Magicka et Machina II
"Magic was but a tool for the savage peoples of a bygone era to spread their
bestial bloodlust, while the machine provides us the opportunity to liberate
ourselves from barbarism."
King Akhu I of Augutain
I. Introduction
Welcome to "Magicka et Machina II", a game set in a world that is a combination
of the early twentieth century and a fantasy world, filled with goblins, elves,
dwarves, and a whole host of other creatures. The industrial revolution has
taken place, pitting machine against magic. In this world, Goblin Machine
gunners cut down goose-stepping elven stormtroopers, Dwarves pilot zeppelins,
which traverse a broad continent, gnomish women march for suffrage, and troll
symphonies are lauded around the world as the peak of world civilization. This
game owes its very existence to the proud franchise of War and Peace, created by
Erich Elfers in 2001 and modified by Gavin Bates in 2006. The rules you will see
below are very similar to the Elfers system, although you will find a variety of
modifications, additions, and subtractions. In large part, they are lifted
directly or in part straight from the traditional Elfers rulebook. The credit
should be shared.
This game, like its glorious predecessors, provides a unique mixture of depth
and simplicity, of domestic, foreign, military and economic management. The game
is heavily interactive and encourages creativity and thought, without the
constraints (or costs!) imposed by graphics cards and expensive processors.
II. Economy
a. Loans
Another way to raise money is debt. “Outstanding” states how much debt a
faction has at the beginning of the year. “New Debt” is how much additional
money a faction is borrowing for the year. “Debt Paid” is how much money a
faction is paying back for the year. “Total Debt” for the end of the year
results from “Outstanding” debt plus “New Debt” or minus “Debt Paid.” “Rate”
defines the interest rate on “Total Debt.” “Interest” is calculated as follows:
(Total Debt * (Interest Rate / 100)). The more indebted a faction is, the worse
will be its credit rating, and the higher its interest rate. If interest is not
paid, a default will follow, which will hurt the economy.
b. Tariffs
Through tariffs, a faction may force foreign merchants to pay tolls for the
right to do business within its territory. These tolls generate revenue.
The three types of tariff systems are:
Free Trade
Moderate
Protectionist
To
determine one's tariff policy, one must make a decision about the nature of
one's economy:
A 'Free Trade' policy will bring players 5% of their Total Production in tariff revenues. This, however, will also lead to the swiftest growth rate possible.
A Moderate Tariff
Policy will bring players 10% of their Total Production in tariff revenues. This
will leader to a moderate growth rate.
A Protectionist
Tariff Policy will bring players 15% of their Total Production in tariff
revenues. This will slow economic growth, however.
There is no need for a player to determine which nations that they would like to
tariff. This is determined to be a general tariff policy. However, economic
warfare may be waged and players can choose “Specific Tariff Targets” at their
own discretion. Such a target's imports will be hit with higher tariffs, causing
a slowing of their economic growth, while generally lifting tariff burdens on
other nations. There is no additional revenue for selecting a “Specific Tariff
Target.”
c. Production
The world is subdivided into provinces. A province’s production represents its
total output of goods and services. Although vague, production is the best and
simplest way to deal with the complexities of economics. A faction’s production
consists of the production of all provinces it controls added together.
d. Income
A faction can calculate its income by inserting its total production under
“Total Production”, then setting a tax rate on that production, and then making
use of the following formula: (Production * (Tax Rate / 100)). Under “Loan
Balance” write the income gained through new loans or the income lost from the
repayment of old loans. Under “Tariff Income” write the “Total Tariff Income”
as listed under “Tariffs.” The “Treasury” is money saved in previous years and
counts as income.
III. Society
A society's type is determined by the improvements within it. All improvements
have a "value" and an "orientation". An improvement's "value" is how many
points it grants toward a particular orientation. An improvement's
"orientation" is either toward happiness, law & order or commerce.
a. Building
To build a new improvement write under “Type,” whether the improvement is to be
public or private, under “Improvement,” the improvement's name, under “Value,” a
variable between 1 and 10, under "Orientation", whether the improvement is to
promote happiness, law & order or commerce, and under "Cost", the total amount
of money the improvement will require.
The "Cost" to build an institution is equal to the following formula: (Value x
Production / 100).
IV.
