Lord of Elves
Suede-Denim Secret Police
- Joined
- Oct 31, 2009
- Messages
- 6,976
The Bloody Business

It is 1936, and once again the world teeters over the abyss of war. Take up the role of a leader of a nation in this time of trouble and uncertainty, and guide your people to glorious victory or ignominious defeat. For not through speeches and majority decisions will the great questions of the day be decided, but by blood and iron.
Players - Anyone can play, but reservations exist. If someone with reservation rights to a country does not appear within the first turn, a new player can request that nation.
Stories - Are encouraged! Write as many as you please. If they're good, they'll get you a bonus.
Updates - Will arrive when they arrive. In other words, expect them sometime at least twenty-four hours after the deadline.
Nations - In the stats-list you will find the nations available for play. Nations that are reserved will already have a name next to them in the stats. See "Players" as to what horrible, unspeakable things happen when a player who reserved a country doesn't appear within time.
Stats Template
Kingdom of Belgium
Parliamentary Monarchy: Leopold III/Paul van
Zeeland
Economic Power: 3/0
Public Approval: 80%
Army: 15 Infantry, 50 Armored
Navy: 30 Squadrons
Air Force: 150 Air Groups
Every nation has a name of some form or another, and indeed, every faction has a name, of some form or another. Oftentimes the "feel" and "flavor" of a nation is encompassed within that name. However, proceed to the next line and you'll see the government type or class of a nation. In nations with a monarchy, the name of the monarch will come first. Most absolute monarchies have collapsed within the time-frame of the 20th century, and by 1936 most monarch's names will be followed by the name of a head of government, prime minister, consul, premier magistrate, whatever. Following your government type, and its head or heads as the case may be, is Economic Power. Economic Power is the total sum of the forces of your nation's economy that are available in one form or another for the use of you, the player. You can spend all your available Economic Power (or EP) in a turn, and unless you lose from your surplus (something happens to do relatively permanent damage to your economy) you'll get the same number back you had last turn. You can also bank EP you don't need, and draw it out when you want. Your Economic Power surplus can be improved by a base value of one for a total expenditure of 3EP. Sometimes, after the annexation of another nation, or in the wave of a large economic expansion or boom period, you may only need to spend 2EP to achieve the same result. This is a gamble however, and will not always work.
Economic Power (1st number = existing surplus, received each turn. 2nd number = banked surplus)
After Economic Power is public approval. Your public approval is a summary in percentage form of the general opinion of the people, or the members of your faction, of the current regime. Relatively high numbers such as 60-80% represent general contentedness with the existing order of things, and little to no chance of armed revolt whatsoever. Excessively high numbers, such as 90 to 99% indicate that the people either genuinely love and exhort your regime (not as often as you might hope) or more likely, that the people are too afraid to show any real discontent. In general lower numbers (50% and below) represent a real willingness to speak out against the current government's policies, and higher incidence of actual discontent or distrust towards the government. Around these numbers is where you should start worrying about major armed revolts, or even civil war. Finally we come to military stats, which show the size of the various branches of your military in simple terms.
Unit Prices/Military Matters
An expenditure of 1EP will get you 10 units of any type. There is no Army Quality, or Army Type, stat, but if you have questions about the general quality or type of your army you should PM me. Recruiting many units en masse within a turn is likely to reduce the general quality of your military, but most always not by any huge measure. The new units may not fight as well, however. Currently, there is no unique unit option. However, depending on the type of your nation's military, certain units within it may be of better or more specialized quality or type than your neighbors.
Technology and Other Cool Things
There is no tech tree. If you have an idea for a technological breakthrough that you think is feasible, PM me and I'll tell you how much it will cost.
Orders and Updates
In general, orders should follow something like the following format:
Stats
[Your nation's stats go here]
Spending
[The EP you want to spend this turn and what you want to spend it on]
Domestic/Political Policy
[All the various internal domestic or political policies you want to implement, or continue in various fashion. If you want to institute a new, more rigorous census for the purpose of ensuring tax income, or start an economic revitalization program, this is where you'd do it]
Military Policy
[Changes in your general military policy. New training program? Goes here.]
Military Orders
[Things you want to do with your military. This is where all your WAAAAAUGH stuff goes.]
Updates will arrive when they arrive, which will always be SOONTM.
Thank you,
TheLizardKing, Eltain - moral support and/or threats.
Everyone in the preview thread - helping make the stats a little less horrible.
Anyone else I've forgot. You know who you are. Send me an angry PM and I'll feel guilty for you.