Author Topic: Balance of Power: 1794 (FSE Edition) -Closed For The Time Being-  (Read 46118 times)

0 Members and 1 Guest are viewing this topic.

Offline Odysseus

  • Donator
  • *
  • Posts: 2062
    • View Profile
  • Side: Neutral
Balance of Power: 1794
Map WIP

Balance of Power is a persistent Play-By-Forum Wargame set in the 1794-1814 period (each turn representing 6 months). During this time France's long reigning and mighty Bourbon rulers were killed by French Revolutionaries. Europe exploded and war broke out across the continent. It is a desperate time, and desperate times call for desperate measures. What are you willing to do?

Diplomacy & Economics
Spoiler
Friend or foe? This question can lead to the rise of your empire or the end of your life. Pick your friends carefully, and be wary of when and where to pick sides.

Diplomacy primarily takes place in PMs on the forums or in Steam conversations. No conversation is official, and posting private messages without consent is against the rules. The only way to ensure that the conversation happened is to mention it in your Turn Report. Below the radar conversations can be disastrous, or extremely lucrative. Plan wisely.

Credits
Credits is the in-game currency. If you want to do anything, you need to have the Credits. Large nations make more Credits, while small nations make smaller amounts of Credits. However, Credit spending is relevant to size. If a large country wanted to spend money on feeding its population it would need to spend more credits than a very small country. Almost everything you plan from a Military Campaign to an infiltration you need to put credits towards it (usually 100 Credits is the bare minimum to perform any such operation).

Be very wise on how you spend your credits.

Trading
Trade agreements benefit both of the nations participating in it. It costs money to establish a trading your, but you'll get much more out of it then what you spend and you won't have to pay after the initial payment. All trade routes must start at level one and work up each turn, and each time paying the new cost.

Level 1 trade route - Cost: 200 Credits - 5% income boost
Level 2 trade route - Cost: 400 Credits - 10% income boost
level 3 trade route - Cost: 1000 Credits - 20% income boost
level 4 trade route - Cost: 3000 Credits - 30% income boost

Alliances, Vassalization and Friendship Pacts
Friendship pacts are just official treaties stating that the two nations in question are on very friendly terms. Generally, one nation will help the other in an economic struggle but they won't necessarily enter a war alongside them.

Alliances are official pacts stating that each nation will help each other in both war and in economic struggle. Though an ally is not automatically at war if war breaks out, refusing to aid your ally in any way is frowned upon (unless your ally was attacked by another ally, which would suggest neutrality).

Vassalization typically happens when one nation conquers another. The nation that has been vassalized may keep there government however they will be forced to give troops to its mother nation in war and to provide support to the economy of the mother nation in desperate times. Should the conquering nation choose not to vassalized the other, they may allow them to keep there government fully or completely remove the government and the player from the game. The player may go into exile however and attempt to rally friends to retake his or her lands.
[close]

Resources & Goods
Spoiler
Resources and goods are required to make almost anything in the game. They are as follows.

Resources

Animals
Metal
Gunpowder
Wood
Harvest

Goods

Small Ship - 2 Wood, 1 Metal
Medium Ship - 4 Wood, 2 Metal
Large Ship - 10 wood, 5 Metal
Cheap Weapons - 2 Metal, 1 Gunpowder
Weapons - 3 Metal, 2 Gunpowder
Special Weapons - 3 Metal, 3 Gunpowder
Artillery - 4 Metal, 4 Gunpowder
Special Artillery 6 Metal, 4 Gunpowder
Rockets - 7 Gunpowder
Spyglasses - 2 Metal
Balloons - 2 Wood, 1 Metal, 4 Fabric
Horses - 2 Animals
Strong Horses - 4 Animals
Food - 2 Harvest
Munitions - 2 Gunpowder, 1 Metal
Small Wagon - 2 Wood, 1 Metal
Medium Wagon - 4 Wood, 3 Metal
Large Wagon - 6 Wood, 5 Metal
[close]

Warfare

Spoiler
War is at the very center of a Balance of Power game. Military strength and clever strategy is paramount. Be careful of how and when you deploy your forces.

The Mechanics

Each unit has whats called a "Base Stat". The base stat represents the overall strength of the unit, taking into account troop quality, morale, terrain, defense bonus etc. After that comes whats called a "Chance Modifier". This is a random roll between 1 and 4 that changes the Base Stat accordingly. This provides the basis of combat.

