Whole reason I'm interested is because there's a nation I've been wanting to play that I haven't had the chance to. They're a mix of Berber and Malise influence with a dash of eastern and others thrown in, and primarily a desert civilization. I'm hoping to have that small lake in the southern desert and the sands around it. Seems perfect for a desert civilization.
I suppose that's true. Still prefer early medieval.
One thing I would like to ask: are we planning on having any mechanics or metrics to this RP, or will it be strictly Roleplaying and honor system? If we are going to have mechanics, what kind of stuff should we expect?
This looks awesome! I've been wanting to try out some fantasy nation ideas and have been waiting for a forum like this to pop up.
Personally I'd actually vote for low-medieval. A lot of NRPs and games go with high medieval with knights in armor and fine steel equipment, but I don't see many working with the tech level of, say, the Normans, Franks, early Islamic empire, etc. Also, I'm already in one RP that's late medieval/early colonial. :)
The Empire has collapsed. After fifteen years of war the nations of the northern continent are now free to chart their own destinies and choose their own religion. Free to clash with one another, without imperial meddling and restraints... Who will rise, and who will fall? New technology and tactics beckon as the balance of power shifts.
Church and State 2 is the third installment in a series of NRP games. We have a large, dedicated group of players read to welcome new entries. Involvement in prior forums is not required to join. Our world is set in a fantasy setting similar to the 1600s, with the recent development of guns, ocean-going ships and new tactics. Players take command of a nation on the Northern Continent, which has recently won independence from a southern empire after a long and brutal war.
"We are not an old nation. Unlike Survaek and Xian we have no ancient history of conquest or past glories to reclaim. Sarelia has never been a center of civilization or a power in the world at large.
No, our goal is not to restore what once was, but to create a new future: a future where Sarelians are regarded as equals to Varians; where our lands are our own and our people are united; where our language, religion and customs are respected; and where Sumaya is a strong and powerful nation, capable of defending its people and claiming its place in the world.
Many of Societatem's goals are noble and praiseworthy, but at the heart of their organization is a policy of exclusiveness we cannot accept. In Societatem the halls of diplomacy and decision-making at the heart of the world would always be closed to us. Power would be a club for Varians only, while Sumaya would have the 'privilege' of taking whatever scraps the Varians decide we are worthy of.
This is why we have joined the Imperial Restoration: not because of our to restore old nations, but because the restoration accepts change. While other nations have scoffed at our attempts to achieve parity, Survaek, Anvegad and the nations of the Restoration have accepted us into their halls and given Sumaya the respect it is due."
-- Queen Sinta, on why the Sumayan Malikate chose to join the Imperial Restoration movement.
A New Flag (Written as a collaberation between Talis and Boop_Im_A_Dragon
The ceremony began in the early morning, before the heat of the day could interfere or the sun rise too far overhead. By the affairs of state it was a relatively simple affair: Governess Tirta Answa stood on one side of the pole, her formal gown in traditional style: white with red and gold trim, colorful and lavishly noble in contrast to the usual austering of Varian dress. With her stood an honor guard of two soldiers, both chosen for their cleanliness and ability to stand still.
On the other side of the pole sat Governor David Dams, or former governor under the current circumstances. Wearining a decorated general uniform to the occassion. The medals showing his past participation in two previous wars, along with various other accomidations. Accompanied only by two colonial guards stationed in the colony. Though a joyous occassion for the Governess, he refused to share similar feelings.
A small crowd of onlookers watched from a distance, many still groggy-eyed in the overcast morning. Many more had not bothered to wake so early. After a considerably amount of time waiting for everyone to gather former Governor David Dams began a speech he had prepared before the cermony began.
"Welcome citizens of the Kerevian Islands, as you may be aware the Kingdom of Soroya had officially claimed your Islands as a small protectorate within our much larger colonial Empire. This however was not the case. Several days later we found the Malikate of Sumaya had also established a considerably large amount of colonial land under their control." He took a deep pause, turning towards the Governess giving a somewhat wicked smile, whilst pointing in her direction.
