concepts
the shore or coast sahel
roster
- ghana empire
- mali empire
- songhai empire
- kanem-bornu empire
- wassoulou empire
- tuareg confederacies (1 countryball)
- hausa kingdoms (1 countryball)
- mali (modern)
- mauritania (modern)
- niger (modern)
- côte d'ivoire (modern)
- burkina faso (modern)
- french sudan (voulet-chanoine mission?)
- senegambia confederation
- republic of azawad
- pashalik of timbuktu
- caliphate of sokoto
caravan economy (capo)
sahel roster shares a second caravan trading economy where they accumulate caravan points (capo) and can spend it on manually increasing mp and/or hp, or prioritize caravan point gain over battle performance. every sahelian country gets its own capo wallet instead of a universal one.
peak – spending points during battle for active influencing of battle
crisis – spells become volatile
collapse – 40% of collected cp transfers to another sahelian country, retaining old upgrades
concept idea: two playstyles — either you don't conserve capo and funnel it into safe stats (hp/mp), or you use volatile randomized versions of existing spells that cost a large amount of cp, where frequent use could cause collapse, with specific countries trying to hand over their cp to historical successors (if player doesn't own the successor, the pick is randomized). nothing concrete yet.
closed economy – idea: a country can't gain capo but gains 1-battle buffs when other countries use capo
trade nodes
all countries are divided into trade nodes (atlantic coast ↔ senegal ↔ timbuktu ↔ niger bend ↔ hausa ↔ lake chad). once you collect all countries from 1 trade node, they all get permanent capo buffs.
you could also prioritize one or two trade nodes, which can affect things like negotiation and buff the stats of the associated countries, while the neglected ones get cheaper capo spells with more volatility.
a country inside multiple trade nodes gets stacking buffs but a higher chance of crisis, escalating with the amount of nodes promoted — one node promoted means less chance of crisis compared to two.
playstyles
historical – capo can be used to improve stats or gain unique capo-only acquired spells
modern – capo is gained at a diminished rate and capo-only acquired spells are much more expensive for modern states; most viable strategy is just funneling into stats.
capo can also be transferred into usable cash for the player at a diminished rate (logic: regional economies functioning in a globalized world are less resistant to the global economy compared to premodern periods)
country specifics
côte d'ivoire (modern) – unable to generate its own capo. whenever burkina faso or mali spend capo, 10% (stolen) + 10% (additional) goes toward the ivorian wallet. côte d'ivoire has a discounted price to increase its hp/mp.
but if burkina faso and/or mali go into crisis, côte d'ivoire gains a fissure stack. at 5 stacks côte d'ivoire loses 40% of its accumulated stats (base stats increased by level unaffected) and 50% of its current capo wallet, randomly distributed between your unlocked sahelian countries.
great ma malaysia
sultanate specifics
legends don't follow rules – langkasuka's stats have their values rerolled within a wide random band each battle (the band increases slowly the more you level it). if paired with kedah in party, both get +10% evasion. if either kedah/langkasuka are encountered without having recruited them already, you cannot recruit them as long as one of them is in party.
the white rajah – sarawak has its own wallet that gains money 1.2x faster. sarawak's money can only be used on expensive internal upgrades that buff sarawak's stats. sabah gains very little from these upgrades and is mostly influenced by base leveling.
north borneo concession – the longer the battle runs, the stronger sarawak and sabah get (1.05x fist strength every turn), but any profits gained from negotiating with it (including recruiting new countries) go to waste without warning unless using lecture.
closed door – brunei has a -50% negotiation success rate. a secret please meter is tracked, and once the player has pleased a total of 5 times in battles brunei was an active party member in, it unlocks a permanent passive: immune to any forced status effects and 15% reduced mp cost for spells.
brunei opts out of any attack buff synergy from malaysia events but still counts as a country toward triggering events.
pahang sultanate – resistance stack; each hit adds a stack, and at 5 stacks pahang gets a free optional annoy action that doesn't cost a turn, saving across battles. has a 50% chance of reviving automatically when killed at 20% hp.
negeri sembilan – adat perpatih: when an active party member dies, 50% of their remaining mp and buffs are inherited by negeri sembilan. 'unique council' active spell allows negeri sembilan to grant +15% defense to all party members if all party members have hp above 50%; if not, a +3% attack buff for all party members instead.