During each battle, units are paired off with units of the opposing army with the nearest quality and role. Than the unit with the highest Base Stat in the end wins. If a unit loses by 1-2 the unit receives the status "Taken Casualties". If the unit loses by 2-4 the unit receives the status "Taken Heavy Casualties". Both have a negative effect lasting one turn. Should the unit lose by 5 or more, the unit is destroyed. Any surviving units in an army will retreat to the nearest friendly territory.

Land Units

Militia Infantry - Cost: 50 Credits, 1 Cheap Weapons
Militia are cheap local-raised units trained for the purpose of defending its home town. It is inferior to all regular army troops, but they get a morale boost when fighting at home and a morale subtraction when fighting abroad.
Line Infantry - Cost: 150 Credits, 1 Weapons
Line Infantry regiments make up the backbone of the army. They are generally well rounded and are near essential in a successful military campaign.
Guard Infantry - Cost: 300 Credits, 2 Weapons
Guard Infantry regiments are the handpicked elite of the army. They are usually tasked with defending royalty, but they can also be used on the battlefield, striking awe into their enemies.
Skirmishers - Cost: 150 Credits, 1 Special Weapons
Skirmishers are the sharpshooters of the army. Typically armed with rifled muskets or even air rifles, they are the very good when fighting the enemy at a range, and can also hide in wooded patches and other covered terrains.
Militia Skirmishers - Cost: 100, 1 Cheap Weapons.
Much like Militia Infantry,  but they specialize in skirmish tactics like proper skirmishers.

Militia Cavalry - Cost: 100 Credits, 1 Horses
Militia Cavalry are the same as Militia Infantry and Militia Skirmishers, except they perform the same duties as Light Cavalry.
Light Cavalry - Cost: 150 Credits, 1 Horses
Light Cavalry are cheap cavalry units that are great for harrasing the enemy and running. But if they're bogged down to long then they'll most likely be eliminated.
Lancers - Cost: 200 Credits, 1 Horses
Lancers are much like Light cavalry, except better equipped and they focus more on charging.
Heavy Cavalry - Cost: 400 Credits, 1 Strong Horses
Heavy Cavalry are very effective cavalry who are deadly in a charge and in an extended close-quarters fight.
Guard Cavalry - Cost: 500 Credits, 2 Strong Horses
The finest of the Heavy cavalry, they perform all the same duties but they're even more effective.

Cheap Cannons - Cost: 100 Credits, 1 Artillery
Cheap Cannons are poorly made cannons that can substitute in for real cannons in an emergency. They're generally inaccurate and slow to operate.
Cannons - Cost: 200 Credits, 2 Artillery
Regular Cannons. Taking on on Infantry in an open field, defending a fort, attacking a fort, you name it. These basic artillery pieces are near essential to a successful military campaign.
Howitzers - Cost: 300, 2 Special Artillery
They're quite similar to regular cannons but shoot explosive shells and deal heavy casualties to any enemy soldiers in its line of fire.
Rockets - Cost: 200 Credits, 1 Rockets
Rockets are very inaccurate and deal little damage, but they strike fear into the hearts of the enemy and give your other units a large morale advantage when fighting them.
Mortars - 200 Credits, 1 Special Artillery
Mortars are cannons that shoot explosive shells directly up in the air. This makes them highly effective during a bombardment, but relatively ineffective when fighting in the field.

Sea Units
Armed Sloop - Cost: 200 Credits, 1 Small Ship, 1 Artillery
Armed Sloops are quick but very lightly gunned vessels. They're efficient enough when raiding unarmed merchant vessels but it would me certain death if they engaged a true warship.
Frigate - Cost: 300 Credits, 1 Small Ship, 1 Artillery, 1 Special Artillery
Frigates are much like Sloops except better armed and can safely hold there own in a fight.
Small Ship of the Line - Cost: 600 Credits, 1 Medium Ship, 2 Artillery, 1 Special Artillery
Small Ships of the Line are light warships and quite similar to their larger counter-parts but smaller, cheaper and more lightly armed.
Medium Ship of the Line - Cost: 800 Credits, 1 Medium Ship, 2 Artillery, 2 Special Artillery
A more heavily armed version of the Small Ship of the Line.
Large Ship of the Line - Cost: 1000 Credits, 1 large Ship, 3 Artillery, 2 Special Artillery
Large ships of the Line are the cream of the crop in regards to warships. They're very heavily armed and can take on almost any opposing vessel.