"This lead many to fear the possibilities of war. Of tension between our people. However, I, Governor David Dams am happy to say that there is no need to fear. A settlement has been made. Our people, hopefully, working towards a better future. To peace." He than took his seat once again.
The Sumayan governess smiled gently, a hint of coyness in her expression inperceptible to the distant crowds.
"Thank you, Governor Dams, for that impassioned speech. It is true that in this world today too often we resort to violence and strife to achieve our ends: needless wars that only sap our strength and bring suffering to common men. I pray that this agreement between our nations will be an example to the rest of the world; that not all conflicts must end in war. Peace and Reason can yet win the day." She glanced back toward her counterpart. "To Peace."
She turned and accepted from her assistant a small cheque. The smallest and first of many, it provided a symbol of the exchange. She presented it with all formality to the governor, making sure to smile for the camera. Governor Dams, less than pleased quietly stood up, and played the part. FLASH. The photo had been quickly taken by a hired Soroyan photographer.
"With this check, brings peace, and further prosperity to the Soroyan government and her people." The assisstant quietly removed the cheque from the platform as the governor began to sit down.
With the speeches over the drum began a steady beat.The two Soroyan guards snapped to attention. With military rigidity they stepped forward. One took the ropes and, with slow and steady motions, lowered the Soroyan flag. The other soldier took it in hand and folded it with honor. Their portion done, they saluted their Sumayan counterparts.
Now the Sumayan guard returned the gesture, repeating their motions in reverse. The multicolored Sumayan flag was fastened to the pole and lifted in perfect time with the drum beat. As it reached the top the crowd burst into polite if unenthusiastic clapping.
Welcome! The Age of Imperialism is a geopolitical simulator where you represent a nation in the vestiges of the early 20th century. This RP is intended to go until the year of 1950. This is a game as well as a role play. Story is paramount, as if the game itself. A mixture of two will see you the most successful.
The Earth, instead called the Known World is reminiscent of ours technologically, but not culturally or geographically.
Here are a few mechanics that you can expect to see.
A Time of Ideologies: While the 19th century saw the Great Powers rise and fall, nations here have found the comfort of similar ideology to create an intricate web of alliances. You will not stand alone when the enemy comes knocking.
Modernization: Costing time and money, balancing between building and modernizing may be the difference between victory and defeat.
Technological Innovation: The right technology at the right time is everything.
Imperialism: While the Continent is important, colonies grant abundant resources, which may be the difference between being a paper tiger and a true threat.
Political Crises: Become the greatest nation in the world by having the most Prestige, accrue prestige by savvy political maneuvers.
GEOGRAPHY -- The Continent: The cradle of civilization, the Continent has long been the home for the most of the known world. These nations are the premier powers in the world. -- Faresia: Often called the Far Lands, Faresia is a muggy, tropical land that is home to the orients. -- Sarelian Islands: Mostly uninhabited, it has been modestly explored and is known to be extremely rich in resources. -- Serranthia: The Serranthian subcontinent is huge, desolate and home to uncivilized tribes people. -- Vakellia: A rocky, wind-swept continent with a mild and pleasant climate moderated by ocean currents.
Technology
Current available technologies, along with the first year available. Researching a technology costs $10 Billion + $1 Billion for every additional year of advancement.
Major Factories generates $15,000,000,000/year or 2 Resource/year (Limit 2 in any Province) Minor Factories generates $8,000,000,000/year or 1 Resource/year (Limit 5 in any Province) Major Shipyards can produce any warship (Limit 1 in any Coastal Province) Minor Shipyards can produce any warship except Pre-Dreadnoughts and other capital ships (Limit 2 in any Coastal Province) Railroads allow swift movement of soldiers and supplies in a Province.
RESOURCES
* There are four resources: Steel, Oil, Precious Metals and Rare Materials. * Resources do not stack. Instead, like budget they are simply slotted. * Example: If you have 2 Steel Resources in your nation, every Turn you have 6 Steel Available. * Trading Resources: You can trade Resources for other Resources, or GNP for Resource Use. * Example: Etellia trades 1 Available Steel to Murenheidt for 1 Available Precious Metals. This requires a Trade Agreement! * Deficiency: If you don't have enough resources to build a unit or building, it builds at -50% speed.