perlis sultanate – small base hp, 15% evasion. if kelantan is in party with perlis, its mp debuff is reduced by half. if kedah is in party, perlis has a 30% chance of a no-turn-cost immediate physical follow-up on the same enemy attack.
johor sultanate – starts as malacca's successor automatically; low damage but 80% chance of negotiation success when accompanied by 1 or more malaysian sultanates. when facing the british empire, the british empire will be unable to use any status effects on johor specifically.
perak sultanate – perak rolls a random faction at the start of battle that influences stats; if killed and revived during battle it receives a new faction.
kedah sultanate – when kedah levels up it gets 10% more increase in stats. kedah has a 1-per-battle action where it can instantly identify an enemy's weakness (scholars normally can't do this same-turn). if langkasuka is in the same party, langkasuka can do it too.
kelantan sultanate – if ayutthaya or siam is on the battlefield (hostile or friendly), kelantan hands over 10% of its current mp after its turn to ayutthaya/siam. if neither are present, it instead pays 5% to nobody. if it can't pay, it suffers a 3-turn 10% attack debuff. kelantan has a slightly larger mp pool and can retry negotiations as often as it wants.
terengganu sultanate – after 3 turns of battle, terengganu goes into either open season (more attack) or closed season (more defense) mode for the rest of battle. terengganu, when in party with kelantan, covers 50% of the mp cost tribute for kelantan.
selangor sultanate – selangor rolls a lineage from the 1867–74 succession war at the start of battle.
abdullah: after battle you gain gold equal to 0.5% of wallet x amount of battle turns x selangor's level (excluding level 0). mahdi: +10% attack buff for selangor but drains 2% of selangor's hp after selangor's turn; if perak is also in party, both get +10% money from negotiating.
sabah and sarawak – sabah mainly acts as a support while sarawak can, through wallet upgrades, become a very strong attacker. at base stats they have the efficiency of 1 ball, though sarawak's upgrades can exponentially grow stronger provided you invest enough money into it. they share stats and whoever is hit when health drops below 50% dies.
if sabah is dead, sarawak's attack efficiency drops by 20%. conversely sabah is very weak attack-wise without sarawak. both can be revived if brought back above 50% hp.
infighting
residency (fms) – selangor, perak, pahang, negeri sembilan. the fms pools the stats from its founding sultanates; standalone fms is very weak in battle. fms gains +20% attack/defense for each founding member with it in the party, but the sultanates get a reduced turn order of 2, meaning they only get turns after the enemy has had 2 turns, along with a -10% attack/defense debuff, scaling the more founders are present. fms gains more bonus exp the longer the battle runs.
if you already own british empire and it's in your inactive index, all sultanates get a british shield on first turn that reduces incoming damage for the first skipped turn by 30%.
enabler (ums) – kedah, kelantan, terengganu, johor, perlis. the ums is weak by itself and doesn't pool its sultanates' stats but gets a stacking +10% negotiation success rate per sultanate in party. if the entire party is made up of sultanates + ums, ums gets a once-per-battle 1909 bangkok treaty spell guaranteeing pleasing success on the next enemy it's used on.
battle for the strait – if malaccan sultanate and any european colonial empire are in the same party or facing each other in battle, the strait meter (starting at 50%) shifts in malacca's favor when dealing damage, and away when using magic or negotiating. if malacca is above 75%, all items are doubled and money yields 3x; if it drops below 25%, malacca becomes annoyed, losing blocking ability but doubling base fist power.
cakrawala mandala (malacca) – if malacca is in the same party as the majapahit empire, the battle for the strait activates. it gains influence whenever it uses one of its spells or attacks with a water-type weapon (e.g. watergun), worth 25%, turning the battle for the strait into a tug of war.
malacca dominance: malaysian culture countries get 1.1x money and 1.5x physical damage. majapahit dominance: indonesian culture countries get 30% spell efficiency. no dominance: -50% negotiation success against malaysian/indonesian culture countries.
