Rules

=Proposed= toc

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 * WO**: (Fear) or Respect/Love or (Hate)

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Basically, WO 0/++++++++ nation is loved by everybody, but nobody gives a second thought about them, unless they are attacked or need help.

++++++++++/0 nation is a major player in the international politics with powerful reputation and it's neither liked or disliked.

(++++++)/+++++ nation is loved and feared at the same time.

So my actions would reduce /(++++) hate against me, but I'll keep my intimidation power.

Sanity
Sanity is an experimental rule meant to hopefully better emulate the craziness of Girl Genius. The two main goals are to have actions possibly go awry and to help in doing crazy things.

The lower the sanity is the more chance there is of something going awry. Not necessarily wrong, but not what they wanted to do. This will be 50% at 0 sanity. And 0% at full sanity. Note that sanity can never go below -, so it will never reach 50% chance. When an action goes awry it will possibly be either in a harmful or beneficial way. This is a 50% chance of either one happening. Once this has been determined a new action will be generated at the GMs discretion. I don't really have any idea how to make a rule for that, so I'll just leave it to my own judgement.

Now the second consequence of insanity is a benefit. The player will get a bonus to spark projects based on 1 - (sanity / max sanity) Or in other words someone with sanity ++++ would get a 20% bonus. Some with +++ would get a 40% and so on.

Sanity can not be gained or lost on purpose. Instead it will be determined by the actions of the player and whether they seem sane or insane. For instance the ICC's last few EoTs would be completely sane. Transylvania's mad science projects would be insane. Mostly this will probably be determined by howthey go about spark projects and how much effort they devote to them. However other actions can occasionally have an effect. For instance Hessen Thuringia's attack on Molvia was insane.

=Established=

**Unification**
If a nation unifies with another it receives half of that nations stats. However it must still pay the full stat cost in order for the unification to occur. There is though a 25% discount to represent the fact that all the stats already exist and do not have to be made from scratch. Stats cannot be burned to invest in unification. Also other countries helping towards unification only count half of their investment towards the total.

**Stats**
Each point of a stat costs 10 temporary points. During the EoT each stat point that a nation has generates one temporary point which can be applied towards projects and stat growth.

For projects that give bonuses to growth the following table is in use. Each upgrade of the bonus costs the amount list in addition to the previous investments.
 * Bonus || Cost ||
 * 5% || 5 ||
 * 10% || 5 ||
 * 15% || 10 ||
 * 20% || 10 ||
 * 25% || 15 ||
 * 30% || 15 ||
 * 35% || 20 ||
 * 40% || 20 ||
 * 45% || 25 ||
 * 50% || 25 ||

**WO**
There is a WO penalty for attacking another country without a causi belli. This is their WO divided by your WO. The WO loss or gain (for attacking negative countries) is capped at ++ either way. But it applies again at the start of every turn. Creating or having a Causi Belli lowers the targets WO for the purposes of this calculation. How effective this is depends on how much was invested in it.

WO can also make dealings with NPCs more or less expensive. For instance hiring mercenaries is the normal cost (based on the demand) times the average WO divided by your WO. If your WO is high this makes it cheaper. If not then it's more expensive.

**Mercenaries**
The default price of + of mercenaries is ++- econ. There is no set formula for how the price changes, but generally the more mercenaries that have been hired during the turn the higher it gets. There is also a limited pool of mercenaries that can be hired out. However if this pool goes below half then there will be an additional + of mercenaries next turn as more people take up the apparently lucrative profession. If the entire pool is drained then it gains an additional +++.

Because their lives and equipment are what pays the bills mercenaries are very careful not to take casualties. When it comes time to divide up losses they take losses only after everyone else has.

**Spark Projects**
Essentially research projects, but with a chance of going awry or yielding unexpected results. For every spark project a d20 will be rolled. If the d20 is a 20 then a critical success occurs, if the d20 is a failure then a critical failure occurs. If the d20 is nether then the results are tallied. On a critical success then 1 point is added to the science tally and another d20 is rolled but this time with the chances for a critical of either kind going up by 5% (i.e. add 1 to the range on both sides. so 1-2 and 19-20 on the first success. 1-3 and 18-20 on the second and so on.) For every + involved in the project the range starts with an additional 5% capped at a bonus 25%. If the project is interesting and clever then it starts with a small bonus to the science tally. The result chart is consulted when the die rolling stops. This can happen when a normal roll occurs, a failure occurs, or 10 success are rolled in a row.

//Revision 2// On a success or normal roll the science score is added to the project. On a failure half the science is added to the project and a prototype with stats equal to the science score is released. At a science score of 5 or above either the project or the prototype gets a special. At a score of 10 or above either the project or the prototype gets a major special.

Additionally if the science score is below 5 then the dice are rolled again on a failure even though the score isn't incremented or the percentages increased.

//Revision 1// On a normal or 10th success roll the success column is consulted. On a failure the failure column is consulted.

