Story
-WIP-
Factions:
Entente
Central Powers
Belligerent
Non-Aligned
Country List:
United Kingdom
France
German Empire
Austro-Hungarian Empire
Italy
Ottoman Empire
United States of America
Kingdom of Belgium
Russian Empire
Japanese Empire
Kingdom of Spain
Kingdom of Portugal
Empire of Brazil
Special Mechanics
All players have the same role: Great Power.
The two main attributes of a country are military power, and political influence. Military power counts as both defense and offense. When attacking a player, you deal damage equal to your military power. Likewise, that damage is mitigated by their own military power.
Political influence is used for night actions. You gain political influence by lynching a player of an (enemy alignment), by using a nightkill, and by being the faction leader (gains ++ political influence per day).
At the start of the game, the non-aligned countries are assigned a Faction and wincon. All countries start with 0 political influence; military power will be fixed at game start, with the faction leaders (UK and Germany) having the highest military power. There are between 2-3 Mafia, 9 town, and up to 3-4 neutrals.
Lynch is plurality.
Last will allowed.
Possible Night Actions
a) Destabilize Government:
Removes 200 political influence from the target.
Cost: 100 PI
b) Send Expeditionary Force
Boosts a target's military power by X for one night. You cannot send more than 25% of your own military power.
Cost: 100 PI
c) Sign Defensive Pact
You and your recipient pool together 15% of your military power to create a shared military force.
Cost: 150 PI
d) Conscript All Males
You gain 20% extra military power.
Cost: 100 PI/Free if at war (i.e., if you've been attacked/vice versa)
Can only be used once per game
e) Send Ambassador (Non-Aligned only)
Learn what sort of night action your target performed last night.
Cost: 50 PI
f) Hold State Meeting
Invite your target to a night chat.
Cost: 100 PI
Combat Mechanics
MA is the attacker's military power, MB is the defender's military power:
If MB < MA < MB*1.5, MB will lose 50% of their military power.
If MB * 0.75 < MA < MB, MB will lose between 10-30% of their military power, with MA losing anywhere between 20-60% of their military power.
If MB * 0.33 < MA < MB * 0.75, MB will lose between 5-10% of their military power, with a 90% chance of MA losing anywhere between 40%-90% of their military power.
Finally, at MA lesser than 0.33, MB will lose between 0-5% of their military power, and MA will be reset to 0 (the attacker will die).
If a country's military power, at any point, drops below 401 due to an offensive, the country is dissolved (i.e., the player dies), and the country who attacked them inherits all their remaining military power.
Military Power at game start:
German Empire: 1100
Austria-Hungary: 750
United Kingdom: 850
France: 900
Russian Empire: 900
America: 800
For all other countries, the military power is randomized.
Influence:
Leader of the Entente: 50/day
Leader of the Central Powers: 100/day
Belligerent: 100/day
Non-aligned: 50/day
Influence: 250/lynch on day 1, 200/lynch on day 2, 150/lynch on day 3, 100/lynch from day 4 on; the influence must be distributed by the faction leader to other players (they get to keep 50 of the influence, the rest must be given away).
Win Cons:
Entente: Eliminate the Central Powers, the Belligerent country, and the Non-Aligned, if they declare war on you.
Central Powers: Eliminate the Entente, the Belligerent country, and the Non-Aligned, if they declare war on you.
Belligerent: Eliminate everyone else.
Non-Aligned: You must join one of the other two factions. You cannot win the game unless you do.