Poll

Revive topic?

Yes.
3 (50%)
No.
3 (50%)

Total Members Voted: 6

Author Topic: Archipelago – Late Summer, 1827 – New Moderator Position Open  (Read 35207 times)

We have (1) moderator position open.  To apply, click here.
No, Plethora, you are not being replaced.






W  E  L  C  O  M  E     T  O     T  H  E     A  G  E     O  F     I  N  D  U  S  T  R  Y
(A brief introduction)

The year is 1800.  The times ahead will be filled with many unprecedented changes.  The world as we know it will become home to new political theories that will change the atmosphere of global politics.  The advancement of technology will become the culmination of modern civilization.  Military power will expand with this technological revolution and become greater than ever previously imagined.




T  H  E     W  O  R  L  D     A  S     W  E     K  N  O  W     I  T

Year:  
Late Summer, 1827
Timescale:  
1 day = 1 year
During War, the timescale may vary based on the scale of the war and how it is being played out.




N  A  T  I  O  N  S

Juncoph    
   United Elmic Kingdoms
CypherX    
   Kingdom of Kyrev
SWAT One    
   M.E.S. Burellis
Badger    
   Espovon
Swat 3    
   United Kingdoms of Greater Gitbuny
Plethora    
   Federate Republic of Telar
   Grand Dovenian Empire
   Kingdom Of Astura
Kansas    
   Republic of Kansakoya
   Wicherton



O  R  G  A  N  I  Z  A  T  I  O  N  S


Namchean State Treaty Organization
NSTO



Devewin Inter-Maritime Alliance
DIMA




S  T  A  F  F

SWAT One     Chief Moderator*, Chief Map Editor
Plethora     Moderator, Map Editor

*Moderators have the same power from one to another, including the chief moderator.
The chief moderator only has veto power, but this is not something that can be used too often.



R  U  L  E  S     &     G  U  I  D  E  S
The rules are pretty traditional.  None of that extra stuff.

  • Don't powergame or godmode.  If something is possible, then it can happen, but don't bend possibility too much.
  • Metagaming is allowed only for RP purposes.  If a player sends you a PM acting as a letter from a spy or delegate that contacts your government, then the government has knowledge of this, and can use it.  This being said, I am not barring RP'd espionage.
  • Do not act as moderator unless you are not one.  Moderators have the final say.
  • However, because moderators cannot be here 24/7, if a rule is violated, players are allowed to call each other out.  If the majority decides that the rules have been broken, then this acts as a temporary solution until a moderator comes.  No disciplinary issue can be dealt unless it is in-RP.
  • Please don't start as the all-powerful or all-influential empire at the beginning of the game.  You can start with as many as 10 million people upon founding your country.
  • Your military cannot exceed 13% of your population even during conscription.  If it does, there will be repercussions within your nation.  (Added 04/01/2015.)
  • Posted an official guide concerning land settlement and the World Axes.  (Added 04/04/2015.)
  • Do not share your PIC.  (Added 04/05/2015.)
  • Effective as this rule is established, players cannot donate their nation to another nation without some sort of limitation of power in order to limit a third-party powergaming exploit.  (Added 04/06/2015.)
  • Effective as this rule is established, players who resign, if they want to return to influence must do so after ten years but before twenty years.  If you are returning under the condition that people of your nation's nationality are reasonably discontent, you may do so, but only through permission of a moderator.  (Added 05/02/2015.)






A  P  P  L  I  C  A  T  I  O  N
Anything with a * is mandatory.  Other than the simple details, you can modify this however you want.
(Updated 03/26/2015, 10:30 PM, PST)

Code: [Select]
[center][size=20pt]Full Nation Name*[/size]

[Flag*][/center]

[b]Nation Name:[/b]  [Short Nation Name*]
[b]Demonym:[/b]  [Demonym*]
[b]Government Type:[/b]  [Government Type*]
[b]Economy Type:[/b]  [Economy Type*]

[b]Leader Name:[/b]  [Leader]
[b]Other Influential Government Figures:[/b]  [Other]
[b]Capitol City:[/b]  [Capitol City*]
[b]Major Cities:[/b]  [Major Cities*]

[b]Population:[/b]  [Population.  Start with at most 10 million people]
[b]Apparent Ethnicity:[/b]  [Who your people resemble]
[b]Language:[/b]  [Language*]
[b]Religions:[/b]  [Religions, if applicable]

[b]Military Info:[/b]  [Info here.  Try not to be too vague.]