STEEL: - Steel is required to build Factories, Railroads and Ships. - Represented by a Mining Cart on the map. - Generates 3 Steel per Turn.
OIL: - Oil: Oil is a fuel required to move your naval ships. This however does not take place until an unspecified year. - Represented by a Pumpjack on the map. - Generates 30 Oil per Turn.
LUXURIES: - Luxuries are rare, expensive products like diamonds or tea that generate a huge profit. - Represented by a Diamond on the map. - Generates $12,000,000,000 per turn.
RARE MATERIALS: - Rare Materials are hard to come by resources like rubber, tungsten, chromium and aluminum used in building Ships, Artillery and Factories. - Represented by Pyramid Bricks on the map. - Generates 2 Rare Materials per turn.
Provinces
Provinces provide the following benefits: * Land Provinces generate 0.5 Billion GNP. * Coastal Provinces allow 3 Trade Ships. * Colonial Land Provinces $5 Billion/year * Colonial Coastal Provinces $2 Billion/year
National Unity
* National Unity represents your nation's unity and loyalty. * Hidden statistic recorded on a scale of 0%-100% * Low unity allows the formation of independence movements, mutinies, rebellions, etc. * High unity prevents dissent
Manpower
The amount of able bodied men available for military service in your nation. * National Manpower: The amount of able bodied men available in your national territories. They may become Conscripts, Regulars or Professionals. * Colonial Manpower: The amount of able bodied colonials available in your colonies. They may only become Conscripts. They are created in your colonies, though may be shipped anywhere. * Every 1,000 soldiers you recruit, costs 1 Manpower * Every year, you gain 10 National Manpower * Every year, you gain 1 Colonial Manpower if you control any colonies
World Tension
* Represents how tense and close to war the world is * Goes on a scale of 0%-100% * Every nation can perform 2 Tension Actions per Turn/Year.
WORLD TENSION 0-15%: - All unaligned nations have +5% National Unity. - All unaligned nations have +10% GNP boost. - All Status Quo nations have +20% GNP boost. - Status Quo nations have +10% National Unity.
WORLD TENSION 15-40%: - All unaligned nations have +0% National Unity. - All Status Quo nations have +10% GNP boost. - Status Quo nations have +5% National Unity.
WORLD TENSION 40-60%: - All unaligned nations have -5% National Unity. - Status Quo nations have +0% National Unity. - Expansionist nations have +5% National Unity. - Expansionist Nations receive one time use of $8,000,000,000.
WORLD TENSION 60-85%: - All unaligned nations have -10% National Unity. - All Expansionist nations have +10% GNP boost. - Status Quo nations have -10% National Unity. - Expansionist nations have +10% National Unity.
WORLD TENSION 85%-100%: - All unaligned nations have -50% National Unity. - All Expansionist nations have +20% GNP boost. - Status Quo nations have -15% National Unity.
* Every Nation receives 50 Nation Points * Every Nation is limited to 5 Factories at the beginning of the game (Major + Minor)
Nation Name: (Kingdom of.., Republic of)
Demonym: (Boletaria is called Boletarian, Kolov is called Kolovian. What are your people called?)
POPULATION: Base 10,000,000. (For every 1 Nation Point, add 3,000,000 + 1. 1st Point = 3,000,000. 2nd Point = 4,000,000, etc.)
Government: Describe how the government is set up.
Provinces: This is the landmass of your nation. Each Nation starts with 1 Free Province * Every Connected Province costs 1 Nation Point. Every Province outside of your Home Continent costs 2 Nation Points and counts as a Colonial Province.
Industry: These are the factories and shipyards of your nation. (Every nation begins with 2 Major Factories) * 1 Minor Factory costs 4 Nation Point (Limit 5 Per Province). * 1 Major Factory costs 7 Nation Points (Limit 2 Per Province). * 1 Minor Shipyard costs 2 Nation Points (Limit 2 Per Naval Province). * 1 Major Shipyard costs 5 Nation Points (Limit 1 Per Naval Province).