the nine royal states – 2 or more malay sultanate countries in active party gives the conference of rulers passive; at the start one of your sultanates becomes the agong of the fight. the agong gets a +45% fist strength buff but no blocking or evasion chances (overriding accessories and items that buff or grant it). if the agong dies, the rest of the party (malaysian sultanate only) gets a demoralized debuff of -15% attack for the rest of battle.
federal pact – if the entire active party contains only modern malaysia + malay sultanates, the royal system is replaced by the federal pact. at the start of each turn, a random party member gets the federal shield: +30% defense and +30% evade. the party has a universal gauge; for each physical attack damaging an enemy, the gauge ups by 5%. at 100%, malaysia can use daulat, a spell that forces the enemy party to skip all of their actions for two turns.
but if any sultanate dies during battle, the sultanates go into anarchy for the rest of battle with -30% reduced accuracy.
country specifics n rivalrly
nep – if malaysia (modern) is in the same active party as prc/roc (non-stacking) and/or india (modern), these countries get a shared equity pool. whenever india or china use a consumable or an item, 30% of its effects get redirected to malaysia. after 7 instances of redirection, india/china get 'systemic exhaustion' and have 80% attack effectiveness for the rest of battle.
social contract – if malaysia (modern), roc/prc (non-stacking) and/or india (modern) are in the same party, they all get a one-time per-battle no-mp spell that grants 100% hp back to malaysia and 40% hp back to india and roc/prc. after usage, malaysia will have 50% of its total fist strength and roc/prc & india may not use physical attacks for 4 turns.
if you make them use physical anyway, malaysia, india and roc/prc will all attack each other with physical attacks at 1.5x normal damage.
expulsion of singapore – at start of battle malaysia has a 15% rng chance of forcing singapore off the active party, with the ball replaced by a random benchwarmer.
kiasu system – singapore deals 25% more damage at 100% health. for every 5 points of damage taken, it will lose 1 piece of gold (draining your wallet).
i don't need you anyway – when singapore is kicked it leaves with 40% of the player's wallet. when singapore is reinstated after the battle it will give a 2.5x money buff for the next 40 battles singapore is in. stacks if singapore is kicked by malaysia during the buff.
syonan-to – if the japanese empire is facing singapore, the japanese empire will use banana money for spell usage instead. banana money functions identically to mp except the country can now use 2 spells in one turn at 50% efficiency and mp drains 50% slower.
if singapore lands the killing blow on the japanese empire, it will convert the banana money into actual cash for the player (amount of turns banana money used x 5% of the player wallet).
briggs plan – if british malaya and mcp are in the same party or facing each other in battle, the mcp's 'behind the bush' passive cannot be bypassed by british malaya specifically, not even if mcp attacks. every time british malaya uses 'please', it deals no damage but adds 1 'new village' stack to the field (max 3). at 3 stacks, the mcp's physical immunity permanently shatters and sparing reaps 4x more benefits.
however, if british malaya uses a physical attack before reaching max stacks, the 'new village' stack is destroyed for the rest of battle. if the british empire is also in the active party, british malaya gains 'imperial mismanagement' and each turn has a 40% chance of forcing british malaya to attack mcp instead.
behind the bush – the mcp cannot be attacked physically until it attacks first.
forgotten thalassocracy – srivijaya starts out without a clear successor. as long as it doesn't have one, it can steal 3% mp from an enemy every 3rd turn. the moment you unlock malacca and/or majapahit, you can choose either and srivijaya can start training to make its successor learn its spells, but it will lose the mp passive buff.