Programs
Programs reflect actual government spending for "Commerce," "Law & Order" and
"Happiness." To implement a new program, write down the name of the program
under the desired category and the percent of total faction production, which is
to be devoted to it. To determine the total required expenditure for each
category subtotal, tally all percentage modifiers and multiply these by total
faction production. Spending on 'Commerce" increases economic growth; spending
on "Law & Order" suppresses social dissent, including crime and political
unrest; spending on "Happiness" provides welfare and human services.
V. Strategy
a. Terminology
All infantry and armor units are formed in regiments consisting of 1,000
soldiers each. All artillery units are formed in batteries consisting of 10
guns each. All aircraft units are formed in squadrons consisting of 10 aircraft
each. Divisions represent 50 units. All naval units represent individual ships
or squadrons. The cost of a "unit" (regiment, battery, squadron or ship) is
equal to the cost of the weaponry with which it is armed. Formal unit notation
is the recruitment policy followed by the quantity of soldiers followed by the
type of unit the soldiers comprise followed by the level of training of the
soldiers followed by their type, e.g. V50gINF Motorized would represent 50,000
green volunteer motorized infantry. Each unit must be assigned to a group, e.g.
an army, navy, garrison, air force or special force.
b. Headquarters
II. Each player begins the game with two special generals. Each army/naval
group does NOT require a special general. Players may create army/naval groups
without a special general, although their skills can be extremely helpful. The
most straightforward manner to acquire new Generals is through experience on the
battlefield.
c. Armies, Garrisons, Navies & Aircraft
Here is the order of battle of all armies, navies, garrisons and special forces
a faction controls.
d. Orders
aa. It is possible to order armies, navies, garrisons, air forces and special
forces to move, fortify, go into reserve, reorganize, train, upgrade, or
disband. Garrisons may not move, but may fortify, go into reserve, reorganize,
train, upgrade or disband. To give an order, write it next to the Orders & Cost
slot, followed by the cost of the order.
bb. To move an army, navy, air force, aircraft or special force, write its
destination, then tally the total cost of all units comprising that group and
pay one half if the units are going into battle. If units are simply moving
between territories peacefully, pay one-quarter of the total cost of the units.
cc. To fortify an army, navy, air force, garrison or special force, tally the
total cost of all units comprising that group and pay one quarter. A fortified
group cannot move, but will defend against invasion at full strength.
dd. To put an army, navy, air force, garrison or special force into reserve,
tally the total cost of all units comprising that group and pay one tenth. A
group in reserve cannot move, but defend against invasion at one quarter
strength.
ee. To train an army, navy, air force, garrison or special force, tally the cost
of all units comprising that group and pay one half. The training level of the
units in that group will increase by one level. A group in training cannot
move, but will defend against invasion. A unit may be either green (g), veteran
(t), or veteran (v). Only trained (t) units which have survived combat can
become veteran (v). All new units are green (g).
ff. To reorganize an army, navy, air force, garrison or special force, tally the
total cost of all units comprising that group and pay one quarter, then write to
the right of each unit within that group to which new group the unit is to be
assigned. A group which is reorganizing will not move and will defend against
invasion at one half strength.
gg. To upgrade an army, navy, air force, garrison or special force, tally the
cost of all units comprising that group and pay one half, then write to the
right of each unit within that group which new equipment it is to receive. A
group which is upgrading will not move and will not defend against invasion.
hh. To disband an army, navy, garrison or special force, pay nothing. The army,
navy, air force, garrison or special force will disappear.
e. Movement
Armies not moving on roads or railways may advance one province per turn. Armies
moving on roads may advance two provinces per turn. Armies moving on railways
may advance an unlimited number of provinces per turn. Armies moving across the
ocean must begin and end their turns in coastal province and must be accompanied
by ships with sufficient carrying capacity.
f. Combat
If two groups of hostile units are in the same province or sea zone at the same
time, combat will occur.
VI. Research
a. Projected
Players will be developing their own technologies. If a player wants to develop
a new unit, the player writes the name and a brief description of the unit
desiring to be constructed. An engineer's report will be returned next turn with
the feasibility and cost of constructing such units.
b. Discovered
This is a list of all previously discovered and currently accessible
technologies.