Please also mark where you want to begin on the map.  Additionally, it would be very helpful to mark where your capitol and any major cities are.  Any mark will suffice.  I will mend any style later.



NPC List No. 1 (Nos. 1-15)
« Last Edit: May 02, 2015, 06:56:26 AM by SWAT One »



The United Elmic Kingdoms




Nation Name: (the) UEK
Demonym:  Elmic
Government Type: Tsarist Autocracy
Economy Type: Planned

Leader Name: Tsar Juarez Batista
Other Influential Government Figures: Tsarina Sofia Vicente, Adviser Dante Camilo, Adviser Elias Kevin

Population:  ~27,500,000
Apparent Ethnicity: East Slavic
Language: Elmic
Religion: Catholic Christian

Military Info:

Counts

Counts are elite Topsmen, equipped with the fur and leather armors of a Topsman, but with much more complete metal armor, almost to the degree of a medieval knight. This is largely decorative and many counts believe it is unecessary, but it is widely believed to be bulletproof. Counts are chivalrous, and consider it improper to lack any of their armor. They are equivalent to minor nobles in status, and in fact many lords were once Counts, or at least Topsmen. ~600 Counts exist.

Topsmen

Heavy cavalry equipped with decorated axes, muskets, and three layers of armor: the bottom is fur, middle is leather, and the top is light plate armor for stopping blades. They generally have high prestige and, in the absence of a commander, have the necessary status to command infantry. Elmic horses have thick fur, which allows them to remain obedient to their riders in the frigid temperatures of the Elmic mountains. ~66,800 Topsmen exist right now.

Soldats

Medium infantry equipped with axes, rifles, and two layers of armor. The bottom is leather, and the top is a fur uniform. Their class is below that of Topsmen, however they are far more notable than that of standard infantry or artillerymen. ~120,050 Soldats exist right now.

Light Infantry/Artillerymen

Light fighters carrying low quality rifles, shortswords, and a fur uniform. Artillerymen are equipped with the same gear, but also have the training to operate the UEK's artillery pieces. They have little more status than your average serf, but still maintain authority as guards when not on a campaign. ~253,500 light infantry exist, and 8,050 Artillerymen exist.

Fähnrich

 Standard footsoldiers, armed with muskets, bayonets and cloth uniforms. Very well drilled troops with supreme line capabilities. 265,000 men.

Kyrevan Grenadiers

 Tall, powerful men armed with axes, muskets and a nasty disposition. Grenades largely discarded, these men are used to break through enemy lines and inspire the troops around them. 15,000 men.

Königsgarde

 Elite veterans chosen from the Grenadiers and Fähnrich to serve as the last line of defense. Admired and feared by the rest of the army, they typically are not used unless the battle is desperate. 3,500 men.

Schwere Kavallerie

 Almost a relic of the past, these men ride partially armoured horses and don suits of armour along with long lances, swords and pistols. Excellent in a melee, but slower moving and vulnerable to counter-cavalry charges. 8,000 men.

Leichte Kavallerie

 Lighter cavalrymen that ride unarmoured horses, typically armed with spears, swords and pistols. Highly effective at chasing units down and flank attacks, but will suffer in a prolonged melee. 12,500 men.

Artilleristen

 Fähnrich chosen to man Kyrevan 10 and 14 pound artillery pieces. Highly effective in their roles, they are masters of ranging and reloading. 7,500 men, approximately 350 field guns, approximately 70 howitzers.

Taczowa Sharpshooters

 Skilled marksmen from the Taczowa state with long rifles. Rugged frontiersmen able to navigate and track most enemies. 15,000 men.

Noastadt Marines

 Infantry from the Noastadt state deployed on ships. Armed with boarding axes, short muskets, powder shotguns and swords, they can board enemy ships or land on enemy shores. 50,000 men.