Result Chart Prototype escapes || Prototype escapes || Project gets a special. || + bonus to project Prototype escapes Prototype has a special || Project gets a special. || +- bonus to project Prototype escapes Prototype has a special || Project gets a special. || +- bonus to project Strong prototype escapes Prototype has a special || Project gets a special. || ++ bonus to project Strong prototype escapes Prototype has a special || Project gets a special. || ++ bonus to project Strong prototype escapes Prototype has a special || Project gets a major special. || ++- bonus to project Multiple strong prototypes escape Prototypes have a major special ||
 * Science Score || Success || Failure ||
 * 0 || Nothing || Nothing ||
 * 1 || - bonus to project || Nothing ||
 * 2 || + bonus to project || Nothing ||
 * 3 || +- bonus to project || - bonus to project
 * 4 || ++ bonus to project || + bonus to project
 * 5 || ++- bonus to project.
 * 6 || +++ bonus to project.
 * 7 || +++- bonus to project.
 * 8 || ++++ bonus to project.
 * 9 || ++++- bonus to project.
 * 10 || +++++ bonus to project.

Espionage
In order to read a message your espionage must be higher than at least one of the parties involved.
 * Communications**

Each nation get a bonus to its defensive espionage of half of the total of all the other members espionage.
 * Espionage Alliances**

For example Nation A has +++++ espionage. Nation B has ++ espionage. They form an espionage alliance.

Nation A gets a + bonus to its defensive espionage. Nation B gets a ++- bonus.

On the other hand they are also in a better position to steal each others secrets. So if one of them attempted some type of espionage act on the other then it would be against half of the original bonus.

So Nation A would have an effective ++- vs. Nation B. And Nation B would have an effective + vs. Nation A.

Misc.
There is a bonus for investing more at once. For every +++++ points of any stat invested in one area in one turn a bonus - will be added to the investment.

EoT Order in case it becomes important. 1.Battles started during the turn 2. Espionage actions 3. Stat Growth 4. Battles initiated in the EoTs

**Military**
The attacker and the defender each roll a number of d4s equal to their committed espionage. The winner gets a +1 bonus for every 4 above the loser. They then roll a numbers of d4s equal to their committed forces with appropriate modifiers. These can be positive like from ambushes or fortifications, or negative such as being unprepared or in the wrong place. Stats used to support a fight add a straight +1 bonus for every stat.

Result Table Additionally for every 10 of combined mil that is involved the casualties are multiplied. For example 10 total mil. Casualties ++. 20 total mil Casualties ++++. For 30 total mil casualties would be ++++ +. And so on.
 * Win By || Winner Losses || Loser Losses ||
 * <8 || ++ || ++ ||
 * 8 || +- || ++ ||
 * 16 || + || ++ ||
 * 24 || - || ++- ||
 * 32 || 0 || +++ ||
 * Every additional 8 || 0 || - ||

Once all the military of the defender has been dealt with the attacker can loot + for every ++ of surviving forces. If the attacker is driven off the defender can salvage - for every ++ of destroyed forces. The attacker can salvage as well if they bring in the appropriate econ. If the attacker chooses only to raid they can only gain - for every ++++ of surviving forces because they don't have enough time to pick and choose the loot and load everything up. On the other hand raiders can loot without first destroying all the opposing military.

**Espionage**
The attacker and the defender each roll a number of d4s equal to their committed espionage. If the attacker rolls more than the defender the operation succeeds If the attacker and the defender tie the higher stat wins. If the stats are also equal then both sides fail. If the defender rolls higher than the attacker then the operation fails.

If the attacker rolls more than 4 higher than the defender then the defender does not know it even happened. If the defender rolls more than 4 higher than the attacker then defender also knows the attacker was. If the winner wins by more than 8 then - of the opposing espionage is destroyed. Another - can be destroyed for every additional 8. For every 16 over that the winner gets past the loser they are treated as having an additional + of active espionage.

Edit: Losing - is too harsh, instead now the winner gets +++++ added to their spy network against the other side for every 8.

Stat maximums - disable for every + - destroyed for every ++ - stolen for every ++++

+ of stats can be hidden for every ++++ of investment put into hiding them.
 * Hiding stats**

**Morale**
The attacker and the defender each roll a number of d4s equal to their morale. This is calculated more or less like military fighting. Except that both players always have their entire morale in play no matter what else they did with it. Also it is much harder to erode morale, and its completely obvious and can't be hidden. The benefit is that most other countries will not particularly care unless they have a stake in it already. Although this will probably only apply to NPCs.

Result Table Any lost morale is given to the winner. Also the attacker can loot - for every ++++ of morale input as long as they win by at least 8.
 * Win By || Winner Losses || Loser Losses ||
 * <4 || 0 || 0 ||
 * 4 || 0 || 0 ||
 * 8 || 0 || - ||
 * Every additional 8 || 0 || - ||