VII. Military
a. Industry
Each nation may use all of its industrial zones for production.
b. Production
To produce new military units, write under "Industry" the industrial zone that
is being tapped as a source of production, under "Weapon", write which type of
equipment (rifle, battleship, fighter, etc.) is being used, under "Quantity",
how many of that type of equipment, under "Cost", the total cost as calculated
in the formula below, under "Notation", the official notation of the newly to be
built unit (V, a) and under "Assignment", the group with which the unit is to be
deployed.
c. Classified
This section is for secret projects, the specific details of which are worked
out between the GM and the player.
VIII. Intelligence
a. Network
The higher this number, the more numerous a faction's spies, informants and
operatives and the higher their level of funding.
b. Ability
This reflects the experience and sophistication of a faction's intelligence
network. A rating of five is the highest, whereas a 0 indicates total
inexperience.
c. Maintain
The cost to maintain an intelligence network is equal to the network value as
listed under VIII, a. If maintenance spending is less than the network value
the network will be reduced to the new funding level.
d. Expand
The cost to expand an intelligence network is equal to $2 for every increase of
1 in network value.
e. Priorities
This is where an intelligence network's current missions are to be listed. The
more missions a network is ordered to undertake, the less effective it will be
at each one.
IX. Budget
a. Society
Under “Building,” write the total amount of money spent on constructing
institutions. Under “Commerce,” write the total amount of money to be spent on
subsidies and infrastructure. Under “Law & Order,” write the total amount of
money to be spent on police and the courts. Under “Happiness,” write the total
amount to be spent on convincing the people to like the government.
b. Strategy
Here is where the total cost for all orders assigned to all armies, navies,
garrisons and special forces is filled in respectively under “Armies," “Navies,”
"Garrisons" and "Special".
c. Military
Here is where the total cost for new military units and special projects is
filled in respectively under “Production" and "Classified".
d. Research
Here is where the total cost for new research is inserted as under the subtotal
for "Projected".
e. Intelligence
Here is where the total cost for all maintenance and expansion of the
intelligence network is filled in under "Maintain" and "Expand".
f. Total
Here is where “Expenditures” are subtracted from “Income” to yield “Treasury.”
Copy “Income” from the Economy section. “Expenditures” can be arrived at by
adding all costs in the Military, Strategy, and Society sub-sections of the
Budget section.
X. Government
Each faction begins the game with two traits: One government and one economic.
Government and economic types can be changed through roleplaying. Through a
sustained effort of roleplaying, institution building and the like, a player may
change either one of their traits (or even both) to another combination of one
government trait and one economic trait. Such an act might be take the form of
an RPed revolution of cultists who would transform a faction into a theocracy.
However, the number of traits remains at a maximum of two, with one in each
category.
The types of government, in no particular order, are listed below.
Government Type:
Republic: +2 happiness, -1 law and order, +2 commerce
Constitutional Monarchy (Fascist, Liberal, Conservative)
Fascist: +3 law and order, -3 happiness
Liberal: +3 happiness, +1 commerce, -3 law and order
Conservative: +1 law and order, +1 commerce, -1 happiness
Theocracy: +1 law and order, +1 happiness, -2 commerce
Oligarchy: +3 law and order, +2 commerce, -4 happiness
Dictatorship: +5 law and order, -5 happiness, -1 commerce
Absolute Monarchy: +4 law and order, -3 happiness
Economic Types:
Capitalist: +3 commerce, -2 happiness
Protectionist: +2 commerce
Mixed/Hybrid: +2 happiness, +1 law and order
Socialist: +3 happiness, +1 law and order, -1 commerce
Command: +3 law and order, -3 commerce
XI. National and Colonial Territories
National and Colonial Territories are two very different regions within an Empire. As players begin to conquer foreign territories, they must make determinations on how those populations will be handled.
A player would generally prefer to treat their national population differently from conquered foreign peoples. As such, a greater degree of 'happiness' spending at home would keep the population supportive of the government, while higher levels of 'law and order' could have the potential to upset the populace. As such, a player may choose to increase more expensive, but more effective, 'happiness' spending, while using less 'law and order' spending.
A player may chose to forgo more expensive 'happiness' modifiers in exchange for a higher (but cheaper) level of 'law and order' spending in a colonial territory. As such, a player would make such determinations in “Colonial Programs.”
As such, players
may use very different policies for their colonial populations versus their
national populations.