Asian Forces

Land Units

Conscripts - Cost: 50 Credits, 1 Cheap Weapons
They are much like European Militia, except they are armed with melee weapons.
Warriors - Cost: 100 Credits, 1 Weapons
Much like European Line Infantry, except they are armed with melee weapons.
Samurai (Japan Only) - Cost: 100 Credits, 2 Weapons
Nearly identical to guardsmen, but cheaper. They can only be built buy Japan or a country that controls territory in Japan.
Guardsmen - Cost: 200 Credits, 2 Weapons
They are the elite of an Asian army. They are much like European Guard Infantry, except they are armed with melee weapons.
Archers - Cost: 100 Credits, 1 Cheap Weapons
Archers are much like European Skirmishers, but they're armed with the archaic wooden bow.
Crossbowmen - Cost: 150 Credits, 2 Cheap Weapons
An improved version of the archer wielding a crossbow.
Musketmen - Cost: 150 Credits, 2 Weapons
The best ranged unit in an Asian army, these skirmishers are armed with muskets.

Conscript Cavalry - Cost: 100 Credits, 1 Horses
My like regular conscripts, except they're mounted on horseback.
Mounted Warriors - Cost: 150 Credits, 2 Horses
Much like regular warriors, except they're mounted on horseback.
Mounted Samurai (Japan Only) - Cost: 200 Credits, 1 Strong Horses
Much like regular samurai except they're mounted on horseback. They're also a hybrid of Horse Archer and Mounted Warrios
Mounted Guardsmen - Cost: 200 Credits, 2 Strong Horses
Much like regular guardsmen except they're mounted on horseback. They're also a hybrid of Horse Archer and Mounted Warrios
Mounted Archers - Cost: 200 Credits, 2 Horses
Mounted Are expert mounted, ranged fighters. They're mounts allow them to go anywhere in the battlefield very quickly and to rain arrows down on their enemies.

Cheap Cannons - Cost: 100 Credits, 1 Artillery
Nearly identical to its European counterpart.
Cannons - Cost: 200 Credits, 2 Artillery
Nearly identical to its European counterpart.
Rockets - Cost: 200 Credits, 1 Rockets
Nearly identical to its European counterpart.

Sea Units

Armed Fishing Vessel - Cost: 150 Credits, 1 Small Ship, 1 Artillery
Armed Fishing Vessels are ships originally designed for fishing but have been fitted with weapons and re-purposed. They are poor substitutes for real warships, but they're effective enough in an emergency.
Large Armed Fishing Vessel - Cost: 250 Credits, 1 Small Ship, 1 Artillery, 1 Rockets
A larger and more heavily gunned version of the Armed Fishing Vessel.
Small Warship - Cost: 350 Credits: 1 Medium Ship, 2 Artillery, 1 Rockets
Small Warships are small, but cheap and are quite effective in battle.
Medium Warship - Cost: 600 Credits, 1 Medium Ship, 2 Artillery, 2 Rockets
A larger and more heavily gunned version of the Small Warship.
Large Warship - Cost: 900 Credits, 1 Large Ship, 3 Artillery, 2 Rockets
The Large Warship, is, as its name suggests, a large vessel built for battle. They're extremely effective against any foe it may be set against.

Native American Forces

Land Units

Inexperienced Warriors - Cost: 50 Credits, 1 Cheap Weapons
Young warriors who are inexperienced in the ways of battle. They're rather the equivalent of Conscripts or Militia.
Warriors - Cost: 100 Credits, 1 Cheap Weapons
The backbone of a Native American Army, Warriors fight close quarters with exceptional skill.
Veteran Warriors - Cost: 150 Credits, 2 Cheap Weapons
The elite of the warriors, these hardened veteran can take on almost anyone at a close range.
Archers - Cost: 100 Credits, 1 Cheap Weapons
Traditional ranged warriors, these skilled men wield the archaic bow to a surpising level of effectiveness.
Veteran Archers - Cost: 150 Credits, 2 Cheap Weapons
The elite of the Archers, these men can hit anyone at any range with a traditional bow.
Musketmen - Cost:  150 Credits, 1 Cheap Weapons
A few warriors are trained to use a European Musket, making them they ideal ranged combatants in a Native American army.

Supply & Scouting

Supply
Keeping your soldiers supplied with food and ammunition is vital to a military campaign.

