Hello! And welcome to World in Revolution Alternate: 1850! The next installment in the World in Revolution series! Now, instead of playing the word as it was in 1850 historically; there are a few twists. The premise of the game is based off the widespread success of the 1848 Revolutions of Europe; which have since lead to the breakup of the Austro-Hungarian Empire and the establishment of nascent republics throughout Europe in such a new and frightening era. The discovery of luminiferous aether in 1849 has since allowed technology to advance and travel through the aether into space and beyond; allowing for industrious nations to find their destinies among the stars.
The idea of the game is, as ever, simple. You are to take your place as a nation and continue to move it forward through the turbulent times ahead. Because of these turbulent times, players who sign on for a nation shall remain that nation, except in the case of a major regime change, such as a nation turning Communist, or a case in which a completely new leadership would have to be taken into account. This rule can also be extended to Players, who, should they so please, attack a nation with Regime Change in mind, install a friendly regime, one in which would require a new player.
As it stands, this game shall start on January 1st, 1850.
Rules & Procedures
The rules for this game are fairly simple. You send your orders to me, Ab Ovo. Orders will be explained below, as there are several different types for several levels. The orders will be written by myself, Ab Ovo, and my co-GM, Maxwell.
Each turn shall take the span of an entire year. We start off in January of 1850. These turns shall be the bulk of the game, but there will be other, smaller updated, called Mini-Updates. They may be simple, mundane things, or they may be about large, expansive battles. After every 15 Turns, which is 15 in-game years, I will write a single 5-Year update that helps to re-balance, re-freshen, and revitalide the game at that point. Players will be allowed to send a general plan for those five years, and after that, the game shall take a small week break to let people think those five years over.
Now, for this game, there are a few catches. I shall be rolling a dice on your Orders, (explained below) which will determine how well they turn out. Along with this, the country's population, as well as the various legislatures and other politicians in your country, shall be a problem as well. While you are playing as that country, you only play as the Head of State/Head of Government. I, from time to time, will step in to intervene if something, like the United States selling Florida to the United Kingdom, is about to happen. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a "Mood of your Nation", in which we will give you an idea of how your population is doing and what they are thinking.
Orders are simple, with a few twists. Orders are determined on relative power of each country. I determine this in the stats themselves, and in doing so, I shall inform the players that they now have a new amount of orders and can use them as such.
When you send your orders to me, you must, at the very least, include the nation name in the subject line when you send me a Private Message here on the forums so I can understand which nation it is coming from.
In terms of orders, a National Focus Order is something you may attempt that has a lesser chance of failing when it is rolled. A Normal Order is generally anything else that can be done, while a War Order can only be used while at War, and can only be used on making your Army do something. As a bonus, all nations that regularly hold elections shall be entitled to "Election Orders", which trigger during their election cycle which allows them to try and sway who will lead their nation.
This being said, the following shall apply for orders. A Tier 1 Nation shall receive a National Focus Order, 2 Normal Orders, and 3 War Orders. A Tier 2 Nation shall receive a National Focus Order, 1 Normal Order, and 2 War Orders. a Tier 3 Nation shall receive 2 Normal Orders and 2 War Orders. Rebel movements receive one order.
Tier 1 Nations: United States, United Kingdom, France, Germany, Russia
Tier 2 Nations: Austria, Hungary, Naples, Greece, Ottoman Empire, Spain, the Netherlands
Tier 3 Nations: Sicily, Lombardia, Brazil, China, Sardinia, the Roman Republic, Mexico, Persia, Romania, Sweden, Florence
Rebel Movements: Ireland
Those nations which are italicised are born from or otherwise altered by the Revolutions. France, Sicily, Lombardi, Rome, and Florence are all new republics which either seceded or threw off their old monarchs. Austria is a parliamentary democracy as is Hungary; and Romania is a liberal regency. The German Federation is a liberal, Prussian-led monarchy created by successful revolutions across the old German Confederation forcing the monarchs to liberalise to save their thrones. Naples is one of the last bastions of autocracy in Europe as King Ferdinand failed to learn from the Sicilian Rebellion and continues to rule as the despot. The Young Ireland revolt flourishes in Ireland but Britain remains defiant. France and Sicily are reserved for the GMs.
Sign ups are as follows: Post a list of three nations; two of which must be Tier 2-3. Bold your choice of preference. Sign-ups will be open until Friday, October 4th, at which point the list of accepted players will be posted; with IC beginning the following week.