roster
- srivijaya empire
- langkasuka
- kedah sultanate
- malaccan sultanate
- johor sultanate
- perak sultanate
- selangor sultanate
- terengganu sultanate
- kelantan sultanate
- pahang sultanate
- perlis sultanate
- elective principality of negeri sembilan
- sarawak and sabah (two balls in 1 slot, think ice climbers in ssbu)
- federated malay states – cultural reign
- unfederated malay states – british advisers
- british malaya
- malayan communist party (mcp) – emergent revolutionary
- malaysia (modern) – balancing diplomat
- singapore (modern) – small benefactor
- brunei (modern) – tight monarchy
- majapahit empire
- japanese empire – aggressive hubris
federal pact buffs
johor + selangor – if both are in party, gold gain is increased by 10%
kedah + terengganu – if both are in party, universal +15% magic resistance
perak + kelantan – perak and kelantan get +5% fist strength if both are in party
stretched dragon china proper + buddies
ancient
- xia dynasty
- shang dynasty
- western zhou
imperial & division
- qin dynasty
- han dynasty
- xin dynasty
- yellow turbans
- sixteen kingdoms (16 lite balls packaged into 1, randomly chooses at start of battle)
- cao wei, shu han, eastern wu
- western jin
- northern wei
middle & late imperial
- göktürk khaganate
- sui dynasty
- tang dynasty
- wu zhou
- liao dynasty
- northern song
- southern song
- jurchen jin
- yuan dynasty
- great ming
- southern ming (maybe)
qing & rebellion
- qing dynasty
- taiping heavenly kingdom
warlord era
- republic of china (beiyang)
- manchukuo
- yunnan clique
- jin clique
- guangxi clique
- xibei san ma
- zhili
- anhui
- fengtian
- guangdong
modern
- p.r.c.
- r.o.c. (taiwan)
- tibet
- east turkestan
rivalry
real china – P.R.C. becomes unpredictable when facing the R.O.C.
its turns are uncontrollable for however long the R.O.C. is alive per battle
infighting
mandate of heaven – you can select a chinese dynasty to have the mandate with heavenly buffed stats, but they acquire decadence the more they fight so it'll eventually lose it and your highly leveled chinese dynasty will for a time be rendered unusable (you need to switch dynasties)
high decadence will also strain your chinese dynasty's accuracy
sino-soviet split – infighting idea (tbd)
clique influence – special system if entire active party is beiyang and cliques
claim over doab earlymodern deccan
roster
- bijapur
- ahmadnagar
- golconda
- bidar
- berar
- mughal empire
meleb starts with two starter countryballs -- bahmanis and vijayanagara
raichur doab meter
active if both bahmani (or any successor) and vijayanagara are on the battlefield (friendly/hostile). starts at 50%.
any physical attack performed by bahmanis or any successor state grants +8–12 bahmani control while any physical attack by vijayanagara grants +12 vijayanagar control. any other battle mechanics like magic, negotiation, etc. grant +2–3 control.
>50% bahmani control – all early modern and medieval deccan muslim countries gain +25% physical attack and double money from sparing. vijayanagara loses blocking ability and -10% defense but +30% magic.
<50% bahmani control (vijayanagara dominance) – all early modern and medieval hindu south indian countries get 1.4x physical damage and 1.3x item drop rate (stacking for each bahmani sultanate NOT collected by player); bahmani and successors suffer -10% accuracy
bahmani decline
at the start of the game bahmanis gets stacking +8% attack/defense for each sultanate NOT collected by the player. as the player gradually collects sultanates it loses the buff, and the moment all sultanates are unlocked bahmanis instead has a 25% chance every 4 turns to pass its action due to internal intrigue.
if kept in party with an active successor, bahmanis will give the successor an additional +10% attack buff and +5% evasion chance (only eligible for 1 successor)
training
training costs bahmanis 10% of its max hp every battle it is in with the successor. the learned spell has a buffed +5% magic attack increase. after training, bahmanis has a permanent -5% max hp loss per spell learned to a successor.
if all bahmani sultanates are collected, bahmanis gets the ability to passively (and slowly) craft special persian items and weapons.
grand sultan
if 2 or more bahmani sultanates are in active party together, one randomly becomes grand sultan. the grand sultan has +30% fist strength, +1.2x exp growth, and a once-per-battle spell 'doab jihad' that deals large physical damage and increases raichur control by +20%.
if the grand sultan system is active while vijayanagara is present (friendly or hostile), one talikota stack is granted.
battle of talikota
after 10 stacks the battle of talikota happens: all bahmani sultanates get +50% damage vs vijayanagara and the ability to attack a fellow partymember, if it is one.
if the deccan sultanates wipe out vijayanagara, the player is given spoils from the sacking of vijayanagara (7% of current wallet x number of sultanates present) but suffers -10% exp gain for the following 20 battles the sultanates participate in.
mughals
the moment the mughals are collected by the player, the sacking of vijayanagara reaps only 3% of the current wallet, while vijayanagara gains a new 'rebuild' +20% exp gain modifier that lasts for the next 20 battles it participates in. any uncollected bahmani sultanates have a 100% success rate of being recruited once their hp is whittled down to 50%.
