LHIOT1 - Novus Ordo Seclorum: Rise of Legends

Lighthearter

President of the United States
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Apr 29, 2010
Messages
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Location
The West Wing
Welcome . . . .

A hundred years ago, humanity was consumed by a horrible nuclear war. Now, scattered bands of survivors and barely-cohesive nationstates are working together to establish a new order across the world. But there are other nations forming, and even beyond that there are dangers rising that these leaders will have to deal with.

Do you have what it takes to lead a nation? Can you build a civilization that will stand the test of time? Will you give rise to a Legend for all time?


__
Da rules:

Short, sweet and to the point: I am the GM. What I say goes. Be civil, be mature, be rational, be respectful, be on-topic, don't spam(too much, at least . . . I can't get none, can I?).

There, that was easy. Now, on to the game rules!

Starting out:

Claim five territories and designate one as your capital. Very simple. Now, onto the mechanics:

Basic Information:

The three factors you need to consider every turn are: Unit Cap, Leadership Points, Research Points and Industrial Capacity. Here's how they work:

Every province provides 4 Unit Cap. For each point of Unit Cap, you can support one military unit of any type.

Every province provides 1 Leadership point. Every five leadership points your nation acquires, you can gain a new Army or Fleet. You can decommission a Fleet for an Army at any time. Fleets and Armies move around the strategic map and engage each other, serving as tokens through which you deploy the troops in your national pool. Fleets move 3 Seazones per turn, Armies move 2 Provinces.

Every province provides one Industrial Capacity. For every point of IC, you can build one unit per turn.

Research Points are handled separately. If you have fewer than 30 Unit Cap, the difference is made up in Research Points(minimum 5). Research Points are used to research new units.

Colonies are territories you have claimed overseas from your capital. They provide nothing, but can have Structures built on them(we'll get to that later).

You can claim one province per turn. They provide bonuses the turn AFTER they are claimed.

Structures in colonies are: Research Lab(+1RP), War College(+1LP), and Colonial Milita(+2Unit Cap). Only one can be built at a time per colonial territory.

When a province is taken militarily, it provides only one Unit Cap and no other resources to the occupying force until peace is made. Whichever faction holds the province after peace gains full benefits the turn after the treaty is signed.

Some provinces have special bonuses. They are not marked, but use common sense when thinking of globally important locations depending on what you're looking for. Placing a capital/Colonial Structure in a special territory might lead to further bonuses. You cannot move your capital unless you lose it in a war and fail to get it back.

Events will occur, based on my view of global events and what is logical to assume. Be careful and be at least somewhat realistic. Roleplaying is the heart and soul of IOT and I would dearly love to see some of that here.

So in short: The more land you have, the more troops you can get and the more Commands, but the smaller you are the more technology and thus quality you can possess. Your call.

Unitlist:

Land:

Infantry: Very weak unit, but gains a Combined Arms bonus when working with any other type of unit. Capable of easily destroying unscreened Tanks.

IFVs: Light vehicles meant to support infantry. Exceedingly vulnerable to anything but footmen.

Tank: Strongest initial land unit in direct combat, but vulnerable to aircraft and Infantry if not screened by AA and its own Infantry.

Artillery: Basic artillery weapon. Good against Infantry and IFVs, but very vulnerable to attack of any sort.

Anti-Aircraft: Tank with AA missiles. Provides anti-air support for ground units. Defenseless against ground forces.

Anti-Tank: Tank with AT missiles. Obliterates Tanks, but weak if confronted with Infantry and Artillery.

Air:

Fighter: Jet with ATA missiles. Good at taking down other aircraft.

Strike Jet: Airplane equipped with anti-tank missiles and laser-guided bombs. Good against ground units.

Naval Bomber: Strike Jet variant with anti-ship missiles used against battlefleets. Capable of attacking Submarines.

Bomber: Strategic bomber. Nearly useless in a tactical battle, but capable of temporarily knocking out Unit Cap, Research Points and Industrial Capacity if used strategically.

Attack Helicopter: Only Air unit that requires deployment with Armies. Good against Tanks and Artillery, but vulnerable to AA and Fighters.

Naval:

Frigate: Fast subhunting ship. Capable of attacking Submarines and gains a bonus against Air units.

Destroyer: Basic combat ship. Good against Frigates.

Submarine: Excellent against Destroyers and Carriers, can only be attacked by Frigates, Naval Bombers and other Submarines.

Aircraft Carrier: The ultimate naval vessel, very weak if directly attacked, but capable of pounding enemy ships from afar and even providing support to air/land battles in coastal provinces.