Army: Every nation begins with 10,000 Regulars per 1 Million population. You begin the game with as many Rifles as you have soldiers. * For every 1 Nation Point, begin the game with 20,000 more Conscripts. * For every 2 Nation Points, begin the game with 20,000 more Regulars or 200 Light Artillery. * For every 3 Nation Points, begin the game with 20,000 more Professionals or 100 Heavy Artillery.
Navy: Every nation begins with 3 Destroyers and 1 Light Cruiser per 1 Non-Colonial Naval Province. * For every 1 Nation Point, begin the game with 3 more Destroyers OR 1 Submarine OR 1 Light Cruiser OR 5 Trade Ships. * For every 2 Nation Points, begin the game with 1 Armored Cruiser. * For every 3 Nation Points, begin the game with 1 Pre-Dreadnaught.
Army Technology: This is the army technology for your nation. Nations begin with NO RESEARCHED ARMY TECHNOLOGY and must UNLOCK technologies before they can use them. Unlocking one costs (3 Nation Points + 1 Per Year Ahead). Advancing an unlocked tech's year costs 1 Nation Point, the next costs 2 Nation Points, et cetera. (Example: Unlocking Bolt Action Rifle costs 3 Nation Points, upgrading it to 1896 would be 1 Nation Point).
Weaponry [Y (XXXX)]
Firepower Y (XXXX)]
Tactics [Y (XXXX)]
Developments [Y (XXXX)]
Navy Technology: This is the naval technology for your nation. All stats begin at the first tech in each category. Moving up one costs 1 Nation Point, the next costs 2 Nation Points, et cetera. -- Destroyers: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)] -- Light Cruisers: [Armor (1900)] -- [Guns (1900)] -- [Engines (1900) -- [Reliability (1900)] -- Armored Cruisers: [Armor (1900)] -- [Guns (1900)] -- [Engines (1900) -- [Reliability (1900)] -- Pre-Dreadnoughts: [Armor (1900)] -- [Guns (1900)] -- [Engines (1900) -- [Reliability (1900)] -- Submarines: [Armor (1900)] -- [Guns (1900)] -- [Engines (1900) -- [Reliability (1900)]
The World
ACTIONS (At the beginning of every year, you budget for the next 1 turn)
PURCHASES MILITARY
Supply Army (1$ Billion GNP): Pays for and feeds 50,000 troops. (If you have troops and do not pay/feed them, they will decrease by 50% per turn until they are gone).
Produce Heavy Artillery: ($8 Billion GNP, 1 Steel, 1 Rare Materials): Produces 50 Heavy Artillery
Build Naval Class: ($X Billion GNP): (Submarine is $1 Billion GNP/1 Turn, Destroyer is $2 Billion GNP/1 Turn, Light Cruiser is $4 Billion GNP/1.5 Turns, Armored Cruiser is $8 Billion GNP/2 Turns, Pre-Dreadnought is $12 Billion GNP/2 Turns). Use following form to designate class:
Ship Type: (Submarine, Destroyer, Light Cruiser, Armored Cruiser, Pre-Dreadnought) Ship Class: (You name your ship classes. For example, Fubuki-class, Ticonderoga-class, etc) Ship Stats: (Built to specification of the year they're ordered. List here) Order Amount: For every amount you order, two things occur: The subsequent cost decreases, the speed of construction increases. Ship Names: (Names of the Ships to be Completed) Discount: * 1 Ship: No discount. * 2 Ships: 10% Discount / 2 Months off Construction Time * 3 Ships: 20% Discount / 3 Months off Construction Time * 4 Ships: 25% Discount / 5 Months off Construction Time * 5 Ships: 30% Discount / 6 Months off Construction Time Build Status: * Serial: Build one after the other at the same shipyard. * Parallel: Build as many at one time as possible, shipyards permitting.
INDUSTRY
Colonize: (Costs $20 Billion GNP for Island Colony = Island Colonies generate $2 Billion a year.) (Costs $30 Billion GNP for Landmass Colony = Landmass Colonies generate $5 Billion a year.)