while the mughals are in the party, other party members gain a stacking 'mansab' buff of +3% exp gain for every bahmani sultanate present. the mughals can also use a no-mp once-per-battle toleration spell that buffs all hindu countries with +20% fist strength for 3 turns.
the mughals also have a unique subah national focus where they can force one of the bahmani sultanates to take 5 mana after each turn in exchange for +10% to all stats.
launch v1 roster
contemporary (1945 ce – present)
- ainu
- japan
- republic of vietnam
- siberia
- singapore
- south korea
- vietnam
- france
modern (1750 ce – 1945 ce)
- nazi germany
early modern (1450 ce – 1750 ce)
- bahmanis
- comanchería
- joseon
- kazakh khanate
- kingdom of kongo
- malacca sultanate
- ming dynasty
- portuguese empire
- spanish empire
- vijayanagara
- ashikaga shogunate
medieval (600 ce – 1450 ce)
classical (500 bce – 600 ce)
ancient (3000 bce – 500 bce)
achievement ideas
- True Cycle – have had every chinese dynasty hold the mandate of heaven atleast once
- True Imperialism – have a party consist entirely of european colonial empires
- Great Schism – experience the great schism while having an eastern and western claimant on the same party
- Aztec Supremacy – have the triple alliance infighting system trigger
- Return To Horthy – remove the king of hungary for interwar kingdom of hungary
- The Agong – crown an agong and keep it alive for the rest of battle
- European "Supremacy" – defeat any european empire with only non-european countries in your party
- Persis – ruin the greek friction engine infighting by having 2 or more ancient persian entities on the battlefield
- Maybe This Isn't Working – experience every single french republic switch with france
- No Tsars Allowed – have novgorodian teachings dominate your russian countries through the russian friction engine infighting
- Doomed To Fail …? – have the league of nations survive 3 consecutive battles
- Overqualified – have a scholar lecture an enemy with a 100% success rate
- I Can't Fight Like This – have three sahelian countries currently in crisis in active battle
- Hello – have the roman empire and any chinese dynasty on the same battlefield
- Hello 2 – have the byzantine empire and the tang dynasty on the same battlefield
- Conservation – go 100 battles without having a sahelian country go into crisis
- Impish Helper – have completed 100 of titivillus' quests
- Educated Citizen – have collected every single modern country recognized by the un
- Poor Gau Mata – with india (modern) trigger 'gau mata' with a cow atleast 25 times
- Gau Mata – with india (modern) trigger 'gau mata' with a cow atleast 50 times
- Holy Gau Mata – with india (modern) trigger 'gau mata' with a cow atleast 100 times
- Purist – have a party full of countries with the same culture
- Overflow – have 5 infighting meters active in 1 battle at the same time
- Please… Stop – win 3 battles by only using the curse of sisyphus spell
- Emotionless – defeat an emotion boss without a single party member dying
- Wow!! – collect every single countryball
- Arbitrary Inheritance – have a country learn a spell from a country who it has no historical ties to
- Smart Inheritance – have a predecessor train a successor, then have that successor train another successor
- Anachronism – have 5 countries from completely different eras in the same party
- I Insist – have a country successfully spare an enemy
- World Peace – have a party existing out of only igos
- Can't Touch This – through any means get a country's evasion to 25%+
- The Greatest Farmer of Our Time – collect every single animal
- I Won't Forget You – experience an enemy kidnapping one of your party members
- Time Wasted – finish the campaign
- Unlikely Alliance – have an animal give a country a buff during battle
- Two Empires Walk Into A Bar… – have two rival empires on the same party
- I'm Surprised You're Still Breathing – have a sea-based animal fight in a land region
- We Can Still Work Together – have 4 party members share the same religion with 1 completely different one
- OK, We Can Work Together Now – have 2 rivals be in the same party for 20 consecutive battles
- Poor Working Conditions – have an industrialist kill itself from its own hp draining effects
- No Country For Old Men – have an animal deal the killing blow
- We Tried – have all party members locked out of negotiation
- Gourmand – have unlocked all foods on the food index
status effects & spells
status effect ideas (passive and active)
- in crossfire – all countryballs in battle without an active rival adversary in the enemy party get 10% mana reduction
- displaced – when 4 or more countries are in a rivalry any countries outside that era become displaced and get reduced accuracy, 50% to have turn skipped, and chance of fleeing when hp is at 40%
