Robert Can't
Éponine
Welcome! What you are about to partake in is based on a classic story that has been adapted for countless mediums.
This particular Imperium OffTopicum is based not on those failures that were called films, nor the famous and terrifying radio play, nor the classic bestseller of a novel but the Musical. Yes, the Musical known as Jeff Wayne's Musical Version of the War of the Worlds.
You will take on the role of one of the nations vying for power in Victorian Europe. You will have schemes and agendas, plans and ploys. But all this time you are being watched; watched by our jealous neighbors. You may fight petty wars and have minor rivalries with your brothers, you will kill them and they will kill you. But all the while these minds, vastly superior to ours, scrutinise us across the vastness of space.
And slowly and surely they draw their plans against us...
The Rules
Spoiler :
Alrighty... Lets start at the basics:
If you do all that bad internet stuff (Spamming, trolling, whatever) then you get penalized.
If you RP like a pro then you get bonuses.
If you break the forum rules the Mods will come and eat you.
If you don't work as a team then you are going to die... Sad but true.
If you powergame then you're doing it wrong
If you pretend to powergame then something is wrong
If you want to complain about it being unbalanced then you don't get the point of the game.
Lets also talk about how you can join!
Pick 20 Territories on the overland map (The White and Grey one)
Fill in the following to whatever extent you want to:
Name: (The name of your nation)
Government: (It's Government type)
Capital: (This is crucial in the later game so be wary of it)
Socioeconomic Views: (Its the turn of the century so lets just say that anything goes)
Leader Name: (Name of the leader)
History: (Well... It don't have to be long...)
Traits: (What's special about your nation? Is it innovative, are its people brave and stubborn? Things like that. These will give your nation bonuses - If you RP this well later then those bonuses get bigger)
Flaws: (What are the flaws in your nations society? Large Upper-Lowe class gulf, Isolationist?)
So, I bet that now you want to ask about claiming?
Well, there is none.
This is late Victorian Europe. There isn't any unclaimed territory...
So, after I've put you all on the map I'll add some NPCs and expand your nation by historical borders from what I've gathered from your first post.
However later in the game you will get to expand into the "Brave New World" but I'll tell you about that when we get there.
So what can you do?
You can fight!
There are 4 kinds of Land unit that you can build:
Infantry
Artillery
Cavalry
And the Mysterious other one!!
You can build each unit for 1CP with a limit by the total number of territories you have. Each have their own strengths and weaknesses. When you go to war you can make a war plan detailing what you want your armis to do... Will you opt for a slow and steady approach or will you strike a blow deep into enemy territory? Anything goes!
In the early game you will want to try and gain territory through killing off the NPCs as that will be the only way you can expand (With the exception of killing each other) however in a few (randomly determined) turns something will happen...
After that you may have your hands full. And I stress it again - you will need to work as a team.
Navy
You can build fleets! Fleets are comprised of several ships. Ships cost 1CP to build but you can only make the same number of ships as you have coastal territories. They come in 4 catagories:
Pre-dreadnought Battleship
Torpedo Rams (HMS Thunderchild)
Gunboats
Once again another Mysterious other...
Fleets can be used for 2 missions:
Patrol - A communal pool of ships that will fight Invasion Fleets
Invasion Fleets - Required to escort troops across seas - If you have a fleet then you can send any number of troops across the sea but if it is intercepted by a Patrol then you lose the troops.
Diplomacy:
It is the key.
Without it you wont win. Once the "event" happens you will need to work together to fight it off.
Until then you can get into alliances to fight each other and NPCs.
You can also bribe NPCs with CP to make them do things such as attack your enemies (Do this by sending me a PM). However if someone else has also tried to bribe them then they will look at their offer first. The lowest bid you can make is equal to a quarter (rounded) of the NPC's total number of territories.
There is always a chance of failure and some NPCs will be more susceptible to bribery than others.
To influence an NPC the minimum bid is a half of their current number of territories. Influencing an NPC alows you to decide their diplomatic policy and how they will spend their CPs.
You can also seize an NPC which you gain all of their Territories. This costs 4 times the amount of Territories they control. If were already Influencing them then you gain half their Infrastructure, if you have been influencing them for at least 2 turns then you get the whole lot. You must have a land border with an NPC to Seize it. If one nation is influencing an NPC then it can only be seized by them unless they are outbid.
Infrastructure:
You can expend 5CP to build extra Infrastructure. Each infrastructure gives one extra CP. You can only build one per turn for every 10 territories you control.
Each territory provides 1CP
Events
Both random and scripted events will happen.