Establish Naval Base (Cost $10 Billion GNP. Costs $5 Billion to maintain). A naval base on a small island will provide us a presence in an area and a refueling point for our fleets.
Build Industry ($X Billion GNP): (Minor Factory is $15 Billion) (Major Factory is $28 Billion) (Minor Shipyard is $15 Billion) (Major Shipyard is $25 Billion). Minor's take 1 year. Major's take 2.
Modernize: ($X Billion GNP): Naval vessels can be modernized. Base price is $2 Billion GNP per category (Guns, Reliability, Engine, Armor), plus $1 Billion for every year. (So if you're updating 1895 Guns to 1900 it's $2+$5).
Build Railroad: ($4 Billion GNP): Creates railroad in selected Province. Price is doubled in Colonial Provinces. Takes 1 Year to build.
Research Army: (X$ Billion GNP): ($10 Billion GNP + Years Ahead) = Research Price. You cannot research beyond UPCOMING YEAR.
Research Navy: (X$ Billion GNP): ($5 Billion GNP + Years Ahead) = Research Price. You cannot research beyond UPCOMING YEAR.
SOCIAL
Build Great Work ($10 Billion GNP): For every extra $2 Billion GNP on top of the initial build cost, Unity increases by 1%.
Appoint Commander ($5 Billion GNP): This will randomly generate a commander for your nation. That commander can then be assigned to a Fleet or an Army. They will be maintained in your dossier. You may have a limit of 10 Commanders. (PLEASE NAME THE COMMANDER).
Build Monument ($X Billion GNP): For every $10 Billion GNP, this gives 1 Prestige.
* Building Ships For Other Nations: If a nation wants a ship built, and you offer your shipyards, they pay for the cost in GNP to you for the ship to be built, plus whatever additional price is negotiated.
Example: NATION A requests an Armored Cruiser be built in NATION B's shipyard. NATION A pays Nation B $8 Billion GNP for Armored Cruiser's GNP cost to NATION B, and NATION B on top of that requests an additional $2 Billion GNP for the service.
* Building a Ship: If you budget for a ship that takes more than 2 Turns, that price will be deducted for all budgets for all the years that ship is being constructed.
TENSION ACTIONS
LOWERING TENSION -- Demobilize * Our troops are ordered to stand down and return to their garrison and training duties. (-2% World Tension) * We have returned to normalcy and the threat of war has passed us. (Factories, Shipyards and Railroads return to normal cost). -- Denounce: * The militant actions of a nation are deplorable. (-5% World Tension) * The villainous won't enjoy being criticized for their actions. (Targeted Nation gets CB against you) -- Guarantee * We must guarantee a nation's sovereignty, lest it be overtaken. (-5% World Tension, If a nation declares war on selected nation, we are called to war.) * We must be careful in which nations we promise to keep safe. (Limit 1 Nation). -- Embargo * Trading with this country would only support their villainous endeavors. (-4% World Tension, Removes 1 of Targeted Nations Trade Agreement Bonuses). -- Defensive Alliance * Allying with a smaller power will help preserve the existing balance of power. (-5% World Tension, Limit 1 Nation). -- Puppet Nation * Following a war we can install a government friendly to us in the territory we have conquered, so they remain some autonomy. (-4% World Tension, Conquered Provinces Become Puppet). -- Release Nation * A nation that has long sought independence in our nation will have it. (-5% World Tension, +15% National Unity, +5% more per additional province. Select a province to become new nation.) -- Restore Status Quo * We must intervene in a war to ensure the balance of power is maintained. Intervene in defenders side. (-10% World Tension. If failure, +15% World Tension). -- Trade Agreement * Free trade will mellow the waters. Select a Nation. (-3% World Tension, +10% GNP for Home Nation & Selected Nation). (MAX 1 PLAYER NATION. 2 NPC NATIONS). -- Arms Treaty (Gives +1 Tension Point by all Signatories) * Weapons of war must be reduced if there is to be peace. * Choose 2 Naval or 1 Army Type. * Signatories may discuss Limitations in quantity or quality of selected types. * Treaty last 5 Years. * Breaking Treaty means losing 1 Tension Point slot for 3 Years. -- Join FACTION: Status Quo * We must maintain the empires at all cost. (+5% National Unity, +2 Prestige). (THIS REQUIRES BOTH TENSION ACTIONS)
