User:Galaguerra1/System (Principia Moderni II)

Here's the system I propose for Principia Moderni II, based on |the system of the spanish Map Game |Orbis Terrarum.

About teh Algorythm
In the algorythm I've made for Orbis Terrarum, we use the following bonuses that are not added to this algorythm:

Popularity
Based on how popular is your campaign in the territory, and there are five different bonuses:
 * Unpopular: -2.
 * Hated: -1.
 * Irrelevant: 0 (this is when you're getting into a war with a small state or tribe and the sorrounding states don't see you as a menace).
 * Popular: 1.
 * Libertier: 2.

Loyalty
According to how loyal are your troops to you, you can get three different kinds of modifiers:
 * Loyal: 2.
 * Regular: 0.
 * Disloyal: -2.

Population
A country gets a point for every zero in its popualtion number rounded off, plus the first numbers (if counted in millions). For example, a country with 9.000.000 inhabitants, has a 9 + 6 = 15 points bonus.

Economic points
An economic point, or ducat, represents a constant quantity of money. Every turn is a year, and every 5 turns (everytime the map is updated) is a cicle. Every country earns 5 (+/- modifiers) ducats everytime a new cicle begins.

They are usable for modify military or territorial expansion (how much, I don't know, the other moderators will decide). Other things you can do with them is:
 * Fund a raid, fund a rebellion, etc... : You can use it for fund a rebellion in other country, fund a pirate raid, corsairs, propaganda, etc... In fact, if there's an NPC faction fighting in a war, you can handle money to them to stop. If the NPC faction has certain moral, you'll have to handle a minimum quantity of money, but can be more depending on the situation.
 * Disloyal: 1 ducat.
 * Regular: 2 ducats.
 * Loyal: 3 ducats.
 * Unpopular: 1 ducat.
 * Hated: 2 ducats.
 * Irrelevant: 3 ducats.
 * Popular: 4 ducats.
 * Libertier: 5 ducats.
 * Trade: This would be a common coinage for every country which wants to trade with other and be plausible about it. Even with NPC nations.
 * Fund a travel or exploration: If you want to move an army or fund a traveler who wants to explore yet unexplorated lands, so allowing you to colonize them first, you must fund him/her. Other movements, like in times of peace or diploamtic travels, don't necessary have to be founded.
 * In land, a traveler or army should pay 0 ducats if marching on territory that is owned by an ally or a nation currently at war with yours. 1 ducat for every 100 km if marching through neutral conutries that just allow you free pass during some time (this specially applies for small states and tribes). 2 ducats for every 100 km if marching on uncivilzied (black) territory or a state in civil disarray. 3 ducats for every 300 km in unexplored territory (from the point of view of the countyr that funds the travel).
 * In sea, a traveler or navy should pay 0 ducats if passing though waters that are owned by allies or a nation which has a trade pact with you. 1 ducat for every 300 km in enemy or neutral waters. And 2 ducats for every 300 km in waters where piratery and/or natural disasters are common.
 * Run into debt: If you spend more money than you actually posses, you're in debt. If you have a debt that doesn't reaches -5, you have -1 ducats every cicle. If lower, but no -10, you loose -2 ducats every cicle. It'll be like that until you pay the debt. Also, for every 25 years you are in debt, your debt becomes even lower and your negative modifier goes up.
 * Bonuses: There are bonsues to allow you to earn more ducats than other countries.
 * For every vassal state you have, you have 1 extra ducat for taxation.
 * For every colony or puppet, you have 1 extra ducat, but just every 10 years. The bonus can grow depending on the colony's/puppet's size or location.
 * You can arise the taxes as much as you want, but be awared for the consequences.
 * For every trade pact you've held for 20 years not being broken, you'll have a +1 bonus, being it +2 if the pact has last 40 years, etc.... For example, if France and Vietnam sign a trade pact in 1600, by 1660 each one would be earning 5 + 3 = 8 ducats by turn.

Investigation/Technologic points
Every 5 years cicle, a country will obtain 1 investigation point. With this system, you can develop modern technologies before time, but it's plausible, as you have to be both an economicly and technologicly powerful country.
 * Buy an investigation point: Just 3 ducats and you can buy a technologic point. The price could rise as years pass.
 * Investigating, developing, inventing: As the game starts in 1450, to develop a technology that in OTL was developed between 1450 and 1469, would cost 3 investigation points. To develop a 1470-1499 one, it'd cost 7 points. For a 1500-1519 one, 13, points, etc... Always adding 5 for every 20 years period.

About travelers and things like that
These are moderator events, such as "Some mysterious sailor called Christopher Columbus is looking for someone to fund a travel to unknown regions and proove the world isn't plain, but a sphere."

For these events, you'll have to fund it with both economic or investigation points, being obvious that the nations that offers more is the chosen one. May be Columbus wouldn't need investigation points, but scientists do.