Measurement doubles for every 5 units
Starving = No Food
The men have nothing to eat and this has a severe impact on their morale.
Malnourished = 0.5 Tonnes of Food
This men are hungry, but they have just enough food to sustain themselves. it still has a negative morale impact however.
Fed = 1 Tonne of Food
The men are fed enough so that they're neither hungry to overly full. This has not morale impact.
Well Fed = 1.5 Tonnes of Food
The men are full of good, fresh food. This has a positive morale impact.
Extremely Well Fed = 2 Tonnes of Food
The men are fill to the brim with nutritious supplements. This has a very positive morale impact.

Not Armed = No Munitions
The men have no cartridges. This has a very bad combat effectiveness effect.
Barely Armed = 0.5 Tonnes of Munitions
The men are running very low on cartridges. This reduces their combat effectiveness.
Armed = 1 Tonne of Munitions
The men have just enough Cartrides. This has no effect on their combat effectiveness.
Well Armed = 1.5 Tonnes of Munitions
The soldiers have cartridges in abundance. This has a positive effect on their combat effectiveness.
Extremely Well Armed = 2 Tonnes of Munitions
The soldiers have cartridges in a nearly overwhelming abundance. This has a very positive effect on their combat effectiveness.

Scouting
Scouts give you information about the enemy movement in battle, and they're essential to any successful campaign.

The more scouts the better
Inexperienced Scout - Cost: 50 Credits, 1 Spyglass
These scouts have little experience and are much less reliable than their counterp
Scout - Cost: 100 Credits, 1 Spyglass
A basic scout, not too advanced but experienced enough to relay accuaret information.
Experienced Scout - Cost: 200 Credits, 2 Spyglasses
A very experienced scout, they almost always relay full and accurate information
Mounted Scout - Cost: 300 Credits, 1 Spyglass, 1 Horse
The same as an Experienced Scout but mounted on a horse, alowing him to cover more ground quicker and bring back reports faster.
Military Balloons (Europe Only) - Cost: 700 Credits, 2 Spyglasses, 1 Balloon
The ultimate scout unit, balloons can fly high above the battlefield and can give precise reports on enemy movement.

Transportation
If you want to move soldiers or resupply your armies owning Cargo Ships and Supply Caravans are vital.

Sea Transports

Small Cargo Ship - Cost: 100 Credits, 1 Small Ship
Capable of carrying 5 Tonnes of supplies or 1 Units.
Medium Cargo Ship - Cost: 300 Credits, 1 Medium Ship
Capable of carrying 8 Tonnes of supplies or 2 units
Large Cargo Ship - Cost: 500 Credits, 1 Large Ship
Capable of carrying 10 tonnes of supplies or 4 units.
Boats (Native American Only) - Cost: 25 Credits, 1 Small Ship
This includes Kayaks, Canoes and all other boats used by the Native American People. It can carry 1 unit.

Since Cargo Ships are unarmed, escorts can be hired to protect them. These escorts are cheaper than their equivalent ship but they can only be tasked with protecting convoys

Small Guard Vessel - Cost: 100 Credits, 1 Small Ship, 1 Artillery
Equivalent to an Armed Sloop or an Armed Fishing Vessel.
Medium Guard Vessel - Cost: 200 Credits, 1 Small Ship, 1 Artillery
Equivalent to a Frigate or a Large Armed Fishing Vessel.
Large guard Vessel - Cost: 300 Credits, 1 Medium Ship, 1 Artillery, 1 Special Artillery
Equivalent to a Small Ship of the Line or a Small Warship.

Land Transports
Small Supply Caravan - Cost: 100 Credits, 1 Small Wagon
Carries 2 tonnes of supplies.
Medium Supply Caravan - Cost: 300 Credits, 1 Medium Wagon
Carries 4 tonnes of supplies.
Large Supply Caravan - Cost: 500 Credits, 1 Large Wagon
Carries 8 tonnes of supplies.

Similar to Guard Vessels, you can hire Caravan Guards to protect your convoys

Caravan Guards - Cost: 25 Credits, 1 Cheap Weapons
Equivalent to Militia Infantry or Conscripts.
Veteran Caravan Guards - Cost: 50 Credits, 1 Cheap Weapons
Equivalent to Line Infantry or Warriors.
Mounted Caravan Guards - Cost: 150 Credits, 1 Weapons, 1 Horses
Equivalent to Militia Cavalry or Conscript Cavalry.
Veteran Mounted Caravan Guards - Cost: 150 Credits, 1 Horses
Equivalent to Light Cavalry or Mounted Warriors.

