AGE OF IMPERIALISM 2.0
The Terrible War has ended. .
Though peace has reigned, the world is not yet safe. Old alliances die hard. Young upstarts dare try their hand on the world stage, and another war yet may sit on the horizon. The economy is turning south, and uncertainty is rising..
Age of Imperialism
-- A geopolitical simulator set in a world like ours, but very much different! The Terrible War (1916-1920) has just ended. Was your nation among the victors, or perhaps one of the losers? Navigate your nation through the Interwar Period until the inevitable (or.. not so inevitable) Second Terrible War.
-- A Stat Based RP, there are only three resources: Factories, which produce units. Agriculture which feeds your soldiers, and Dockyards, which build naval vessels.
-- A new, dynamic nation creation that doesn't require a lengthy application.
All I need is a seven willing souls, though more are always welcome! This is a comparatively stat light RP, though there will be a ledger. Every turn is a Season, corresponding three months. I was unable to continue my previous RP because of outside obligations and the fact it was a heavier RP that required incessant attention. Expect this one to be much more fun and a bit faster.
THE TERRIBLE WAR HISTORY TRAIT DRAFT
All of those who have solicited interest have been entered into the Terrible War History Draft. You have been randomly assigned a number. Your draft order determines who goes first. The order is this:
1. ClocktowerEchos
2. Lord Coake
3. Mardox
4. Ryu
5. The Nexerus
6. Lone Wanderer
7. S0up
8. Boop_Im_A_Dragon
9. Skylar
10. Chairman Stein
11. Murtox
12. Zell
13. The Grey Warden
14. AspenIvan
15. Voltus_Ventus
ROUND 1 COMPLETED (2/19/16)
Below are the available traits and their abilities. This trait is used to signify your history in The Terrible War, the equivalent of the First World War in THIS world that has subsequently JUST ended. Once a trait has been selected, it is no longer available.
After Round 1 (Great War Historical Trait), this is what happens:
-- Round 2: Capital Province Placement
-- Round 3: National Trait Selection
-- Round 4: National Trait Selection
-- Round 5: National Trait Selection
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TRAITS (Green Denotes the Victorious Alliance. Red Denotes the Defeated Powers. Grey indicates Neutral Power.)
- Bitter Loser: We began what they call the Terrible War. Our enemies were numerous, surrounding us like dogs. Though we fought valiantly, drawing the war out two years longer than anticipated. Though we have lost, the future is not yet lost to us. [1st Round 3 Pick]
- Civil War: The people were torn. They wanted the spoils of war, without the fight. They wanted peace but we were pulled in. The people turned on themselves. The streets ran red with the blood as brother killed brother. While others fought for land and glory, we fought just to see who would be left. [+20 Army Experience, +10 Navy Experience, +15 Air Experience]
- Great War Victor: Hard fought, hard won. Though many saw our defeat as an inevitability, our people refused to give in, refused to surrender. After surviving defeat after defeat, we won a great victory and pushed them back. We pushed them back and we won. [1st Round 4 Pick]
- Backstabbed!: Initially, we remained neutral. It wasn't our fight. When the war turned against those who would eventually be known as the Victors, they asked for our aid. They promised us great spoils and greatness. When the war was won, we were not even invited to the table. We have not forgotten. [1st Round 2 Pick]
- Bittersweet: We are victorious, but at what cost? Our homes are destroyed, our people displayed. Perhaps we are deserving of it. Perhaps this is our fate. Had we known this was the cost of victory, perhaps we would have stayed free from the terrors of war. [1st Round 5 Pick]
- Honored the Call: It wasn't our war. It wasn't OUR fight. Still, when they asked for our arms, we marched with them into the fire. Though defeated, no one says of us that we are unloyal or unwilling. We will be remembered. [Starts with 1 Free Alliance with any Defeated Power Nation. Lasts until 1930]
- Free at Last!: Before the war, our people yearned for freedom and independence. When our oppressors were toppled, we at last were given the opportunity to stand tall among the other nations of the world! [Starts with 1 Free Tech, +5 Unity and No Foreign Cultures]
- Forced into War: It was our government's fault. Weak and inept. They had no choice, they told us. War was at our doorstep and if we didn't fight, it'd come crashing in anyway. It has cost us much, though when we surrendered, the oligarchs fled. Some of them didn't get away. [+20% Agriculture]
