Poll

remove kebab?

ja
16 (69.6%)
nein
7 (30.4%)

Total Members Voted: 23

Author Topic: Eleventh Hour - Nation RP - Fall 1906 - 67% Tension  (Read 53816 times)



(OP is sometimes a bit outdated until I get home - see the title instead.)

The year is 1895, and the once great empire of Spain is on its very knees. Its island colony of Cuba is burning in revolution, while journalists in the United States report on the violence with apprehension. With public support on the rise, the United States might soon find itself an empire it never expected to be - and Europe might face its first humiliation in a long while. Meanwhile, tension is building between the great industrialized powers of Europe, as is nationalist sentiment in the Austro-Hungarian Empire. As Otto von Bismarck once said, "One day the great European War will come out of some damned foolish thing in the Balkans." In 1914, these conflicts would lead to the Great War - or naively, the war to end all wars. There is, after all, a reason it's now qualified as the First World War. But can you reverse the historic Allied outcome and the horrors in the trenches? Can you prevent the stalemate lines, or lead the Central Powers to its full ambitions? And finally - what of the next century?





2 seasons per day normally
1 per day during a war between Great Powers








All nations receive 75 research points per year. Great Powers receive an additional 50. Every year ahead of the date listed for the technology incurs a 20% cost for researching it, and techs cannot be researched more than 5 years in advance. All previous requirements must be fulfilled to research a tech if you are the first in your alliance to research it, but otherwise tech skipping is allowed. In addition, the first nation in the world to research a given tech receives a 25% penalty, while nations allied to a nation that already have the desired tech receive a 25% discount - which is cancelled if that nation does not have the previous tech. Icons are from game-icons.net.







Central Powers
         

Allied Powers
           








Antillean Conquest of Venezuela
   






The nations in the top row are considered Great Powers.
Britain
Germany
France
USA
Russia
Austria-H.
Italy
Japan
No Player
CypherX
Steve Jenkins
Swat 3
Doughboy
Decepticon
No Player
Nonnel
China
Sweden
Netherlands
Antilles
Mexico
Ottomans
Transvaal
Brazil
Operator
Zer0-Senpai
Kringleberg
Juncoph
Mattsos
Gojira
Badger
grunterdb1951




  • Don't be a richard. This includes being an starfish, being a douchebag, and even being a cunt!
  • Don't be an idiot. This includes being a dumbass and means you should use common sense.
  • Do not RP for other nations. For example, never say you attacked a province and captured it, only that you tried to.
  • RP reasonably. There is a tech tree in place so tech shouldn't be too big of an issue, though.
  • I, as the OP, have the final say in all matters.
  • Covert actions can be taken via PM. I would highly prefer you not use Steam for this purpose.
  • I would greatly appreciate it if player-to-player communication, if it's part of this RP, be relayed to me too (add me in the to: field of the PM.) It's not required, but certain game events will be easier to create if I know what's going on!
  • On the matter of technology: tech points CAN be saved up and spent whenever. There's no need to research technology every day.
  • On the matter of ideology: I've decided to play this one quite loosely. Just pick between one of the three as soon as you research the tech.
  • On the matter of alliances: feel free to create your own! Note that all alliances should have a leader and can be disbanded by force. I can make a coat of arms on request.
  • On the matter of tension: global tension mounts over time. Great powers must wait until 25% tension to declare war on another great power, 50% for democracies. After the first Great War (war between several GPs), both limits raise by 25%. This is subject to reworking, though.
  • Anyone may join by simply announcing that they are playing as a country. No need for an application or anything like that, though if you're a known problem I might deny you playership. As such, pick a nation that you can handle according to your experience and real life obligations. Creating a post for your nation is not obligatory, but it is encouraged.
  • Have fun!
« Last Edit: May 02, 2016, 08:25:08 PM by TristanLuigi »

Federación de Antillas







Province Map


Government
- Federal Republic -
- constitution-bound -

Head of State(Presidente): Calixto García
Head Minister(Ministro): Julían Eduard

Head of Military(Generalissimo): Juan Ríus Rivera
Head of Economics(Caudillo):  José Semidei Rodríguez

National Focus: Consolidating Venezuelan holdings

Structure Description/Constitution Summary
The Antillean Government is a federally administrated constitution bound republic. The head of state, the Presidente, has the final say in most matters, although he's mostly the overseer rather than the direct commander. The sub-heads, the Generalissimo and Caudillo, are those leaders. The Presidente's head minister, the Ministro, is the head of internal and external affairs and general political stability. He is the head minister of the President's board. Each sub-head also has their own respective board, but no notable board head besides the actual sub-head. If a sub-head or the Presidente is incapable of command, their board assumes emergency powers and acts as a regency council until a new sub-head may be elected. If the Ministro is incapable of command, the Presidente picks a new Ministro from any of the three heads' boards. Either of the sub-heads may veto his choice. In terms of personal rights, the populace is entitled the rights of what may be found in the US bill of rights, as the Antillean bill of rights is essentially the same bill translated into Spanish.



Foreign Affairs

Trade Partners

The Americas: United States, Brazil, Mexico
Europe: France, Britain
Africa:
Asia:

Alliances, Unions, Coalitions

United States: leasing land for military fortifications, military alliance
France: military alliance
Great Britain: exclusive trade rights, military alliance
Mexico: military alliance



Technology
Points: 5



« Last Edit: April 27, 2016, 09:03:47 PM by Juncoph »

The United Kingdom of Great Britain and Ireland

Trade: Colonies, USA, France, Japan/Korea
Allies: Cuba, France, Russia

« Last Edit: April 06, 2016, 05:35:56 PM by Maxwell. »


Oh, I forgot to mention. All European countries, and the United States, start with the Battleship tech. Most of you have no need to research it.

Hey there, could I be a nation? i'm kinda new to the forums. Maybe Mexico or something.
« Last Edit: April 02, 2016, 01:11:47 PM by Moustache »

Hey there, could I be a nation? i'm kinda new to the forums.
Have you played something similar on another forum?
If not, and considering it's your second post, I would definitely recommend you start with a smaller nation. Mexico faced substantial instability during this time, just to let you know.

edit: I guess i'll be switzerland lol


So, if I remember correctly to do this we have to rp it through the thread chat?

So, if I remember correctly to do this we have to rp it through the thread chat?
Yeah, much like this. I do things a bit differently than Jairo (e.g. I don't make people create nation posts, although it would be nice for flavor), but it's similar.

Alright. One more thing though, how did you make the map? I really like making maps so it'd be nice to know.

Alright. One more thing though, how did you make the map? I really like making maps so it'd be nice to know.
I didn't make it myself, I just copied it from a game called Victoria 2. The other graphics are original, though.


looks bad in china right now so we need to do stuff

  • reorganize the military and start unifying branches
  • establish elections at the local level and start moving up the chain from there
  • reform the education system
  • work on reforming the navy, which sucks