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sid jairo's europa forumalis: victoriuh
1878(1 IRL DAY = 1 IN-GAME YEAR)
THE WORLD AS WE KNOW IT(click image for full size)
last updated January 26, 2017, 01:23:34 PM
WHAT'S GOING ON?The world is experiencing a time of turbulent change and international crCIA. Europe's influence extends far beyond its continental boundaries, touching the hearts of those the world over -- for better and for worse. In this time of great social upheaval, martial reorganization, and economic evolution, it is the duty of all leaders to seize the opportunity of staking their claim as the greatest, lest they crumble like Ozymandias of old, for such is the Course of Empire.
HOW IS THIS PLAYED?Simply claim a nation and roleplay! It's as simple as one post. You'll have control over your country's government, what friends you make, what wars you fight, etc. Within limits, of course.
HOW DO ARMIES WORK?Army size and effectiveness depend on several factors, namely population, conscription percentage, and doctrine:
- Population is the people under your empire's banner and naturally fluctuates. From here you can find your nation's livelihood and success.
- Conscription percentage can be raised or lowered at any time, but sustaining large amounts of soldiers is sure to lead to troubles both fiscal and diplomatic, as well as industrial and aesthetic. Therefore it is common to "mobilize" and "demobilize" when appropriate -- that is, raise the percentage when at war and lower it when at peace. If you want a general idea of what's normal, a 1% or 2% peacetime military is common, with large wars seeing up to 40% or 80% conscription. Due note unhappiness generated from large conscription rates, too.
- Doctrine has two flavors: quality and quantity. Quality lowers the number of soldiers you can have, but makes them more effective in combat. Quantity is the inverse, increasing the number of soldiers you can have but making them less effective. There is no clear superior and this attribute cannot be actively changed.
IS THERE A TECH TREE?Nope. They're really clunky and not fun to keep track of. If there's a technological development, either bring it up at an appropriate time or OP will announce it outright.
WHAT ABOUT THE STUFF BEFORE 1860?Everything from before 1860 is just as history intended. All of its wars, its grievances, its imperfections -- they're all intact. Except alliances. They're a pain in the ass to triangulate so all of them pre-1860 are wiped. Relations between nations aren't, however.
ARE ALL NATIONS EQUAL?Some nations are more equal than others. Those nations are called the Great Eight, the countries with the most powerful economics, militaries, etc. Here they are at the game's start:
1. British Empire
2. French Empire
3. Kingdom of Prussia
4. Russian Empire
5. Austrian Empire
6. United States of America
7. Kingdom of Italy
8. Ottoman Empire
PLAYER LIST(hover over icons for country names)
| | | | | | |
Decepticon | grunterdb1951 | Nonnel | Kringleberg | Doughboy | Juncoph | Badger |
| | | | | | |
Swat 3 | TristanLuigi | Agent Legit 22 | Badpost | cromartini | Zoltan | Gojira |
| | | | |
mattsos | Maxwell. | Deoxys | Reminism | Ragequit |
STATE OF AFFAIRS ARCHIVE
RULES 1. No powergaming (my army moves so fast yours can't even react!!!), omniscience (I know the American Civil War is going to happen soon, so I'm going to drain Southern manpower!), metagaming (person B told me over Steam that person A is going to do X, so I'm going to preemptively counter it!), etc.
2. Don't be a richard and don't be supremely ahistorical. Things are going to get weird, but don't try inventing nukes or something stupid like that. Act within reason and act within the era.
3. Alliances, embargoes, trade relations, etc. may be formed between nations.
4. Selling of land (ex. Alaska Purchase) is allowed, but nothing ridiculous (don't break rule 1 by selling someone your entire country and then quitting).
5. If you're going to quit, say so. If you're going into stasis, I'll control your country until you return.
6. In war, players will preferably commit their own plans and then wait for their opponent to make their move, from which OP will make the appropriate simulations.
7. If you're going to talk with another country, please do it here. I'd rather not have you scheme in private and then get mad when it doesn't work out.
8. If you're unsure about something, just ask! OP will be glad to clear things up or help provide some context for where to take your nation.
9. You cannot RP for nations you do not control.
10. Amendments to the rules is possible. It's been awhile since I've run a RP so expect some additions.
11. Good luck and have fun!