- Empire Obtained: We began with nothing, but saw the war as an opportunity to seize what had always been ours. Though the fighting was fierce, we earned our empire in fire and blood. It would take just as much for us to let it go. [Starts the game with +2 Modest Colonial Holdings and +2 Small Colonial Holdings]
- Homeland Devastated: Our homeland has seen the horrors of war. We aided those we have long been friends with, but we had little chance. We are grateful the Victors were not hard on us. Perhaps it is because they pitied us. [+10% Factories, +10% Agriculture]
- Capitulated: We fought hard. We made them bleed for every inch, but victory wasn't to be so. They reached our capital and we raised the white flag. They were neither hospitable nor kind, but we knew our allies would win the day. (Starts the game with +10 Unity)
- Empire Dissembled: Before the war we were mighty. We held sway over much of the continent, even the world. When we fell, they took from us the lands that rightfully belonged to us. [Starts with 1 Land Province, Claims on all surrounding territories]
- Regime Change: We started the war on the wrong side. We fought hard, but the people saw the end in sight. They clamored for revolution and earned it with blood. (+5 Unity, +10% Factories, +10% Agriculture)
- Negotiator: They fought and died for their petty grievances. When the war ended, we hosted the negotiations. We dealt with petty squabbles while the winners attempted to bully the losers and the loser tried to squirm out of their rightfully deserved punishment. We walked a fine line, though not everyone ended up happy. +10 Starting Influence, +15 Starting Relations with all Player and NPC nations. May name the Treaty that ended the Terrible War]
- Neutral Party: While the war raged, we presumed neutrality. Maybe the war was in lands far away, or the time was simply not ripe. Either way, we had no participation in such a great conflict.[-20% Starting Standing Army & Equipment. +20 Starting Unity. Forfeits Round 5 Pick]
ROUND 2: This is selecting the location of your capital province. The order remains the same except that the owner of the Backstabbed! Historical Trait gets first pick, no matter what. Below is the map of the world. Capital Provinces may only be in the Central Continent or one of the Eastern Continents.
DRAFT ORDER:
1. Ryu (Backstabbed! trait)
2. Boop_Im_A_Dragon
3. S0up
4. Murtox
5. Chairman Stein
6. The Nexerus
7. The Grey Warden
8. Lone Wanderer
9. AspenIvan
10. Lord Coake
11. LordZell
12. Skylar
13. ClocktowerEchoes
14. Mardox
15. Voltus_Ventus
THE MAP: oi64.tinypic.com/28qqle.jpg
The World, 1920
ROUND 3: This is selecting your National Trait. The order remains the same except that the owner of the Bitter Loser Historical Trait gets first pick, no matter what. Once a trait is selected it is unavailable, except for Land Grab and Minor Colonial Holding.
ROUND 3 DRAFT ORDER
1. AspenIvan (Bitter Loser trait)
2. Zell
3. Boop_Im_A_Dragon
4. The Grey Warden
5. Voltus_Ventus
6. ClocktowerEchos
7. Ryu
8. Chairman Stein
9. Murtox
10. S0up
11. Lord Coake
12. Mardox
13. Lone Wanderer
14. Skylar
-- Seasoned Army: Our army won great experience during the Terrible War. (+20 Army Experience)
-- Veteran Army: No army was more successful in the war than ours. (+40 Army Experience, forfeits Round 5 Draft)
-- Respectable Navy: Our navy won great acclaim during the war, proving itself numerous times. (+20 Navy Experience)
-- Great Navy: It takes three years to build a ship, but it takes three hundred years to build a tradition. (+40 Navy Experience, forfeits Round 5 Draft)
-- Aviation Innovation: (+10 Air Force Experience, +100 [Trained Pilots])
-- Bloodied in the Skies: With the invention of the airplane as a military weapon, we were pioneers in the field. (+20 Air Force Experience, +100 [Trained Pilots], forfeits Round 5 Draft)
-- Ethnic Empire: Our land is vast, and filled with a great many different ethnic cultures. (+3 Free Provinces, Add 2 Foreign Cultures)
-- Old Guard: The generals of old will not easily relinquish their ways. (Army Experience Changes Cost 50% More, Begin with 25% Rifle I, Equipment I, Artillery I Surplus and 3 Generals of Skill 3)
-- Populous: (+200 Agriculture)
-- Heavy Industry: (+20% Industry, -30% Agriculture)
-- Impoverished: (+20% Agriculture, -30% Industry)
-- Experienced Generals: (Starts with 3 Generals with 5 Skill)
-- Experienced Admirals: (Starts with 3 Admirals with 5 Skill)
-- Cutting Edge: +2 Random Design Companies
-- Resolute: Starts at +20 Unity
-- Diplomatic: +1 Influence/Season
-- Conqueror: Starts with 1 Randomly Generated Puppet Nation
-- Colonial Ambitions: Begins the game with 5 Colonial Claims on Non-Owned Colonies.
