca - 0% - None Canton - Cebu - 0% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Portugal - 0% - None Zanzibar - Portugal - 0% - None Malacca - None - 54% - Cebu Caribbean - Spain - 0% - None |
SESSION 9 -- 1737-1768
2 IMPERIAL ELECTIONS
Rev. Republic of Andhra Pirate Republic of Pomerania Empire of Spain Empire of Great Britain Grand Republic of Australia Pirate Confederacy of Cebu Grand Princedom of the Inca Empire of Siam Grand Republic of Texas Fed. Republic of Netherlands Pirate Republic of Cornwall Grand Republic of the Iroquois Empire of France Emirate of Tarascan Pirate Principality of Sale Kingdom of Mossi Pirate Republic of the Isles Princedom of Denmark Republic of Tuscany Kingdom of Manchu Pirate Principality of Majorca Pirate Daimyo of So Princedom of Auvergne |
Total Score
32000 30448 30136 28746 28380 26032 23080 22320 19000 13920 7010 4000 4000 4000 2900 2000 14 |
Trade/Piracy
8000 24800 3200 4760 5040 2080 3320 4000 7920 4840 4000 4000 2720 |
Victory Cards
8000 4000 8000 |
1742 - Emperor Karoly III Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 8% - Sale Coromandel - Andhra - 0% - None Siam - Siam - 63% - Cebu Chesapeake Bay - Britain - 65% - Cornwall Mexico - Tarascan - 0% - None Lima - Inca - 48% - Pomerania Canton - Siam - 86% - Pomerania |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - None - 0% - None Malacca - Netherlands - 0% - None Caribbean - Spain - 0% - None |
1758 - Emperor Karoly III Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 26% - Sale Coromandel - Andhra - 0% - None Siam - Siam - 83% - Pomerania Chesapeake Bay - Britain - 56% - Cornwall Mexico - Tarascan - 0% - None Lima - France - 0% - None Canton - Siam - 85% - Pomerania |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - None - 0% - None Malacca - Netherlands - 40% - Pomerania Caribbean - Spain - 0% - None |
SESSION 10 -- 1768-1797
1 IMPERIAL ELECTION
Pir. Confederacy of Pomerania Empire of Spain Empire of Great Britain Grand Republic of Australia Rev. Republic of Andhra Pir. Confederacy of Cebu Fed. Republic of Netherlands Grand Republic of Texas Kingdom of Siam Grand Princedom of the Inca Pir. Republic of Cornwall Empire of France Kingdom of Mossi Emirate of Tarascan Grand Republic of the Iroquois Pir. Principality of Sale Pir. Republic of the Isles Princedom of Denmark Republic of Tuscany Kingdom of Manchu Pir. Principality of Majorca Pirate Daimyo of So Princedom of Auvergne |
Total Score
37840 35736 33638 32380 32000 26960 25736 23400 23240 23080 10302 8000 6000 4400 4000 3940 14 |
Trade/Piracy
7392 5600 4892 928 7816 400 920 3292 4000 400 1040 |
Victory Cards
4000 4000 4000 4000 |
1788 - Emperor Lazslo VI Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 13% - Sale Coromandel - Netherlands - 0% - None Siam - Siam - 77% - Pomerania Chesapeake Bay - Britain - 0% - None Mexico - Tarascan - 80% - Cornwall Lima - France - 0% - None Canton - Spain - 0% - None |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - Cornwall - 77% - Pomerania Malacca - Netherlands - 58% - Cebu Caribbean - Spain - 0% - None |
SESSION 11 -- 1797-1821
4 IMPERIAL ELECTIONs
Pir. Confederacy of Pomerania Fed. Republic of Netherlands Pir. Confederacy of Cebu Grand Republic of Australia Empire of Spain Empire of Great Britain Grand Princedom of the Inca Grand Republic of Texas Kingdom of Siam Rev. Republic of Andhra Pir. Republic of Cornwall Empire of France Kingdom of Mossi Pir. Republic of the Isles Republic of Tuscany Pir. Principality of Sale Emirate of Tarascan Grand Republic of the Iroquois Republic of New Bratsburg Kingdom of Manchu Pir. Principality of Majorca Pirate Daimyo of So Princedom of Auvergne |
Total Score
107376 75000 49200 48380 43696 40194 39080 37600 33120 32000 28618 25720 22000 12014 12000 8260 6600 4000 |
Trade/Piracy
57536 33264 22240 3960 6556 2200 1880 18316 17720 4320 2200 |
Victory Cards
12000 16000 16000 4000 16000 12000 8000 16000 12000 12000 |