Kyrevan Marines

Exceptional Fähnrich soldiers assigned to the task of spearheading beach landings and capture attempts on other ships. Armed with rapiers and muskets. 75,000 men.

Navy

A large merchant navy exists, as well as a strong warship fleet.

142 gun - 1
98 gun - 1
86 gun - 14
60 gun - 28
50 gun - 18
38 gun - 26

Total military strength: 900,500 men, ~1,650 artillery pieces, 64 warships



« Last Edit: April 27, 2015, 10:31:20 PM by Juncoph »

Kingdom of Kyrev


Nation Name: Kyrev
Demonym: Kyrevan
Government Type: Constitutional Monarchy
Economy Type: Mixed

Leader Name: Duke Leopold II
Other Influential Government Figures: Chancellor Röhm, head of Senate

Population: ~21,105,000
Apparent ethnicity: Prussian
Capital city: Kyer
Major Cities: Bresden, Bärnau, Dömitz, Fehmarn, Grebenau, Hornbach, Kassel, Königswinter, Meternich, Rhens, Wesel
Language(s): Kyr (Germanic), local dialects in Noastadt and East Taczowa
Religions: Catholic and Protestant Christian

Diplomatic Relations: Alliance and trade with UEK, member of NSTO

Military Info: 130,000 men, 16,000 Noastadt/Taczowa volunteers

A small army built on extremely competent and strict generals who lead well equipped and well trained footsoldiers with par cavalry and good artillery.

Fähnrich: Standard footsoldiers, armed with muskets, bayonets and cloth uniforms. Very well drilled troops with supreme line capabilities. 100,000 men.

Kyrevan Grenadiers: Tall, powerful men armed with axes, muskets and a nasty disposition. Grenades largely discarded, these men are used to break through enemy lines and inspire the troops around them. 10,000 men.

Königsgarde: Elite veterans chosen from the Grenadiers and Fähnrich to serve as the last line of defense. Admired and feared by the rest of the army, they typically are not used unless the battle is desperate. 2,500 men.

Schwere Kavallerie: Almost a relic of the past, these men ride partially armoured horses and don suits of armour along with long lances, swords and pistols. Excellent in a melee, but slower moving and vulnerable to counter-cavalry charges. 4,000 men.

Leichte Kavallerie: Lighter cavalrymen that ride unarmoured horses, typically armed with spears, swords and pistols. Highly effective at chasing units down and flank attacks, but will suffer in a prolonged melee. 6,000 men.

Artilleristen: Fähnrich chosen to man Kyrevan 10 and 14 pound artillery pieces. Highly effective in their roles, they are masters of ranging and reloading. 7,500 men, approximately 350 field guns, approximately 70 howitzers.

Taczowa Sharpshooters: Skilled marksmen from the Taczowa state with long rifles. Rugged frontiersmen able to navigate and track most enemies. 9,000 men.

Noastadt Marines: Infantry from the Noastadt state deployed on ships. Armed with boarding axes, short muskets, powder shotguns and swords, they can board enemy ships or land on enemy shores. 7,000 men.

Navy 36 warships

A large merchant navy exists, as well as a strong warship fleet.

98 gun - 1
86 gun - 10
60 gun - 11
50 gun - 8
38 gun - 6

rip on

« Last Edit: April 07, 2015, 12:18:48 AM by CypherX »

the UEK would like to ally with Kyrev and also form a trade agreement

the UEK would like to ally with Kyrev and also form a trade agreement

Accepted

M  A  R  I  T  I  M  E     E  M  P  I  R  E     O  F     T  H  E     S  E  A  S
B  U  R  E  L  L  I  S






Statistics     Titles     Territories     Territory Classification     Expansion Policies     Military Information



~        N  A  T  I  O  N  A  L     T  H  E  M  E        ~



        S  T  A  T  I  S  T  I  C  S

Nation Name:Burellis
Demonym:Burellian
Government Type:     Parliamentary Monarchy
Economy Type:Market

