Rules of Season 4
MYC Season 4 Rules
1. Basic Rules: - There will be several NPC nations controlled by me - If you leave the game your country will turn into another NPC nation - When starting the game you have to choose a strength: - Expansion: every 2 action points you spend for expansion you will get a free province - Military: every 2 action points you spend for militarization you will get a free troop - Diplomatic: each diplomatic action costs half compared to normal - Anti-rebel: every rebel related thing costs 2/3 of the original price - Please specify what color you want, make a map, use the “new player” flair and of course have a name for your country
2. Research: - This season research will be completely different, it will improve how you do things - There are several things you can improve with research - You will also be able to do things once you unlock that category - After reaching a specific number of research in a specific category will give you the ability of that category - Expansion research will make you able of taking more provinces than normal - Military research will make more troops than normal - Diplomatic research will make diplomatic actions cheaper than normal - Rebel research will make anti-rebel points cheaper to buy than normal - Expansion overseas: once you unlock the tech you will be able to expand anywhere in the world that has a coast (if you also have a coast) - Union: once you unlock this tech you will be able to have a union with other people that also unlocked this tech - Trade route: you will be able to do trade routes once you unlock this tech (more info about it at action points) - (The numbers will be shown in the sheets) - You can have 2 categories active at the same time - One of the two is the original you chose in the beginning and the other one is chosen by you - You can change it any time but you will get one more chance of rebellion as a punishment - You can research any category at any time
3. Action points: - Everyone starts with 10 action points - The number of action points you get can’t be changed (it will always be 10) - The only way you can do anything in the game is by spending action points - Trade routes: - It gives you 1 action point every 2nd round, but only for research - You can only make trade routes once you unlock that tech (and the person you want to do it with) - To make a trade route you also have to spend 5 action points (and the other person) to make it (on top of unlocking it)
4. Expansion: - Each expansion costs 1 action point - You can only expand to neighboring territories if you are landlocked - If you are not landlocked you can expand to surrounding islands - You can only expand overseas if you unlocked the expansion overseas tech - Try to keep clean borders
5. War: - Each troop/soldier costs 1 action point - Unless you research in Military - Before starting a war you have to declare war, which costs 3 action points. - You can’t declare war on an ally - You can’t declare war on a person you made a non aggression pact with - Next round the war starts - The war is always controlled by the game master - Every turn the role of the game master will be shifted from one person to another (which means from the attacker to the defender) - The game master decides multiple things: - How many action points are spent on the war (he/she can choose to spend 3-8 action points) - You can do anything with the leftover action points, except for expansion - The number of action points spent on war means you can take double the amount of provinces, so if you spend 5 action points on war, you can take 10 provinces from the enemy - The game master also decides which provinces he/she would like to take and which he/she wants to let go (if you spend 3 action points then you will have to select 6 for both.) - The number of provinces and number of troops will be the deciding factor of the outcome of the war - Each province is worth one point - Each soldier/troop is worth 2 points in war - These points will be inserted in a wheel (and your enemy’s) and that will decide the outcome of one province - The war ends when both (or all) members of war agree to do so - Allies can support during war - Each action point is equivalent to 10% of it’s points (troops and provinces)
6. Rebels - When a rebel appears, I will control it - It takes 10% of your land area - There’s a chance to get a rebel every 3rd round (3, 6, 9 etc.) - Rebels start instantly this season - When someone joins they are immune to the next round of rebellion - Every 3rd round there will be a wheel that tells you if you will get a rebellion or not - The ratio that’s put in the wheel is 3 (no rebel):1 (rebel), but this can be changed - Spend 2 action points to add one more chance for no rebellion - Spend 6 action points to remove one chance for rebellion - Every 3rd round there will also be a wheel that determines if you will get 1 more chance of rebellion to your original wheel. (this can’t be changed) The ratio is 50:50 - Rebels are automatically in war with you - Other countries can attack your rebellion and take that land - Other countries can influence your rebellion by spending action points that worsen your chances in this way: - Spend 1 action point to remove one chance of no rebellion - Spend 3 action points to add a chance or rebellion - (It’s intentionally cheaper than the opposite) - If other countries want to help you they can also spend action points to make your odds better (the prices are the same like if you wanted to do it)
7. Diplomacy - Alliance: Two or more nations may each use 5 action points to form an Alliance. Alliance treaties and terms may vary between alliances and nations. After an Alliance has been formed, another nation may use 5 action points to join the Alliance, upon approval from current Alliance members. Alliance members may support their allies in war, and cannot declare war on each other - Non Aggression Pact: Use 3 action points to declare peace between two or more nations for a specified number of turns. During this time, declarations of war cannot be made between nations under a Non-Aggression Pact. All members must use 3 action points to sign the Non Aggression Pact - Union: This can only be done when “Union” Tech is researched. Two or more nations may each use 10 action points to form a Union. In a Union, all lands under all countries involved are formed into one singular country. They have the same amount of turns as any other nation. All their research will be combined. - Treaty: 2 or more countries can sign a treaty which will cost them 5 action points. It can’t involve anything with gifting/giving provinces/troops or anything. The punishment can also be determined by the people signing it. - Land swap: this will cost nothing but it can only be done if the same amount of provinces are taken and given. It can only be broken if both sides agree
8. Gambling - Gambling is the same as last season, with just some small exceptions - Each action point you spend on gambling, you get one wheel-spin - If you do multiple spins, you will only get the best one - Unlike last season, if your best spin is a neutral, you get that - If, for example, you spin and get a +5 expansion and a + 5 military, you get to decide which one you want - The other change is that since there’s no one research, you will get action points that you can only spend on research