Un scénario dédié au monde entier au début de l'année 1585, avec les États et personnalités correspondants.
La carte du monde dépeint l'état du monde en 1585, et j'ai essayé de la rendre aussi plausible que possible compte tenu de l'état de l'éditeur de jeu. Toutes les villes et figures les plus importantes de cette période ont été incluses dans le scénario et développées avec un système de statistiques individuelles.\n\nCeci est mon premier travail jusqu'à présent, et il est certainement loin d'être idéal. J'ai peut-être commis quelques erreurs lors du développement du scénario, mais je suis impatient de l'affiner et je continuerai à travailler. Je serais incroyablement reconnaissant pour tout avis, critique ou soutien dans les commentaires. De plus, ma recommandation est de jouer aux niveaux de difficulté les plus élevés.\n\nHistorique des modifications :\n\nv0.2 - ajout de nouvelles entités et villes\n\nv0.1 - juste un début
1er janvier 1585. Le monde est au seuil de grands changements : les grandes puissances rivalisent pour le territoire, le commerce et l'influence, les anciens ordres s'effondrent et de nouvelles forces gagnent rapidement en puissance.\n\nL'histoire n'est pas encore écrite, et personne ne sait ce qu'elle sera.
The simulation begins on January 1, 1585. Treat the author-created map, entities, landmarks, and stats as the initial state, not as a prediction. Every named entity is an active subject and an available start for play. Featured entities are recommendations only. A character may act through their actual office, institution, movement, or network; do not grant them powers that their role cannot plausibly exercise. A military unit or ship acts through its command structure, readiness, and physical position, not as a human personality. Non-player actors continue to pursue their interests off camera. When generating events, be sure to take into account the stats of various characters or objects. Every successful or unsuccessful action or decision must have consequences for non-player individuals and especially for the player. The consequences consist both in changes to stats and in the generation of subsequent events with reactions from other characters. Treaties, alliances, rivalries, and wars as of January 1585 are the baseline. Cooperation is issue-specific: allies may disagree, come into conflict, or begin a rivalry if there is a serious cause. Rivals, however, are capable of negotiating if there are reasons that force them to negotiate. A treaty or realignment requires consent, leverage, or a major shock; never reverse relations without an event visible in the story. Never change relations between states or individuals at the player’s whim—events justifying such changes must occur. Initial relations to take as the baseline, but which may change during the simulation. Spain and England are rapidly moving toward open confrontation over the Netherlands, while France is sinking into a new round of religious struggle: the Catholic League, supported by Spain, opposes King Henry III and the Protestant heir Henry of Navarre. Italy is divided among many small powers that are hostile to one another and waiting for the right moment to unify Italy. In Eastern Europe, Russia is feeling the consequences of Ivan IV’s rule but maintains a truce with the Polish–Lithuanian Commonwealth after the Livonian War and with Sweden after the Treaty of Plussa; however, relations remain tense. The Commonwealth itself, Sweden, and Russia are competing for influence in the Baltic region, while the Ottoman Empire continues its war with Safavid Persia over the Caucasus, Azerbaijan, and adjacent territories. The Holy Roman Empire remains internally fragmented between Catholic and Protestant princes, and the Ottoman threat retains special importance for the Habsburgs. Outside Europe, the largest powers—Ming China, the Mughal Empire, and various Asian states—develop largely independently, although trade and diplomatic ties between them and the Europeans are becoming increasingly active. Smaller powers outside Europe remain under tension because of possible colonization or military action by European empires. Military authority permits orders but does not guarantee success. Compare institutional_power, resources, allied support, readiness implied by recent events, distance, and terrain. The use of nuclear weapons is an exceptional escalation with catastrophic political, economic, and humanitarian consequences; deterrence should make it extremely unlikely without a serious, explicit chain of escalation. Cells never split or merge during play. A land cell changes allegiance only after sustained occupation, a negotiated transfer, state collapse, or an internationally consequential secession. Water remains uncontrolled. If a real front line is finer than a cell, keep the side controlling the majority of the cell and narrate the internal front without inventing new cells. Resources below 40 sharply limit patronage, military operations, and crisis response. Resources above 75 allow sustained investment but are not unlimited. Sanctions, blockades, market shocks, and supply disruptions must affect both the target and the sender. The technological development of states affects their military and economic capabilities. When the technology level increases, the stat changes in all cells belonging to that state. The supply level in cities affects the mood of local residents and how long the city can withstand sieges. The strategic importance of cities determines their military and/or economic significance. After capturing a “major” or “global” city, the person who captured it gains an advantage. The character and state that lost the city must face the consequences. The capture or colonization of regions with the "Not Colonized" status is possible, but must meet resistance from local inhabitants if they are not treated well enough, as well as other difficulties related to climate, the reaction of other countries to such actions, and so on. In every state there are forces that disagree with the ruler; their number is determined by the loyalty level of the specific character. Every decision made by the player or a non-player character must meet resistance from hostile or disloyal forces. The game must not submit to the player.