1
- Counter-Intelligence: Use the yellow field to fill in the amount of contra-spionage you
want to have for the next turn.
2 - Pro-Propaganda Campaign: You can use this to try to boost the morale of your
own or another nation
3 - General spying-orders: In basic everything is possible. In the yellow fields
(4) you can order the amount of attempts you want to conduct. Behind that (5) you see the
change-%. Also fill the target-nation in (6) and specify the spy-attempt (7).
Counter-Intelligence (version 3.3)
In a world in which you are the only true civilised nation you must defend yourself
against those other nations that will use any mean to discover your secrets or even worse.
Therefore your nation has a counter-intelligence organisation. However this must be funded
(of course). The more funds you spend on counter-intelligence, the less chance you have
that a foreign spy or agent is succesful in whatever he wants to do. It also improves the
chance that you will actually catch the foreign spy or agent.
The costs for counter-intelligence are different per nation and depend (amongst other
things) on the type of government you have, your total population and the wealth of your
nation.
The effects of counterintelligence dissapears after your turn is being processed, so if
you want to keep 100% counter-intelligence you have to pay for that EVERY turn.
Note: 100% counter-intelligence does not guarantee that foreign spies will not be
succesfull. It simply means that your counter-intelligence is 100% and working at their
best (whatever that may be).
Pro-propaganda campaign
A pro-propaganda campaign is used to boost the morale of the specified nation. If you want
to raise your own nation's morale, fill in your own nation.
It's also possible to specify a certain area. If succesful the morale-boost will be more
effective than if it's done for a whole nation.
Spy-order (version 3.3)
This can be everything. However make sure to give clear specifications or directions or
else your spies (me) won't understand what you want and you might get something you don't
want at all, or even get misguided.
You can spy on everything you want. You name it and if succesful you'll get the
information. However it has to be in reason. 1 spy can't collect the complete military
setup of an entire nation, but he might be able to do it for a specific area or find out
how many dreadnoughts a certain nation has or which IP's are in a specific nation or how
many stockpiles a nation has or what the president had for breakfast.
Spies are also able to gather information in other nations regarding research.
There are 5 different spy-orders. All have different costs ranging from $10 to $100, but
all have also different chance of succes. It's up to you to decide which spy you want to
use.
Diplomatic Points System (version 4.0)
8- Use these yellow fields to spend DP's on NPC's (Non Player Controlled nations)
9- Use these yellow fields to spend DP's on PC's (Player controlled nations)
10- Use these yellow fields to spend DP's on International organisations
Each turn, every nation receives DPs according to factors like importance, military power,
industrial production, etc. DPs can't be accumulated. The direct way to have more DPs is
to increase the factors above. Eventually, the GM may give extra DPs as he sees fit.
There is a maximum allocation of 4 DPs towards each request. A group of
nations can do the same request, though each one will be considered separately.
Every time a nation asks something from a NP-nation, DPs can be spent to increase the
basic level of acceptance of the proposal. The basic level is set by the GM, according to
historical and geopolitical factors, economic influence of the requesting nation, etc.
Each DP spent multiply the basic level, so at least 1 DP shall be spent (1x basic chance).
3 DPs mean 3x basic chance, and so on. Other players can be informed of the request, at
GM's discretion, and spend DPs to
help or deny the request. All DP spenditure is secret.
Money talks: sending to the NP-country gifts of resources/money at least above half its
production of that resource/money gives 1 DP. If above the production, it is worth 2 DPs.
The progression is obvious.
Note: if the NP-country does not produce that resource, each 20 units are worth 1 DP.
Gifts of military equipment can follow the same rule.
Extra DPs generated by gifts do not count toward the maximum.
.
Things you can ask from a NPC
There are many things you can ask from a NPC, basically the same as you can ask a Player
controlled nation. Some examples:
Non Agression Pact
Defensive Alliance
Military Alliance
Trade Treaty; varying from an 1-turn deal to a long term deal, with a maximum of 12 turns.
Alignment
It is possible to align a NP-nation towards a Player-nation, meaning that the NP-nation
will be more likely to agree with that player-nation. Alignments can be known with an
investigation costing $1 per nation. There are 6 degrees of alignment: Hostile: requests from the enemy nation costs triple DPs; requests
against the enemy nation costs half DPs. Unfriendly: requests from the enemy nation costs double DPs; requests
against the enemy nation costs 1 DP less. Neutral: all requests costs the standard DPs. Influenced: requests from the friendly nation costs 1 DP less; requests
against the friendly nation costs 1 extra DP. Friendly: requests from the friendly nation costs half DPs; requests
against the friendly nation costs double DPs. Controlled: requests from the master nation costs 1/3 DPs; requests
against the master nation costs triple DPs.
To change the alignment of a nation, each DP spent represents 5% of probability.
Alignment change is not subjected to the alignment modifiers. Exception: attempts to
become Controller of a NPC are made at 3% per DP. Alignments are changed one step by
attempt. There will be always 2% of chance of an extra alignment step, and 3% of chance of
the alignment changing the opposite way. All DP spenditure is secret.
DPs can be spent to prevent alignment changes. This works for all attempts on that turn.
Attempts to influence PCs have chances halved.
The alignment can be changed by the GM anytime, due to new political situations arising
from player's actions.
Gifts may be sent as usual.
If you want to contact one of these NPC's send a message to: jagular@planet.nl
International Organisations
Organizations can be manipulated in the same way as NPC-nations. Depending on the
organisation some also will ask for money or other resources. For example: if you fund a
rebel-organisations it probably wants money and military hardware. You can use the TO GM
option in your trade-sheet for this, but make sure to specify in your orders for which
organisation these resources are.
If you want to contact one of these organisations send a message to:
jagular@planet.nl
Funding other organisations (version 3.3)
If you want to fund other organisations, rebels, freedom fighters or ethnic groups, you
must first contact the GM. He will than decide if
this organisation will be listed in the organisation-list, which is public knowledge for
all nations.
If you want them to make a public statement also make sure to submit this statement,
because I don't have the time to make statements for every rebel-organisation in the
world.
Sometimes I might even ask you to write something for The Planet about the situation you
want to create.
Player Controlled Nations
It's also possible to spend DP's on player controlled nations. In this way you can try to
get something done from that nation with or without the knowledge of the player
controlling that nation. The best way to look at this is that you are lobbying with the
parliamentary opposition in that nation to get something done.
If you are on a friendly base with the target nation the chance of succes will of course
be higher than if you are at war.