-- Industrialized: +15 Factories
-- Old Alliances: Starts with 1 Player Selected Alliance [Lasts 6 Years]
-- Victorious: Starts with (+10 Army Experience, +10 Navy Experience, +10 Air Force Experience)
-- Vast: (5 Free Provinces)
-- Naval Minded: (+5 Dockyards)
-- Cultural Ties: (1 Free Alliance with Minor NPC)
-- Great Minds: (+3 Free Starting Techs)
-- Reformed Army: (Army Experience Changes Cost -50%)
-- Modern Navy: (Navy Experience Changes Cost -50%)
-- Codebooks: (Starts at +1 Encryption, +1 Decryption)
-- Covert: Spies have +10% Success
-- Great Colonial Holdings: 5 Random Colonies
-- Modest Colonial Holdings: 3 Random Colonies
-- Small Colonial Holdings: 2 Random Colonies [Multi-Pick]
-- Land Grab: First time chosen = 2 Free Land Provinces. Second time chosen = 2 Free Land Provinces. Third time chosen = 3 Free Land Provinces. Must be connected. [Multi-Pick]
ROUND 4: This is the second round of selecting your National Trait. The order is randomized again except that the owner of the Great Victor Historical Trait gets first pick, no matter what. Once a trait is selected it is unavailable, except for Land Grab and Small Colonial Holding.
Round 4 Draw Order
1. Boop_Im_A_Dragon (Great Victor)
2. Skylar
3. ClocktowerEchoes
4. Zell
5. Lone Wanderer
6. Murtox
7. AspenIvan
8. Chairman Stein
9. Lord Coake
10. The Grey Warden
11. Voltus_Ventus
12. Ryu
13. Mardox
14. S0up
ROUND 5: This is selecting the location of your National Trait. The order is randomized again except that the owner of the Bitter Sweet Historical Trait gets first pick, no matter what. Once a trait is selected it is unavailable, except for Land Grab and Small Colonial Holding.
[BASE01] BASE GAME MECHANICS
So the draft is over and the game is about to start! How does it all work?
TURNS / TIME
-- Each In Game Turn is 3 Months.
-- There are Four Turns in a Year. (Spring, Summer, Fall, Winter).
ACTIONS
-- Every turn, you may use the following actions: Build, Negotiate, Research, Train/Call Up, Build Variant, and Decision.
-- Build: This is using your Factories to produce weapons of war, fortresses and other indutry. This can (and should) be used every single turn.
-- Politics: This is using Influence to negotiate political treaties, claims, war, embargoes, appoint generals and design companies, etc here.
-- Research: This is used every Turn. Centran Nations can research 3 Techs per turn, while Faresian nations can research 2 Techs per turn.
-- Train: This is training soldiers for war. You may train 10,000 Soldiers, 100 Novice Pilots, or Call Up for every 1 Province you have. It takes 6 months for them to finish their training. Your available Manpower is [Agriculture x 10,000]
* For every 10,000 men you have -1 Unity for your Peacetime Army (Population/350).
* During wartime, your Peacetime Army Modifier drops by 100..
-- Call Up: This is readying troops for war. You may call up 20,000 Reservists who can be ready to fight in 3 months time. Reservists count for your total army Agriculture limit, but do not count against the Peacetime Army Modifier.