Everything from Parson Nathaniel's escape from the martian to an earthquake in Sarajevo. Anything can happen.
Also, I mentioned earlier that you will be able to expand into the Brave New World...
I'll tell you about that when we get to it.
If you do all that bad internet stuff (Spamming, trolling, whatever) then you get penalized.
If you RP like a pro then you get bonuses.
If you break the forum rules the Mods will come and eat you.
If you don't work as a team then you are going to die... Sad but true.
If you powergame then you're doing it wrong
If you pretend to powergame then something is wrong
If you want to complain about it being unbalanced then you don't get the point of the game.
Lets also talk about how you can join!
Pick 20 Territories on the overland map (The White and Grey one)
Fill in the following to whatever extent you want to:
Name: (The name of your nation)
Government: (It's Government type)
Capital: (This is crucial in the later game so be wary of it)
Socioeconomic Views: (Its the turn of the century so lets just say that anything goes)
Leader Name: (Name of the leader)
History: (Well... It don't have to be long...)
Traits: (What's special about your nation? Is it innovative, are its people brave and stubborn? Things like that. These will give your nation bonuses - If you RP this well later then those bonuses get bigger)
Flaws: (What are the flaws in your nations society? Large Upper-Lowe class gulf, Isolationist?)
So, I bet that now you want to ask about claiming?
Well, there is none.
This is late Victorian Europe. There isn't any unclaimed territory...
So, after I've put you all on the map I'll add some NPCs and expand your nation by historical borders from what I've gathered from your first post.
However later in the game you will get to expand into the "Brave New World" but I'll tell you about that when we get there.
So what can you do?
You can fight!
There are 4 kinds of Land unit that you can build:
Infantry
Artillery
Cavalry
And the Mysterious other one!!
You can build each unit for 1CP with a limit by the total number of territories you have. Each have their own strengths and weaknesses. When you go to war you can make a war plan detailing what you want your armis to do... Will you opt for a slow and steady approach or will you strike a blow deep into enemy territory? Anything goes!
In the early game you will want to try and gain territory through killing off the NPCs as that will be the only way you can expand (With the exception of killing each other) however in a few (randomly determined) turns something will happen...
After that you may have your hands full. And I stress it again - you will need to work as a team.
Navy
You can build fleets! Fleets are comprised of several ships. Ships cost 1CP to build but you can only make the same number of ships as you have coastal territories. They come in 4 catagories:
Pre-dreadnought Battleship
Torpedo Rams (HMS Thunderchild)
Gunboats
Once again another Mysterious other...
Fleets can be used for 2 missions:
Patrol - A communal pool of ships that will fight Invasion Fleets
Invasion Fleets - Required to escort troops across seas - If you have a fleet then you can send any number of troops across the sea but if it is intercepted by a Patrol then you lose the troops.
Diplomacy:
It is the key.
Without it you wont win. Once the "event" happens you will need to work together to fight it off.
Until then you can get into alliances to fight each other and NPCs.
You can also bribe NPCs with CP to make them do things such as attack your enemies (Do this by sending me a PM). However if someone else has also tried to bribe them then they will look at their offer first. The lowest bid you can make is equal to a quarter (rounded) of the NPC's total number of territories.
There is always a chance of failure and some NPCs will be more susceptible to bribery than others.
To influence an NPC the minimum bid is a half of their current number of territories. Influencing an NPC alows you to decide their diplomatic policy and how they will spend their CPs.
You can also seize an NPC which you gain all of their Territories. This costs 4 times the amount of Territories they control. If were already Influencing them then you gain half their Infrastructure, if you have been influencing them for at least 2 turns then you get the whole lot. You must have a land border with an NPC to Seize it. If one nation is influencing an NPC then it can only be seized by them unless they are outbid.
Infrastructure:
You can expend 5CP to build extra Infrastructure. Each infrastructure gives one extra CP. You can only build one per turn for every 10 territories you control.
Each territory provides 1CP
Events
Both random and scripted events will happen.
Everything from Parson Nathaniel's escape from the martian to an earthquake in Sarajevo. Anything can happen.
Also, I mentioned earlier that you will be able to expand into the Brave New World...
I'll tell you about that when we get to it.
Spoiler :
Each Turn now will last a month; to keep up with this the prices of some things have been changed:
Infantry: 4
Cavalry: 6
Artillery: 6
Pre-Dreadnaught Battleships: 15
Gunboats: 7
Torpedo Rams: 7
Infrastructure: 25
CP can now be saved from Turn to Turn (However you can never save more than you make in a single turn)
All NPC actions remain the same price