Leader Name:Emperor Adelric Bronheim X
Other Influential Government Figures:     Grand Duke, Chancellor Alphons Bronheim; Jon Nasche; Lord Hersche; Grand Duchess, Admiral Ormanda
Capitol City:Eisser
Major Cities:Eisser, Berne, Wascher, Seibach, Andlin, Hanneburg, Sodebrau

Population:39,331,852
Apparent Ethnicity:Prussian
Language:German
Religions:Protestant Christian

Allies:none
Treaty Organizations:DIMA
Trading Partners:none
Trading Organizations:DIMA
Disclosed Military Operations:none
Embargoes:none
Watch-list (Those not to be trusted):none



        T  I  T  L  E  S
Sorted in order from most to least influential.  (Hover for details)

  • Emperor/Empress
  • Grand Duke/Duchess
  • Duke/Duchess
  • Viceroy
  • Regent
  • Lord/Lady
  • Sir/Lady



        T  E  R  R  I  T  O  R  I  E  S  (Map)

EmblemEntity NameClassificationChief AdministratorPrincipal City
Burellis   Fatherland   Emperor Bronheim X   Eisser
East Burellis   Primary Territory (within Fatherland)   Emperor Bronheim X   Andelin
South Burellis   Primary Territory (within Fatherland)   Emperor Bronheim X   Moltkestadt
Soddack Islands   Primary Territory   Emperor Bronheim X   Sodebrau
Fort Blackdome   Admiralty Zone   Grand Duchess Fleet Admiral Ormanda   Fort Blackdome
Einstadt   Secondary Territory   Lord Leippen (Regent)   Einstadt (Municipality)
Naxore   Secondary Territory   Grand Duke Alphonse Bronheim (Viceroy)   Durreg
Wicherton   Secondary Territory   Sir Frederick Hersche (Viceroy)   Nuhrolls
Zweistadt   Secondary Colony   Lord Hassenburg (Regent)   Zweistadt (Municipality)
Dreistadt   Secondary Colony   Lord Jonathan Nasche II (Regent)   Dreistadt (Municipality)
Drulland   Secondary Colony   Lord Oettingen (Regent)   Nuhrolls




        T  E  R  R  I  T  O  R  Y     C  L  A  S  S  I  F  I  C  A  T  I  O  N

Fatherland   The Homeland, specifically the center of it.  Citizens here enjoy all rights of full Burellian citizens.Central
Primary Territory   Territory that has gained favor and trust with the empire to the point where the emperor grants the region full autonomy under the crown.  The region's citizens enjoy all rights of full Burellian citizens.  Citizens granted the right to vote in elections that govern the central government.   Eastern Burellis, Southern Burellis, the Soddack Islands
Secondary Territory   Territory that is annexed and finds a level of favor though peaceful or neutral relations to the empire.  Citizens have the right to vote for representatives within their territory, but cannot vote in the general election.  Citizens have all basic rights granted to them, however, a few industries may be under observation by the provisional government.Einstadt, Naxore, Wicherton
Tertiary Territory   Territory that is annexed and is hostile or potentially hostile to the empire.  Certain industries, such as those that are related to and including heavy manufacturing are confiscated by the government.  Most other industries are also put under watch.  All officials are appointed by the government.  It is common for the region to be administered by both an appointed viceroy and an administrative field marshal.  Citizens are stripped of many rights, such as the right to trial by jury, or to vote in regional elections.none
Primary Colony   A colony that has shown to be trustworthy in the empire.  Law-abiding Burellian citizens are granted all rights within the colony, including trial by jury and the right to vote for colonial legislature.none
Secondary Colony   A colony that has shown to be neutral in the empire.  Law-abiding Burellian citizens are granted most rights within the colony, including trial by jury and the right to vote for colonial legislature.Zweistadt, Dreistadt, Drulland
Tertiary Colony   A colony that has shown to be hostile the empire.  All inhabitants are subject to marshal law.none



