The World, the Year of Our Lord, 1899. Industrialization, imperialism and of course war have driven themselves as front page news for much of recent memory. With the turn of the century at hand, a great many nations see to it that with the new century comes new fortunes and new frontiers. The World as We Know It is a political, economical, social and military simulator where you take on a single nation and attempt to steer it towards greatness. You will represent that nation's people, it's ideology and its leaders while navigating random events by the GM, as well as other players aspirations. TWaWKI has basic mechanics that allowed for complex situations to arise and is easily managed for even the newest members to Roleplayers Guild.
1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Political Clout. 3. Political Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may choose either a Major Success or an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
Mechanics / Ideas - Military: Nations will have available to them a very realistic slew of soldiers in an easily accessible fashion. Combat will be managed on the strategic level with attention paid to logistics, training and strategy. - Politics: Demographics and political parties will represent your nation's inner workings. Paying attention here will contribute to a stable nation. - Economics: Nations will have available to them a randomized series of resources that will provide bonuses to various characteristics of your nation. - Technology: Developing industrial and military technologies is an essential function of your nation. Falling behind could have disastrous consequences.
1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Political Clout. 3. Political Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may choose either a Major Success or an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
When you begin, you have the following stats: 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1. 6 is the best and 1 is the worst. I.Nation - Population: How many people live in your nation. - Stability: How stable your nation is. - Landmass: How much territory your nation takes up. - Demographics: The amount of cultural minorities in your nation. - Civilian Industry: The development of civilian industry that grows your economy. - Armaments Industry: The development of armaments industry that powers your military. - Infrastructure: How developed your territory is. - Naval Industry: The development of your shipbuilding industry.
II. Military: - Army Size: - Army Training: - Army Technology: - Navy Size: - Navy Training: - Navy Technology:
III. Economics: - Rare Resources: - Common Resources: - Luxury Resources: - Bureaucracy:
Interested? Questions? Comments? Suggestions? Go.
1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Political Clout. 3. Political Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may choose either a Major Success or an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
Nation Application [b]Official Government Name[/b]: (Kingdom of, Republic of, etc. It is 1899, be mindful) [b]Head of State[/b]: (Position, Name, Age) [b]Capital City[/b]: [b]National Language[/b]: [b]Basic Demographics[/b]: (What is the geography like?) -------------------------------------------------- When you begin, you have the following stats: 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1. 6 is the best and 1 is the worst. [b]I.Nation[/b] - [b]Population[/b]: How many people live in your nation. - [b]Stability[/b]: How stable your nation is. - [b]Landmass[/b]: How much territory your nation takes up. - [b]Demographics[/b]: The amount of cultures in your land (6 is homogeneity, 1 is culturally diverse). - [b]Civilian Industry[/b]: The development of civilian industry that grows your economy. - [b]Armaments Industry[/b]: The development of armaments industry that powers your military. - [b]Infrastructure[/b]: How developed your territory is. - [b]Naval Industry[/b]: The development of your shipbuilding industry.
[b]III. Economics[/b]: - [b]Rare Resources[/b]: Resources such as oil, chromium, rubber, or gold. - [b]Common Resources[/b]: Resources such as metals, grains or coal. - [b]Luxury Resources[/b]: Resources such as sugar, tobacco, tea or diamonds. - [b]Bureaucracy[/b]: How effective your nation's ability to trade, import and export is.
1. A Turn represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every Turn a nation has 4 Political Clout. 3. Political Clout can be used on the following: - Colonization / Imperialization: Advance your culture in the world. - Economics: Strengthen your own industry. - Politics: Pass laws, appoint ministers, generals, admirals and stabilize the government. - Army [or] Navy: Bolster a section of your armed forces. - Foreign Affairs: The pen is mightier than the sword. - Home Front: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a 7 you may choose either a Major Success or an Innovation.
Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success.
6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)
Official Government Name: The Republic of Itherae Head of State: President Alexei Georgas, 52 Capital City: Itherae National Language: Ivili Basic Demographics: A small, democratic republic nestled in a rather mountainous region, the Republic of Itherae is a shadow of its former self, having lost most of its lands for a plethora of reasons. It’s lands filled with valued resources and a culture that will never die, one that extends back to the most ancient of times. Yet, they remain as a dot on the map, a rather industrious dot one might add. No longer able to fight amongst some of the larger dogs of the world, the Republic has focused on stabilizing its economy and becoming a producer. Through this focus, Itherae has become a bit urbanized compared to how much land it actually owns now. With this in mind, the small nation clings onto life, hoping that it might survive any further onslaught. --------------------------------------------------
Official Government Name: The Dragon Imperium of Hiron Head of State: Dragon Emperor Ryugo Shuu (15) Capital City: Senryu National Language: Hironese Basic Demographics: A rather densely populated, fairly small archipelago, whose people have erupted onto the world scene in the past few decades, revolutionizing their industry and navy to challenge and suppress many of its neighbors. What was once a backwards, rather hidden nation, is rapidly becoming one of the central movers of the continent. -------------------------------------------------- I.Nation - Population: 2 - Stability: 4 - Landmass: 2 - Demographics: 6 - Civilian Industry: 6 - Armaments Industry: 4 - Infrastructure: 5 - Naval Industry: 6
II. Military: - Army Size: 1 - Army Training: 1 - Army Technology: 3 - Navy Size: 5 - Navy Training: 3 - Navy Technology: 5
III. Economics: - Rare Resources: 2 - Common Resources: 3 - Luxury Resources: 1 - Bureaucracy: 4
I'll probably detail more beyond this sheet once you've taken a look at it.