-- Build Variant: When you take an existing unit (plane, destroyer, tank, artillery) and want to add on to it's experience. It becomes a new unit with new stats.
-- Decision: This is activating a National Decision. They cost 8 Influence to do so.
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Build
You have two manners in which to build: Factories and Dockyards.
Factories can build the following:
-- Rifles
-- Equipment
-- Artillery
-- Anti-Tank Guns
-- Armor
-- Consumer Goods
-- Coastal Forts
-- Land Forts
-- Factories
-- Dockyards
Each unit has a base Seasonal Production (How many are made in 90 days) from one factory.
- Rifles: 2,000/Season.
- Equipment: 1,500/Season.
- Artillery 15/Season.
- Anti-Tank Guns: 16/Season.
- Interwar Tanks: 4/Season.
- Armored Cars: 9/Season.
- Trucks: 12/Season.
- Light Tanks 11/Season.
- Medium Tanks: 9/Season.
- Heavy Tanks: 4/Season.
- Scout Plane: 7/Season.
- Light Trainer: 5/Season.
- Heavy Trainer: 4/Season.
- Fighter Plane: 10/Season.
- Bomber plane: 6/Season.
- Consumer Goods: 3,000,000/Season. (-1 Unity for every 1,000,000 Population without Consumer Goods) [May increase Unity by 1 by "consuming" 24,000,000 Consumer Goods]
- Coastal Forts: 0.1/Year
- Land Forts: 0.1/Year.
- Factories: 0.1/Year. (-2 Unity when Completed)
- Dockyards: 0.1/Year. (-1 Unity when Completed)
- Anti-Aircraft Battery: 0.1/Year.
Here is an EXAMPLE LEDGER FOR PRODUCTION
Rifle I (Karabine wz.10/1910): [2,000/Season x 4 FACTORIES] = 8,000 Rifles + [15% Optimization] = 9,200 Rifles/Season.
Fighter Plane I (Zima-16): [10/Season x 3 FACTORIES] = 30 Planes + [15% Optimization] = 34 Planes/Season.
Dockyards can build the following:
- Submarine: 0.5/Year.
- Destroyer: 0.5/Year.
- Light Cruiser: 0.33/Year.
- Heavy Cruiser: 0.10/Year.
- Dreadnought: 0.10/Year.
- Battlecruiser: 0.07/Year.
- Battleship: 0.04/Year
- Escort Carrier: 0.10/Year.
- Aircraft Carrier: 0.05/Year.
- Convoy: 10/Season. (1 Required for every 5,000 men abroad).
- Escort: 8/Season.
- Modernize: May Modernize already existing ships. Modernization speed is 75% faster than building the ship class being modernized. Once completed may use Experience to add on to Individual Ships.
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Politics
-- Military Mission (4 Influence)
* Must select a category for the Mission: [Screening Vessels | Capital Ships | Light Air | Heavy Air | Armor]
* SEND MISSION: To receive 10 Experience: Target nation must be Below you in that category's tech. (Target receives 1 Free Military tech in that category)
* RECEIVE MISSION: To receive 1 Free Tech: Target nation must be Above you in that category's tech. (Target receives 10 Experience in that category)
-- Declare War (0 Influence): This will put you in a state of war with another nation. [Must have Claims or Fascism. -15 Unity with neither].
-- Non-Aggression Pact (4 Influence): Signing a Non-Aggression Pact is a promise to not attack a given nation. Lasts for 5 years. +10 Relations between nations. If broken, -10 Unity, -30 Relations.
-- Alliance (7 Influence): Nations sign a mutual defense agreement, that if their ally is attacked they will come to their aid. +15 Relations between nations. +5 Unity. Lasts for 5 years. If broken, -15 Unity, -30 Relations.
-- Great Speech (3 Influence): By rousing the people of the nation, we can inspire yet some nationalism in them. +1 Unity.
-- Embargo (4 Influence): By shutting off trade lanes and exports, we can seriously damage a nation's infrastructure. [-20% Target Nation Consumer Goods Production. -1 Unity/Turn.]
-- Send Support (1 Influence/Turn): You may send support to your allies in the form of weapons of war. You may only send by convoys available.