Map:

Spoiler :
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Let the games begin!

-L
 
There are NEVER enough territories in the US.
 
This is on-topic. There are more territories in any land area of the same size anywhere else in the world (even the misrepresented Europe) than in NA, which is just plain wrong considering the population of the US and Canada. SoM2 map is bad.
 
Alright, that's fine, since I just decided I don't actually like the rules. Or theme.

Good luck/bye
 
The Kingdom of the Rising Sun
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Government: Feudal Monarchy
More Info Later

Claims:

Spoiler :
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Name:The Crumpetian Empire!
Ruler: King Crumpet III
Our National anthem!

Bio: During the War the British Isles were devastated. The Leaders were killed in the opening blast, and as each noble or politician tried to take up the position in the fight, they were killed. By the time France reached Oxford, only a handful of minor lords remained. One By one they fell in the bitter struggle, but together the rallied the british troops to push france back. By the time they reached the cliffs of Dover, to watch the fleet annihilate the french as they tried to cross the Channel, only One Man remained to lead the Nation: Lord Crumpet the Fearless. He died of his wounds soon after, but his son was Crowned Crumpet the 1st of Crumpetian Britain. Now, Britain has been entirely subsumed by the Crumpets, and although culture remains much the same, The nation has been renamed 'The Crumpetian Empire'

DT
King Crumpet III :king:
 
People's Republic of Arkangel'sk

Government: Parliamentary
Economy: Controlled
Universal Suffrage: Yes
Capital: Arkhangel'sk


Spoiler :
odvUt.png


History: After the horrible nuclear war that wiped out most of humanity, a strange climate change took place around the normally-icelocked port of Arkangel'sk, warming the area considerably; it still snowed heavily in the winter, but the temperature was more like that of the northern Continental US. Several "tribes" banded together, the leaders of which had heard the stories of the grand Soviet Union. Basing their small community off of the Soviet ideal, their population exploded in the now-fertile regions around Arkangel'sk. Now, they are branching off and assimilating tribes around Arkangel'sk, spreading their new nation relatively far-and-wide.
 
Backstory:
Years Following the War:
After the American government fell there was no power in North America left to keep the continent from descending into anarchy. The chaos was great. All the major cities had been destroyed, along with most of the inhabitants, soon followed by all the state capitals. Everyone was for themselves and their kin. Looters ravaged everything in the first couple months. Little importance was put in preserving the knowledge of the past when at any moment you and your family could be mercilessly slaughtered and eaten by one of the many groups of armed bandits. One family from northern Michigan (on the lower peninsula), the Bradley's, teamed up with their neighbors to stave off bandits. They armed themselves, and were taught karate by a man by the name of Miyagi. After a couple of months they decided to move. They took boats and found an island out on the lake. They settled here.

50 Years After the War
On their island the families didn't have many resources, but they had safety. Their numbers had grown significantly from births and picking up new people from the mainland. They found that they had become much more susceptible to disease. Life expectancy was maybe 25 years at best. There was no one left from the initial settling, and the second generation islanders were starting to grow old by their standards.

They had lost much information about the past. Necessity required everyone learn their trade and work hard. Only a handful of second generation Islanders could read and write. With no paper or pencils this was of little use and was dying out in the third generation. They had no information on the outside world, their only maps and history being what they could remember from their parents. One thing hadn't changed though, everyone learned to fight, no exceptions. The population had reached about 3,000 people. They called themselves the Michigana.

100 Years After the War
Generations after the first settling very little was preserved about the past. Their numbers had grown to about 20,000, and they inhabited a number of islands on the lake. About 20 years ago they started suffering attacks from a group calling themselves the Ontarias. This was their first encounter with another large organized group, and they weren't going to give up their land. They had an organized Militia of about 2,000 men and used it to push back the invaders. After their first taste of victory they felt invincible. They decided to attack and take the Ontarias. Mustering a force of 5,000 men they struck at the Ontarias. A couple months later they had crushed all opposition and now controlled the great lakes. Holding the largest source of fresh water for miles they militarized out of necessity. Now people came to them as the organized power for help and haven. They decided to name themselves after the long lost republic of Merica, fabled for it's power and order. Their numbers now exceeded a hundred thousand.

---------------------------------------------------

Remenants of a flag had been passed down generations. They assumed it was the flag of the old republic and adopted it for their own:
uofmflag.gif



Governmnet: Republic
Economy: Free Market
Universal Suffrage: Yes

Claims:


Uploaded with ImageShack.us
 
What's your country called, Dot? :p
 
Commonwealth of Australia

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More details later.

Claims on the next page.
 
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