1802 - Emperor Ulazslo II Cseszneky
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 12% - Sale Coromandel - Netherlands - 0% - None Siam - Siam - 88% - Cebu Chesapeake Bay - Britain - 38% - Cornwall Mexico - Tarascan - 51% - Cornwall Lima - France - 0% - None Canton - Spain - 90% - Pomerania |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 60% - Pomerania Zanzibar - Cornwall - 81% - Pomerania Malacca - Netherlands - 0% - None Caribbean - Spain - 39% - Cornwall |
1817 - Emperor Johann IV von Tattenbach
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 20% - Sale Coromandel - Netherlands - 0% - None Siam - Siam - 95% - Cebu Chesapeake Bay - France - 0% - None Mexico - Tarascan - 78% - Cornwall Lima - France - 86% - Pomerania Canton - Spain - 87% - Pomerania |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 43% - Cornwall Zanzibar - Cornwall - 0% - None Malacca - Netherlands - 0% - None Caribbean - Netherlands - 6% - Cornwall |
1818 - Emperor Jakob von Tattenbach
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 22% - Sale Coromandel - Netherlands - 0% - None Siam - Siam - 90% - Pomerania Chesapeake Bay - France - 0% - None Mexico - Tarascan - 82% - Cornwall Lima - France - 86% - Pomerania Canton - Spain - 88% - Pomerania |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 56% - Cornwall Zanzibar - Cornwall - 0% - None Malacca - Netherlands - 0% - None Caribbean - Netherlands - 15% - Cornwall |
1821 - Final
Primary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
Ivory Coast - Netherlands - 44% - Cornwall Coromandel - Netherlands - 0% - None Siam - Siam - 85% - Pomerania Chesapeake Bay - France - 0% - None Mexico - Tarascan - 79% - Pomerania Lima - France - 85% - Cornwall Canton - Siam - 95% - Cebu |
Secondary Trade Routes - Trade Leader - Piracy Level - Pirate Leader
English Channel - Britain - 0% - None Sevilla - Spain - 0% - None Zanzibar - Cornwall - 0% - None Malacca - Netherlands - 0% - None Caribbean - Netherlands - 31% - Cornwall |
Confirmed Players and Selection Order 22/22
Legacy Players
1 - Laugable Tundra/Elijiah - Placement from Emperor II
2 - Iron/Brian - Placement from Emperor II
3 - Moneymaker/Braxton - Placement from Emperor II (Usurper)
4 - SpicyLunchbox/Weston - Placement from Emperor II (Usurper)
5 - shoober - Placement from Emperor I
6 - lookatall/Blake - Placement from Emperor II
7 - YoFlyMyGuy/Nate - Placement from Emperor II
8 - Cycoboy/Jorge - Placement from Emperor II
9 - pixel - Placement from Emperor II
10 - piano - Placement from Emperor II
11 - Alec - Placement from Emperor II
12 - Captain Dickers/Josh - Placement from Emperor II
13 - Official Mr. Scruff/Brad - Placement from Emperor II
14 - Blyatt/Wyatt - Placement from Emperor II
15 - Dr. Decoy - Placement from Emperor II
16 - Aqulan - Placement from Emperor I
Random Players (17-18)
17 - nurd - d100 roll 89
18 - strevlet - d100 roll 49
Title-Winner Penalty Box
19 - bread
20 - imperator/zweldon
21 - ekcrbe/Erik
1 - Laugable Tundra/Elijiah - Placement from Emperor II
2 - Iron/Brian - Placement from Emperor II
3 - Moneymaker/Braxton - Placement from Emperor II (Usurper)
4 - SpicyLunchbox/Weston - Placement from Emperor II (Usurper)
5 - shoober - Placement from Emperor I
6 - lookatall/Blake - Placement from Emperor II
7 - YoFlyMyGuy/Nate - Placement from Emperor II
8 - Cycoboy/Jorge - Placement from Emperor II
9 - pixel - Placement from Emperor II
10 - piano - Placement from Emperor II
11 - Alec - Placement from Emperor II
12 - Captain Dickers/Josh - Placement from Emperor II
13 - Official Mr. Scruff/Brad - Placement from Emperor II
14 - Blyatt/Wyatt - Placement from Emperor II
15 - Dr. Decoy - Placement from Emperor II
16 - Aqulan - Placement from Emperor I
Random Players (17-18)
17 - nurd - d100 roll 89
18 - strevlet - d100 roll 49
Title-Winner Penalty Box
19 - bread
20 - imperator/zweldon
21 - ekcrbe/Erik