-- Appoint General/Admiral (1 Influence): This will create a random General or Admiral (Player selection) that can command Fleets or Fronts. Stats dependent on Doctrinal Technologies.
-- Buy Production License (X Influence): This will allow you to build copies of weapons of war by other nations. For every 1 Influence you use you may produce 500 of the allotted unit, unless it is a Rifle, in which case it is 5,000. The target nation must agree to sell you it's Production License.
-- Armor Design Company (8 Influence): This will allow you to appoint a new design company for your Army. These companies provide bonuses to the armor you build. Armor Design Companies are required to unlock Armor Technology. (Max 3)
-- Navy Design Company (8 Influence): This will allow you to appoint a new design company for your Navy. These companies provide bonuses to the ships you build. Navy Design Companies are required to unlock Screening Vessels & Capital Ship Technology. (Max 3)
-- Aviation Design Company (8 Influence): This will allow you to appoint a new design company for your Army. These companies provide bonuses to the aircraft you build. Aviation Design Companies are required to unlock Light Air & Heavy Air Technology. (Max 3)
-- Stage a Coup (Target Country Unity x 10,000 Rifles): By sending in the proper equipment, we can stage a coup to force sympathetic revolutionaries rise up to fight for freedom.
-- Incite Unrest ((Target Country's Selected Culture Rating (First is 5, second is 3, third is 2) + 2 Influence): By inciting unrest in a country, we can instill internal problems. Decreases that Culture's loyalty by 1.
-- Recruit Spy (1 Influence): Training a spy will allow us to spy on our enemies, giving us intelligence on enemy movements. (Requires Intelligence Agency)
-- Decommision (0 Influence): May decommission vessels and produce Consumer Goods. Destroyers produce 2,000,000. Cruisers produce 5,000,000. Dreadnoughts produce 10,000,000. Battleships produce 12,000,000. Carriers producer 10,000,000
-- Request Aircraft Design (0 Influence) [Requires Aviation Company]
* May select one of the following: fighter trainer, single engine fighter, scout plane, dive bomber, naval fighter, torpedo bomber, two engine bomber, four engine bomber, reconaissance plane, bomber trainer.
* In order of preference: Firepower, Protection, Maneuverability, Range, Speed, Climb Rate, Engines, Simplicity (1 Most Important, 8 Least Important)
-- Request Ship Design (0 Influence) [Requires Naval Company]
* May select one of the following: submarine, destroyer, light cruiser, heavy cruiser, dreadnought,
battleship, escort carrier, carrier.
* In order of preference: Firepower, Armor, Maneuverability, Range, Speed, Simplicity (1 Most Important, 8 Least Important)
-- Request Armor Design (0 Influence) [Requires Armor Company]
* May select tonnage between armored car, tankette, light tank, medium tank, heavy tank, tank destroyer or self-propelled gun. (Maximum intervals of 10, starting at 10).
* In order of preference: Primary Armament, Armor, Survivability, Maneuverability, Speed, Engine, Simplicity (1 Most Important, 8 Least Important)
Train
-- You may train 10,000 Soldiers (as long as you have at least 50% Rifles to give them) or 100 Pilots per 1 Province you own. Colonial provinces count as .5, rounded down.
-- Pilots come in three ranks: Novice Pilots, Trained Pilots and Skilled Pilots. Pilots may rank up through the use of Trainers or combat. Pilots come in units of 100 men.
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National Decisions
-- National Decisions are nation specific events and actions that may be activated at any time using 8 Influence. Any decision not taken will expire and a new decision will take it's place.
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Experience
-- Experience is accrued two ways: When your units fight in war, or when units you have sold to other nations fight in a war.
-- Experience is used in with the following action:
* Build Variant: When you take an existing unit (plane, destroyer, tank, artillery) and want to add on to it's experience. It becomes a new unit with new stats.
Army Experience:
Point expenditures for creating a new unit are: 2, 3, 5, 7, 7, 9, 12, 15.
Navy Experience:
Point expenditures for creating a new unit are: 2, 3, 5, 7, 7, 9, 12, 15.
Air Experience:
Point expenditures for creating a new unit are: 2, 3, 5, 7, 7, 9, 12, 15.