- sengoku – having 3 or more japanese entities in active party from 1450 ce – 1750 ce causes accuracy to drop by 40% but negotiation rng is skewed in your favor
spell ideas
- trade embargo – all merchant perks removed for 3 turns
- kidnap – if the enemy party's strongest level party member is 10 levels above your active party's strongest, the enemy party has a 30% chance each turn to permanently steal a random active party member with lvl below 2
- fair play – when a major ancient empire from 3000 bce – 500 bce is in party, all status effects are nullified except for status effects caused by a party member with the industrialist personality, both sides
- brain drain (trickster only) – sucks out 50% mana from administrator and scholar types and redistributes to own party
- revanchism – nationalist/conqueror types get a 100% crit rate increase for 3 turns when a party member dies
- pariah (north korea, rhodesia) – unable to negotiate but gain a 20% defense boost when they are the last one standing of their party
- crusader – 30% damage buff when fighting a country of a different state religion and a 30% damage debuff when attacking a country of the same state religion
specific (rivalry)
- colonial consequences – the united kingdom and france have increased failure rate of negotiation when facing their former colonies
- confederal shield – bavaria has a permanently reusable beer item that can fill 25% of a team member's health, usable on any party member except prussia
- readapting – when facing the aztecs or incas, the spanish empire has a 15% chance each turn to steal an aztec/incan spell and rename it 'Colonial [spell]', useable for the duration of the fight
- fifth column – when nationalist spain faces the second spanish republic, a random party member on the republican side receives a hidden "compromised" status; at the start of each turn the compromised member has a 10% chance to attack a friendly party member for the rest of the battle
- 38th parallel – when south and north korea are facing each other a dmz line appears; if one uses a physical attack against the other, the attacked one receives a 2x damage bonus for its next turn
reflection
- hydraulic empire of africa – somalia cannot select the ajuran sultanate as a target to attack; if ajuran is the only enemy, somalia passes its turn
- german modernity – germany gets a buff to its damage when fighting nazi germany
- russian nostalgia – russia has a 30% chance of healing the ussr during its attack phase instead of dealing damage
- american decadence – thirteen colonies gets a 40% increased crit chance when facing the united states
gimmicks (remember for when implementing)
- War Commissariat – prussia grants a passive mana usage reduction of 10%, stacking with 5% for every prussian rival on the battlefield (enemy AND friendly parties)
- Polish Partition – poland gets a 10% evasion chance when prussia, russian empire, and austrian empire are absent. stacking; if one of them is present, poland gains a 'Hatred' meter that increases 33% per country each turn. when filled, poland gets a 20% attack stat increase for the remaining duration of the battle
- There will be no communism – any left-aligned country attempting to heal nationalist spain has a 50% chance of failing
- No Pasaran (second spanish republic only) – for 3 turns the user's party gains a 50% defense boost and absolute immunity to critical hits, but the second spanish republic passes its turn for as long as the effect is active
- great dying (spanish, portuguese empires only) – 75% chance to inflict an incurable 'Old World Pathogen' effect on any country it attacks with a physical attack; this drains the target's health by 10% every time its turn passes. if an ally attempts to heal the country, the country has a 50% chance to pass the pathogen on. inflicted countries get a 2x attack buff on their first turn after being infected
- juche (dprk only) – for 3 turns north korea removes all debuffs (negative effects) and is immune to all enemy spells but is unable to receive heals, buffs, or mana transfers from friendly party members
- rocket man (dprk only) – for each turn that north korea passes it gains a stacking 10% increase for skill damage; if attacked during a pass, it automatically returns a counter physical with 50% of north korea's base fist strength
- reroute (generic rivalry for specific countries, have to find rivalry first) – if two rivals are on the same party and one tries to heal the other, it fails, but the targeted rival gets a 3-turn 10% attack buff
- I Need A King – interwar Kingdom of Hungary has weak raw physical. It has its own affection meter that targets the countryball in slot 1 of the party, ie the defacto party leader. Every 6 battles, the Kingdom of Hungary serves the player a prompt; complimenting, donating money, or shrugging can cause the meter to change by +5%, +5%, and -5% respectively.
