BLOOD & IRON
WAR!
January 2nd, 1916 the world was beset by the grievous reality that is war. With an intricate web of alliances in place to force every Great Powers hand, there are no nations uninvolved--or at least, unaffected. With the formal declarations rolling in and nations mobilizing millions of men, the war ahead looks to be all encompassing. A true World War.
Blood & Iron is a geopolitical military, political and economic RP where you as a single player embodies the identity of a single nation and leads it through The War, and into the world after. Whether your nation succeeds or not is up to you.
MECHANICS
I. A Living Nation
While previous iterations have utilized point-based systems, this system is instead a Play the Hand You're Dealt type of system. You are in charge of the cultural identity of your nation, it's name and leaders and the rest is up to chance. The important factors will be rolled and you'll be given a Nation Dossier that you will carry with you.
II. Mechanics
-- Population: How many people are living within your nation. (Relevance: Directly affects how many men you can conscript into your armies.)
-- Industry: How many factories you have. (Relevance: Determines how well equipped your armies will be.)
-- Stability: How stable your nation is. (Relevance: How fast your nation will surrender during war.)
-- Colonies: How many colonies your nation has. (Relevance): Colonies grant you resources.)
-- Steel: How much Steel your nation produces a year.
-- Tungsten: How much Tungsten your nation produces a year.
-- Coal: How much Coal your nation produces a year.
-- Rubber: How much Rubber your nation produces a year.
-- Army Size: How large your Army is.
-- Naval Size: How large your Navy is.
-- Army Training: How trained your Army is.
-- Naval Training: How trained your Navy is.
-- Air Force Size: How large your Air Force is.
-- Air Force Training: How trained your Air Force is.
NOTE: Below is an application. Completing an application will grant the Moderator an opportunity to roll your nation's dossier.
0. Every nation has 2 Civilian Actions and 1 Military Action per turn. Every nation may also set all their Factories and Dockyards to produce for no cost so long as they have the resources for it.
1. Civilian Actions
-- Design: Utilize this to create new designs for your military.
* Select [Artillery], [Ship], [Aircraft] (Requires Research) or [Armor] (Requires Research).
* Select [Copy] or [New Design]
* Name the Design
* Copy [1d6] or New [1d10]. (When you use this, you roll [1d6] if you copy an existing design and [1d10] if you create a new one. With that utilized it gives you the amount of points you have to spend on that design).
* Apply Bonuses.
-- Recruit: This will increase your army by 20,000 men.
-- Research: Utilize this to begin a research project. See RESEARCH.
-- Diplomacy: Utilize this to begin diplomacy. It must begin from [Opposed] and be enacted by both players to advance.
* STATUS: [Opposed - Neutral - Cordial (Required for Trade) - Friendly - Non-Aggression Pact - Guarantee Independence - Alliance]
-- Justify War: Utilize this to begin justifying a war. It must begin from [Question Sovereignty].
* STATUS: [Question Sovereignty - [The Common Enemy] - [Justify Territory] - [Propaganda Campaign] - [Declaration of War]
-- Trade Agreement: Utilize this to begin a trade deal.
-- Production: May assign Factories and Dockyards to Production: [Rifles], [Field Gun], [Destroyer], [Armored Cruiser], [Dreadnoughts], [Submarine].
-- Construction: May build additional Factories or Dockyards. Requires 5 Million Tons of Coal and 8 Million Tons of Steel.
* Factories take 2 Seasons to build and decrease Unity by 2%.
* Dockyards take 2 Seasons to build.
* Rifles: 3,000/Season (Costs 2 Million Tons of Steel)
* Field Guns: 35/Season (Costs 4 Million Tons of Steel, 3 Million Tons of Tungsten)
* Destroyer: 0.25/Season (Costs 1 Million Tons of Steel, 1 Million Tons of Rubber, 1 Million Tons of Tungsten)
2. Military Actions
-- Army Exercises: Increases Army Training by 2%
-- Navy Exercises: Increases Army Training by 2%.
RESEARCH
ARMY
-- Field Gun (1899) - Field Gun (1906) - Field Gun (1910) - Field Gun (1912)
-- Rifle (1899) - Rifle (1906) - Rifle (1909) - Rifle (1912)
-- Proto Machine Gun (1901) - Basic MG (1905) - Standard MG (1909) - Advanced MG (1911)
-- Entrenchments (1890) - Foxholes (1908) - Basic Trenches (1910) - Advanced Trenches (1912)
NAVY
-- Destroyer (1899) - Basic Destroyer (1903) - Standard Destroyer (1906) - Advanced Destroyer (1909)
-- Armored Cruiser (1901) - Basic Cruiser (1905) - Standard Cruiser (1909) - Advanced Cruiser (1912)
-- Submersible (1910) - Basic Submarine (1912) - Submarine (1914) - Advanced Submarine (1915)
-- Pre-Dreadnought (1904) -- Basic Pre-Dreadnought (1909) -- Dreadnought (1913) -- Advanced Dreadnought (1915)
-- Seaplane Tender (1910) -- Basic Seaplane Tender (1914) - Advanced Seaplane Tender (1915) - Aircraft Carrier (1917)
AIRCRAFT
* Flight (1912) - Civilian Flight (1913) - Militarized Flight (1914) [This tree required]
-- [Single Engine Airframe I (1914)] - [Single Engine Airframe II (1915)] - [Single Engine Airframe III (1917)]
-- [Rotary Engine I (1914)] - [Rotary Engine II (1915)] - [Rotary Engine III (1916] - [Rotary Engine IV (1917)]
-- [Deflector Blades (1914)] - [Synchronization Gear (1914)] - [Aviation Machine Gun (1916)]
INDUSTRY
-- Basic Factory (1906) -- Standard Factory (1909) -- Complex Factory (1912)
-- Agriculture (1910) -- Advanced Crop Rotation (1912) -- Dedicated Agriculture (1915)
-- Supply Depot (1905) -- Supply Lines (1909) -- Supply Dumps (1911) -- Logistics Corps (1912)
-- Engineer Corps (1910) -- Construction Corps (1913)
AGGRESSION SYSTEM
I. Every Nation may commit acts to advance their political goals in whatever ways they choose. These are forms of Aggression. When nations act aggressively they complete their goals, at the risk of other nations becoming involved.
II. Nations may commit 1 Act of Aggression per Season.
III. Acts of Aggression
-- Border Tension (+2 Aggression, 1 Free Military Order That Turn): By creating fiction on a neighboring nation's borders, we establish ourselves as the dominant nation.
-- Propaganda Campaign (+2 Aggression)
IV. Nations may alternatively use 1 Act of the Status Quo per Season to counteract Aggression.
-- Condemn (+1 Status Quo, +2% National Unity. Must have less than half Aggression of targeted nation).
-- Embargo (+2 Status Quo, +1% National Unity. May choose one resource. That nation can only trade 25% for that resource.
-- Economic Sanctions
-- Blockade
-- Guarantee
BASIC RULES:
-- PM'd Orders do not take effect until there is a corresponding IC post.
-- 1 Factory requires 2 Million Tons of Coal to run.
-- 1 Dockyard requires 2 Million Tons of Coal to run.
NOTE: Please post IC and PM me your 2 Civilian Actions and 1 Military Action.