Official Government Name: The Dragon Imperium of Hiron Head of State: Dragon Emperor Ryugo Shuu (15) Capital City: Senryu National Language: Hironese Basic Demographics: A rather densely populated, fairly small archipelago, whose people have erupted onto the world scene in the past few decades, revolutionizing their industry and navy to challenge and suppress many of its neighbors. What was once a backwards, rather hidden nation, is rapidly becoming one of the central movers of the continent. -------------------------------------------------- I.Nation - Population: 2 - Stability: 4 - Landmass: 2 - Demographics: 6 - Civilian Industry: 6 - Armaments Industry: 4 - Infrastructure: 5 - Naval Industry: 6
II. Military: - Army Size: 1 - Army Training: 1 - Army Technology: 3 - Navy Size: 5 - Navy Training: 3 - Navy Technology: 5
III. Economics: - Rare Resources: 2 - Common Resources: 3 - Luxury Resources: 1 - Bureaucracy: 4
I'll probably detail more beyond this sheet once you've taken a look at it.
This looks good.
You'll be in Settumu, which is the Asiatic continent. Alright?
Official Government Name: Xianglau (Anglecized: Hung Low or Shawn Glow) Head of State: Chancellor Bo Tai Lai, 31 (Bodelay) Capital City: Bodelay National Language: Xiang (Native) & Tarantese (90%) (Naming convention: Chinese/Indian) Basic Demographics: Xianglau is an island paradise lush with vegetation and resources located in the Eastern Ocean southwest of The Serene Empire of Tara. The island nation is 58,980 square kilometers (36,648 square miles). The distance from East to west is 840 Km (522 Miles) by 235.8 Km (146.5 Miles) North to South. The Highest elevation is Mt. Tikimoto at 2,438 Meters (8,000 ft.).
The Island of Xianglau boasts a population of (TBD) Xiongnu citizens who worship three different religions. The Reikyu believe God is in everything and we must respect nature. They comprise 40% of the island's population. “What you take from nature must be replaced” is an oft spoken Reikyu axiom. These people dominate the central regions of the nation and the capital city at Bodelay. Pencharnese explorers colonized the western end of the island in the early 16th century establishing a Population of Palanites who comprise 31% of the population. Palanite is a pagan religion with a pantheon of Gods worshiped at various rituals. The eastern end of the island is populated by Falanists who comprise the remaining 29% of the citizenry. The Falanism encompasses a variety of traditions, beliefs and spiritual practices based loosely on the teachings attributed to Falan. Falanism originated in the Gao Lin Mountains sometime between the 6th and 4th centuries BC, from where it spread across the island. It is the original nation of Xianglau. Two major extant branches of Falanism are generally recognized by scholars: Sylar (The School of the Elders) and Nonbahye (The Great Vehicle).
The Reikyu people have a range of complexions from fair to light brown with 90% of the population having black hair and brown almond shaped eyes. 9% of the population have reddish brown hair and green almond shaped eyes, while the remaining 1% have blonde hair and blue almond shaped eyes. The male of the population range in height between 62” and 74”. The Female are normally between 58” and 70” with average heights of 67” for the men and 63” for the women. Most Reikyu have strong, firm nose appearance. The More attractive Xiangnu come from this group.
The Palanites have a darker complexion than the Reikyu ranging from light brown to black. 100% of the population have black hair and brown almond shaped eyes. The Palanites tend to be tall and thin in appearance with male heights ranging from 65” to 77” and female heights ranging from 61” to 73”. The average male stands 70” and the average female stands 67”. Most Palanites are so thin they appear emaciated. There are exceptions to this gernarality amongst the population.
The Falanites have lighter complexion skin and can look like the Reikyu. Many Falanites have flat noses and lips with small ears, pressed into the sides of their heads. All Falanites have black hair and brown almond shaped eyes. Like the Reikyu, the Falanites are shorter in size with men ranging in heights between 60” and 73”. The females range in heights between 58” and 69”. The average male stands 67” and the average female stands 63”.