        E  X  P  A  N  S  I  O  N     P  O  L  I  C  I  E  S

Standard Puppetry Procedure:
A statement goes out to the inhabitants of the terriroty saying that they intend to make this land a puppet state, and offer the option of peaceful submission in exchange for giving up the sovereignty rights to the region.  Burellian reagents or local pro-Burellian politicians are to be appointed to leadership of the region.  Citizens are permitted to call themselves by the nationality of their choosing, being native or Burellian, but must hold citizenship in the native puppet state, which is granted two years after puppetry goes into effect.  This counts as a "Provisional Burellian Citizenship," which allows the citizen to conduct themselves in the puppet state with the amount of authority that they were permitted before puppetry was declared.  They are additionally allowed to participate in electing their representatives to the Burellis, and to have trial rights by jury in the mainland.  The land is to give up the rights of a military, and the military in this region is to be issues by an Administrative Field Marshal.  The AFM may allow the creation of a local militia, and even complete native forces under the administration of the main Burellian forces.

Standard Annexation Procedure:
A statement goes out to the inhabitants of the territory saying that they intend to annex this land, and offer the option of peaceful submission in exchange for all assets and liabilities of the Burellian rule, and the right to citizenship in seven years, or war, which will result in the loss of the chance to citizenship until an indenture period or conscription period has expired in ten years, followed by a five year period before citizenship can be gained.  This, with the exception to children under the age of five, who may receive citizenship in five years, should they attend a Burellian academy, or elders over the age of 60, which may gain citizenship within seven years.  If any of those exempted participate in resistance, it shall require a branding of treason, but result in the normal indenture service.



        M  I  L  I  T  A  R  Y    I  N  F  O  R  M  A  T  I  O  N

Branches:    Army:235,000 Total

100,000 Infantry (Light and Heavy Training)
75,000 Mariners (Elite units capable of quick deployment and efficient amphibious assault)
33,000 Cavalry (Armed with two rifles, a sidearm, and a saber)
15,000 Skilled Marksmen
9,000 Artillerymen
3,000 Royal Guardsmen (Reserved for the Royal Family)
Navy:35,000 Total Troops

4 "Longbow I" Experimental Special Bombardment Ship (36-gun first-rate with long-range artillery mounted on deck)
13 86-gun first-rate
19 68-gun first-rate
28 50-gun second rate
37 36-gun second rate

643 (Not included in navy count) Licensed armed merchant ships (LAMS)

« Last Edit: May 02, 2015, 06:53:11 PM by SWAT One »

Espovon




Nation Name:  Espovon (Espv.)
Demonym:  Espovs, Espovonian(s)
Government Type: Constitutional Monarch
Economy Type: Mixed

Leader Name:  Karsten Adler
Other Influential Government Figures: Side figures of economic and militaristic backgorund

Population:  16,846,822
Language: Germanic
Religions:  Light influence of Christianity

Military Info:

[340,420 Men]
 Focused more so on range and using the land to win in fights. Quality over quantity troops - Examples of the type of troops are Hessian Jaegers (along with similar troops)
each group has elected "pathfinders" that are specialized in guiding the regiments through the lands.

Artillery is being worked into doctrines currently to work in conjunction with infantry.

Dragoons are the main collection of Calvary, armed with Calvary swords and pistols


Naval capacity is strong roughly counting around 64 naval vessels

16 - 42 guns
22 - 84 guns
10 - 112 guns
8   - 120 guns
4   - experimental (unfitted with guns but replaced with weights to counter the load- mainly to test sailing techniques and stuff of sorts)
2(4) sets of sister ships - 140 guns











                              
« Last Edit: April 26, 2015, 11:16:50 PM by Badger »

Fellow Germanic peoples must unite.

Fellow Germanic peoples must unite.

Kyrev Reich seconds this motion, but we can't all be friends :<

An envoy is sent to Espovon to propose a trade route.

Kyrev issues land settlement authorizations to citizens and claims a portion of land northwest of its current holdings.

A note that there are natives out there, and if they are closer to civilization, are more likely to have more modern technology, but still feel tied to the land.  In faraway lands, there are micro-empires, but we haven't discovered them yet.  (When we have 8 nations, the map will expand.

Five counts are sent northwest to clear the mountains of natives along with an employ of 2,000 Topsmen. Settlers accompanied by 3,000 soldats follow. Borders grow.