stacking
0–35% affection: interwar hungary gets +40% evasion and has +30% better negotiation chances but -5% raw fist strength
35–75% affection: fist strength restored, no more evasion, and base negotiation reverts to base stats. interwar hungary can follow up the party leader's attack with a spell without using up its own turn order
75–100% affection: hungary gets a 20% attack buff but can only attack the enemy the party leader attacks; otherwise it attacks with -50% effectiveness
at 100% affection (and only at 100%) hungary crowns the party leader as monarch of hungary; the monarch gets a 40% attack buff and kingdom of hungary unlocks spells from the monarch's personality pool
– if monarch = non-aligned: 30% attack buff only
– if monarch = left-aligned: 25% crit chance but affection-changing events happen every 2 battles
– if monarch = right-aligned: 10% hp buff
switching the 1st party member instantly returns the affection meter to 0%
smaller infighting
la france instable
french republics are not unique characters — rather they are all hidden 'personalities' stuck inside france (modern). default france, the fifth republic, has an instability meter and after every turn the meter increases by 5%. if france suffers a critical hit, +15% instability; fail a negotiation, +20% instability; ally party member dies, +25% instability. when it hits 100%, france gets a coup d'état and with a random roll morphs into either vichy france, the first, second, third, or fourth republic, each with a unique gimmick, spell, and personality different from modern france.
new french republics retain modern france's old spells but only with 80% of the damage. to get france back, you need to deescalate the instability meter back to 0% through winning 10 battles (a loss forces you to recoup it with an additional win) with the new republics — alternatively the national focus secret police will passively decrease the meter (france doesn't need to be in party) by 2% after each battle. any exp made during morph carries over to modern france.
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first republic (20% of firing) – whenever one of its physical attacks or spells directly defeats an enemy, it gains 1 revolution point. each point gives +5% fist strength, +5% magic damage, -3% block effectiveness, and +3% chance of a spell backfiring and damaging the first republic. at five points, the first republic enters the terror: all damage is increased by 30%, healing effectiveness is reduced by 50%, it is unable to use 'pleasing', and at the end of each turn a random ally has a 3% chance to gain a random generic debuff.reign of terror — deals massive physical damage to all enemies and minor recoil damage to the first republic -
second republic (20% of firing) – at the start of each turn the second republic has a random chance of giving various stacking effects to a single random country (hostile/friendly): restoring a small amount of hp, reducing mana costs of spells by 3%, or increasing fist strength by 3%. effects last for the duration of battle.National Improvement — restores mp and hp to the party but is dependent on the amount of party money. if the party has little or no money, the second republic instead increases its attack by 25%, restores french spell damage back to 100% effectiveness, and lowers its defense by 25% for the rest of battle -
third republic (25% of firing) – randomly chooses 2 policies from its 5-policy spell pool: radical (+10% magic damage), conservative (+10% blocking), colonial (+10% exp gains), social (+10% healing effectiveness), national (+10% attack against rivals). every 3 turns it picks 2 new policies, with a 30% chance of deadlock. during deadlock it has no policy benefits and -20% attack but +15% evasion; deadlock clears once it picks a new policy.vote of confidence — removes all debuffs for one ally, grants a party-wide buff in line with the policy. if in deadlock the spell fails and instead restores 5% mp -
fourth republic (20% of firing) – can work on three development projects while fighting: infrastructure (increase party defense), industry (increase party attack), or colonial administration (increases total gold), passively with benefits slowly growing after each turn. switching consumes the fourth republic's turn. additionally, it has a 10% chance of negotiating successfully with a former colony, but doing so multiplies france's total exp by 1.5x.plan de modernisation — stacking party buff that increases attack, defense, and mp regeneration, but using it three times in one battle wipes 50% of the fourth republic's total hp -
vichy (15% of firing) – has increased 20% defense but -20% attack. incapable of negotiation, but can mark one enemy as a collaborator: the collaborator cannot attack vichy for one turn and has -20% attack effectiveness when attacking vichy later. if spared, the enemy gives 2x money.répression — applies Fear to a random enemy with a 50% fail rate, removes a random enemy buff, and deals minor damage to the entire enemy party. no mana cost, 3 turn cooldown
new rome
available claimants: bulgarian empire, serbian empire, russian empire, ottoman empire (non-aligned), holy roman empire, france. each bloc (orthodox, western, non-aligned) gets 1 rome. romes get a 20% increase to annoy and lecture. crowned romes refuse to sit in the same active party as another crowned rome, and get a 40% attack debuff when fighting either the roman empire or the roman republic.