INCREASING TENSION -- Border Tension: Stationing troops on their border will very well show them our intention. (+3% World Tension, Targeted Nation grants CB against you). -- Mobilize: Our troops have been ordered to standby. If we give them the order, it's time. (+2% World Tension). -- Incite Unrest: We must help liberate the oppressed among our enemies. (+5% World Tension, -10% National Unity for a target nation) -- Fabricate Claims: Our propaganda machines will give us a good reason to go to war. (+5% World Tension). Grants CB on selected nation. -- Regional Alliance: Allying with another great power will aid us. (+8% World Tension, +5% National Unity). -- Annex Region: This land has always belonged to us, and now we take it back. (+10% World Tension). Peacefully reclaims region bordering yours. -- Colonial War: Over land that's distant and foreign, we will take what we have long desired. (+12% World Tension). Declares War for Colonial Land. Requires a Colonial CB -- Conquest: We will take the land we have sought after. (+15% World Tension). Declares War for National Land on your home continent. Requires a Conquest CB. -- Join FACTION: Expansionist: The old ways must be destroyed. (+7% World Tension, +10% National Unity, Permanent +5,000,000,000 GNP). (THIS REQUIRES BOTH TENSION ACTIONS)
CONFERENCE -- Call a Conference (2 TENSION ACTIONS: Calling a conference of nations together to discuss a certain event. An outcome must be reached! (X Tension Rating, Depending on Outcome).
1. CHOOSE CONFERENCE GEOGRAPHIC EMPHASIS: -- Varius (Must own Varian Provinces) -- Serranthia (Must own Serranthian Provinces) -- Faresia (Must own Faresian Provinces) -- Sarelia (Must own Sarelian Provinces)
2. CHOOSE CONFERENCE SUBJECT: -- POLITICAL * Create a New Province: If agreed upon, two provinces can be generated from a single province, splitting ownership. * Provincial Ownership: Discuss who owns a province based on geopolitical factors. * Partitioning: A state may be partitioned by larger, more powerful states. * Peace: With war either on the horizon or already breaking out, we must send a delegation to negotiate a ceasefire. -- MILITARY: * Discuss Disarmament: The continued accumulation of weapons of war must be addressed. -- ECONOMIC: * Discuss Trade: To discuss trade in a region in a manner befitting our nations. * Trade Pact: Discuss the creation of a trade pact featuring multiple nations. -- COLONIAL: * Discuss Future Colonization: Uninhabited lands may be claimed for the future. (May be used by any nation with Colonies). * Discuss Colonial Ownership: Discuss who owns a province based on geopolitical factors. * Discuss Decolonization: To provide for the eventual independence of future colonial nations.
MORE OPTIONS WILL BE ADDED WHEN NECESSARY.
WAR FORM: When at war, you may fill out this form at any time and PM it to Theo.
* Please note that 1 War Form is for 1 Operation. Multiple War Forms may need to be filled out. *
[b]Operation Type[/b]: [LAND] or [NAVAL] [b]Commander[/b]: (Name and Stats (X/X/X) [b]Unit Name[/b]: If [ARMY] then name of army. If [NAVAL] then name of fleet. (Example: 15th Army, 1st Fleet, etc.) [b]Units Attached[/b]: -- SHIP: [Ship Name] | [Ship Type] | [Class (if applicable)] | [Technology] -- DIVISION: [Division Name] | [Training] | [Technology] [b]Objective[/b]: (Example: capture of enemy capital, destruction of enemy fleet) [b]Maneuvers[/b]: (How are they going to accomplish the goal?) [b]Intended Duration[/b]: (Can be anywhere from 1 day to 1 year). [b]Start date[/b]: (The date the operation starts) [b]Auxiliary Plan[/b]: (If X happens, what is your reactionary plan?)