Note that the Native Americans do not need to be resupplied, as they're able to live off the land.
[close]

Espionage
Spoiler
Espionage plays a key role in maintaining national security. Remember, low quality spies have a higher risk of begin caught and revealing your identity. Be sure you measure the risk you're taking for the information.

Reporter - Cost: 200 Credits
Spy - Cost: 400 Credits
Expert Spy - Cost: 600 Credits
Infiltrator - Cost: 1000 Credits
Cutthroat - Cost: 1200 Credits

The cutthroat, in particular, specializes in assassinations. Though he is also an expert spy.
Another not; spies do not count as a unit and thus do not need to be transported to their task.
[close]
Technology
Spoiler
Technology effects the stability of your military and economy. You may increase it by devoting credits towards it. Each technology tree goes from level 1 to 10.

Land Technology - The technological level of your Land Forces.
Naval Technology - The technological level of your Navy.
Economic Technology - The technological level of your Economy.
Industrial Technology - The technological level of your Industries and Production.
[close]

Country Cards & The Orders Format
Spoiler
A Country Card is essentially a status report on your country. Your Orders Card is the Card you send to the Gamemasters telling him what you want your country to do for that turn.

Country Cards

Country Name - The name of your country.
Government Type - The type of government your country uses.
Troop Tree Type - The troop structure that your military uses.
Ideology - The ideas of your country.
Stability - The political stability of your country.
Colonial Stability - The stability of your colonies, if you have any.
Economic Status - A basic report on your economy.
Income - The amount of Credits you earned this turned.
Credits Banked - The amount of Credits left over from last turn.
Total Income - The total amount of Credits at your disposal.
Raw Resources - Any Resources that are at your disposal.
Completed Goods - Any finished goods at your disposal.
Land Technology Level - The Level of your Land Technology.
Naval Technology Level - The Level of your Naval Technology.
Industrial Technology Level - The Level of your Industrial Technology.
Economic Technology Level - The Level of your Economic Technology.
Military Divisions - The locations and strengths of your armed forces.
Current National Issues - Any major issues that are affecting your nation.
Current Diplomatic Agreements & Conflicts - Any major diplomatic agreements or disagreements that you've made with other nations.
Current Defenses - Any significant fortresses that you control.

Orders Format

(Please put this in the subject of the Private Message) [Country Name] Orders [Revision #]

General Actions
#Credits Spent - Action
etc.

Divisions & Locations
Army # - Location
Navy # - Location etc.

Diplomatic Actions
Type of Action - With whom you made the agreement
etc.

Military Actions
If you plan on executing a military campaign please put very specific orders here. A map pointing to where your troops will be also helps a lot.
[close]

Current Players & Rules
Spoiler
The Holy Roman Empire - König
The United Kingdom - Matthew
The Kingdom of Prussia - Menelaos
The Ottoman Empire - Burakkauda
The French Republic - von_Bismarck
The United States of America - Torn
The Kingdom of Spain  - David Stark
The Dutch Republic - Duuring
The Russian Empire - Gokiller
The Kingdom of Sweden - The Nutty Pig
The Papal State - Windbusche & Hawke (Primary Leader)
The Swiss Confederation - Sir Audiate
The Tokugawa Shogunate - Riddlez
The Kingdom of Portugal - Harry
The Republic of Ragusa - InfamousBeats
The Qajar dynasty - Desert Thunda
The Polish-Lithuanian Commonwealth - Althalus & Napoleon (Primary Leader)
The Kingdom of Sicily - Van_Hulstein

Green = Turn Report Received
Blue = Turn Report Not Received

Purple - Orders Received
Red = Orders Not Received


Players = 18
Maximum Players = 20

Gamemasters
Odysseus
MaHuD

Recommended Nations:
The Qing Empire
The Kingdom of Denmark-Norway
The Kingdom of Piedmont-Sardinia

Rules

The rules are as follows. they are quite simple.

- Please do not insult other players. Even when you're "roleplaying". Keep it civilized.
- You are free to contact the Gamemasters about anything. However, we like suggestions. Not bitching, or any kind of personal insulting.
- Please have fun. If you really don't enjoy the game, you're under no obligation to stay.
- Do not edit your posts, ever. This prevents people from changing what they said, and any public mistakes they've made.
[close]



A depiction of the Battle of Fleurus
Though I have not lost interest in this project, I'm taking a bit of a break from the FSE Forums (I know, again. lol)
When I return I'll be sure to get things rolling again.
« Last Edit: July 14, 2013, 10:23:52 am by Odysseus »

Offline Duuring

  • Duuring
  • ***
  • Posts: 12357
  • Free at last
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #1 on: June 12, 2013, 12:56:03 am »
The term 'militia skirmishers' soooo reminds me of re-enactment :P

Btw, a great 'thank you' for creating and organizing this game. Cheers!