legitimacy – each crowned rome has a legitimacy score (base 50). win vs non-roman: +5. defeat another roman claimant: +15. lose battle: -10. fail negotiation: -5.
at 100 legitimacy, gains the "augustus" title: +10% all stats, and may ignore the co-rule restriction for 3 battles.
at 0 legitimacy, becomes "usurper": -20% defense, and each turn has a 10% chance to have a random party member refuse orders (skip turn).
co-ruling – the item "imperial diadem" allows two crowned romes in the same active party for 5 battles with a 3 battle cooldown. while co-ruling, both suffer -10% attack and -10% mana regen, but gain +15% defense and +10% negotiation success. if one co-emperor dies in battle, the survivor gains "sole augustus" (+25% all stats for the rest of that battle).
the great schism – if a western rome and an orthodox rome are both crowned and in the same active party: healing/support spells cast from one to the other have a 50% chance to fail. western rome gains "crusade" (party-wide attack +10% for 3 turns). orthodox rome gains "autocephaly" (party-wide mana regen +5% per turn for 3 turns). ends if one rome is removed from the party or after 5 battles.
ottoman recognition – the ottoman empire may be bribed to recognize one bloc: cost gold × current ottoman level. effect: access to one unique spell from any crowned rome in your collection for the next 10 battles. gains "kayser-i rûm" title: +10% negotiation success vs middle eastern and balkan countries.
interregnum – if a crowned rome is defeated or removed from the party, trigger interregnum for 2 battles: no crowned rome can be selected for the party. all remaining roman claimants gain +10% exp and +5% crit. after 2 battles, a random remaining claimant gains "hereditary claim": +5 legitimacy, +5% attack.
renovatio imperii – if you possess all crowned romes (one per bloc) and their collective legitimacy is above 250, you may sacrifice all three to create a temporary "roman empire reborn" party member for one battle. it has 3x stats, access to all their spells, cannot be healed, and leaves after battle. if it wins, all participating romes return with +20 legitimacy each.
note: western countries crown themselves as second rome, byzantines and ottomans are 'rome', orthodox countries are third rome
greek friction engine
every ancient greek city state gets a hegemony hierarchy that they can slowly climb. if you have two or more greek poleis in your party, all active poleis get a +15% fist strength buff.
after every melee critical hit, the hegemony meter increases by +5%. having athens and/or sparta in your active party increases this gain rate by a flat +10% each (stacking, so both present = +25% per crit instead of +5%). if no poleis are in the active party, the meter decreases by 10% after each battle.
when it hits 100%, poleis are thrown into stasis. during stasis, you must choose an alignment (athens/sparta/corinth/thebes/macedon) that applies to every active greek polis except ostracized ones. you can ostracize any polis (except the one chosen for hegemony) for the duration: ostracized poleis are treated as non-greek city-states for the remainder of the hegemony — they gain none of the chosen alignment's buffs, but take all of its debuffs, and instead get +25% exp gain from battles.
- athens – -10% mana cost across the board and 2x item drops for all battles, for the next 10 battles
- sparta – allows a party member to gain a one-time 3x attack boost by attacking a friendly party member (dealing full damage to them, same as attacking an enemy); the boost can be re-triggered by attacking a friendly member again, for the next 10 battles
- corinth – +20% money from battles and 2x item sell value, but -10% negotiation success, for the next 10 battles
- thebes – +15% fist strength but -10% magic damage, for the next 10 battles
- macedon (only works if macedon is in the active party, otherwise the 10-battle ticker is wasted) – +25% exp and +10% fist strength, but all non-greek party members gain a "subject" debuff (healing only works 70% of the time on greek poleis; -10% fist strength), for the next 10 battles
hegemony then resets to 0%.