Offline Odysseus

  • Donator
  • *
  • Posts: 2062
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #2 on: June 12, 2013, 01:03:34 am »
Thanks Duuring!

Offline König

  • Major
  • *
  • Posts: 1329
  • A major König
    • View Profile
  • Nick: Koenig
  • Side: Confederacy
Re: Balance of Power: 1794 (FSE Edition)
« Reply #3 on: June 12, 2013, 02:03:59 am »
Yeeeeeees! Welcome to FSE BoP!  ;D

Took it long enough...
I don't trust anything but pizza from a pizza place.

Offline Odysseus

  • Donator
  • *
  • Posts: 2062
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #4 on: June 12, 2013, 02:14:41 am »
Indeed.

Offline Desert Thunda

  • Colonel
  • *
  • Posts: 5351
  • u wish u knew
    • View Profile
  • Nick: K-KA_Commissar_DesertThunda
  • Side: Confederacy
Re: Balance of Power: 1794 (FSE Edition)
« Reply #5 on: June 12, 2013, 08:54:43 am »
So if faction X defeats faction Z, faction Z keeps its government, so it can continue playing but serve as a vessel to faction X?

Or is it endgame for them? (Confused)

Offline Onii

  • Donator
  • *
  • Posts: 1805
  • Your friendly neighbourhood Dane
    • View Profile
    • Steam Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #6 on: June 12, 2013, 08:59:22 am »
Might give it a go.

Offline Odysseus

  • Donator
  • *
  • Posts: 2062
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #7 on: June 12, 2013, 05:34:30 pm »
So if faction X defeats faction Z, faction Z keeps its government, so it can continue playing but serve as a vessel to faction X?

Or is it endgame for them? (Confused)
Perhaps I'll get around to writing that today.

Offline TORN

  • Lieutenant Colonel
  • *
  • Posts: 4097
    • View Profile
  • Nick: TORN
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #8 on: June 13, 2013, 08:52:53 pm »
So when we'll start?

Offline Odysseus

  • Donator
  • *
  • Posts: 2062
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #9 on: June 13, 2013, 08:55:16 pm »
Whenever we fill up all the slots and I get off my lazy ass and finish this thread XD

Offline Audiate

  • World's Worst
  • Major General
  • **
  • Posts: 9784
  • FREEZE, PUNK!
    • View Profile
  • Nick: the mic rula; the old schoola
  • Side: Union
Re: Balance of Power: 1794 (FSE Edition)
« Reply #10 on: June 15, 2013, 09:48:11 pm »
Whenever we fill up all the slots

 I'm waiting. ::)

Offline Burakkuada

  • First Lieutenant
  • *
  • Posts: 3109
  • Vince - Unban Tavington.
    • View Profile
  • Nick: 17e_WookieeBurak
  • Side: Confederacy
Re: Balance of Power: 1794 (FSE Edition)
« Reply #11 on: June 18, 2013, 08:09:08 am »
Reserved for selling goods


Offline Fabbels

  • First Lieutenant
  • *
  • Posts: 632
    • View Profile
  • Side: Union
Re: Balance of Power: 1794 (FSE Edition)
« Reply #12 on: June 18, 2013, 12:14:13 pm »
Could you maybe make a table for the European Units? Because it's hard to understand the system for me right now.

Offline Duuring

  • Duuring
  • ***
  • Posts: 12357
  • Free at last
    • View Profile
  • Side: Neutral
Re: Balance of Power: 1794 (FSE Edition)
« Reply #13 on: June 18, 2013, 12:20:42 pm »
I'd gladly work out a more realistic, historicly accurate unittable. No more 'Militia skirmishers' or 'cheap cannons' :p

Offline MaHuD

  • Major
  • *
  • Posts: 949
    • View Profile
    • Reveran
  • Nick: MaHuD
  • Side: Confederacy
Re: Balance of Power: 1794 (FSE Edition)
« Reply #14 on: June 18, 2013, 01:10:18 pm »
@Crozade,
What do you mean?

@Duuring,
It's easier to understand and less work for the hosts this way. But if you can make a unit-table that is easy to work with, not complicated and historically accurate go for it. But no promises that we will be able to use it.
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?