Tambien
Theseus, Duke of Athens
Wreckage at Washington
Alternate history or alternative history[1] is a genre of fiction consisting of stories that are set in worlds in which history has diverged from the actual history of the world. It can be variously seen as a sub-genre of literary fiction, science fiction, and historical fiction; different alternate history works may use tropes from any or all of these genres. It is sometimes abbreviated AH.[2] Another occasionally used term for the genre is "allohistory" (literally "other history").[3]
Since the 1950s, this type of fiction has to a large extent merged with science fictional tropes involving cross-time travel between alternate histories or psychic awareness of the existence of "our" universe by the people in another; or ordinary voyaging uptime (into the past) or downtime (into the future) that results in history splitting into two or more time-lines. Cross-time, time-splitting and alternate history themes have become so closely interwoven that it is impossible to discuss them fully apart from one another. "Alternate History" looks at "what if" scenarios from some of history's most pivotal turning points and presents a completely different version, sometimes based on science and fact, but often based on conjecture. The exploration of how the world would look today if various changes occurred and what these alternate worlds would be like forms the basis of this vast subject matter.
A number of alternate history stories and novels appeared in the late 19th and early 20th centuries (see, for example, Carles Petrie’s If: A Jacobite Fantasy)[4] In 1910 an author from the United States of America collected a series of essays from some of the leading historians of the period in the anthology If It Had Happened Otherwise. In this work, scholars from major universities as well as important non-university-based authors turned their attention to such questions as "If the Union Had Won" and "If Louis XVI Had Had an Atom of Firmness". The development of the genre was delayed by the fact that this work did not make it out of the Union until 1914 when a copy was brought back to the Confederate States of America by a smuggler. . .
Basic Rules:
Spoiler :
If you spam, troll, etc. then you get penalized.
If you break the forum rules you get penalized.
If you powergame then you're doing it wrong.
If you pretend to powergame then something is wrong.
If you roleplay like a pro then you get bonuses.
If you don't work as a team then you are probably going to die.
If you break the forum rules you get penalized.
If you powergame then you're doing it wrong.
If you pretend to powergame then something is wrong.
If you roleplay like a pro then you get bonuses.
If you don't work as a team then you are probably going to die.
How To Get CP
Spoiler :
There are three types of territories: regular, colonial, and tiny islands. They give you the following CP-
Regular Territories: 2 CP each
Colonial Territories: 1 CP for every two
Tiny Islands: 1 CP for every five
Regular Territories: 2 CP each
Colonial Territories: 1 CP for every two
Tiny Islands: 1 CP for every five
There is no claiming.
Using Your CP
Spoiler :
War
This is an unstable world, so war is always on the horizon.
Battle Formulas
Units
You can build each unit for the listed price, limited by the total number of territories you have. The higher cost, the higher strength. 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!
(Name/Strength/Cost)
You need to have a large and capable land force to defeat your foes.
There are 4 kinds of Land units that you can build:
Infantry/1/1CP
Cavalry/2/2CP
Artillery/3/CP
Tank/4/CP
You can build Ships!
They come in 4 catagories:
Patrol Boat/1/1CP
Crusier/2/2CP
Destroyer/3/4CP
Battleship/4/6CP
It is reccomended that you name yous ships and keep track of them somewhere, if only for Roleplay and organizational purposes.
A fleet is a collection of ships grouped for some puropse, wether it be patrol or invasion. A ship does not have to be in a fleet, but it is reccomended for power purposes.
Fleets can be used for 2 missions:
Patrol: They patrol your borders and protect from nInvasion Fleets.
Invasion Fleets: Required to escort troops across seas. For every 1 Battleship and Destroyer/Cruiser you send you may send 6 armies as well.
So for example, I could send 1 Battleship and 1 Cruiser, or 1 Battleship and 1 Destroyer, and that would let me send a total of 6 troops (3 per ship).
Patrol Boats can accompany fleets and take part in defense of the fleets.
Invest In Economy
You may invest up to 200 CP into your economy a turn. This increases the production of your economy by a related percentage (200CP/20%, 100CP/10%, etc). This only affects your base economy.
Integrating Colonies
You can only integrate 1 colonial territory a turn. It costs 10 CP. The colonial territory being integrated doesn't do anything for that turn and is "in transition" until the next turn.
This is an unstable world, so war is always on the horizon.
Battle Formulas
Spoiler :
[(Unit Strength)*(Amount of Unit)]*(Random # From 1 to 5)=Number
^
Repeated for every type of unit in the battle
I do that for both sides, and the one with the higher number wins the battle.
~~~
To determine how many troops were lost on each side, I use this formula
(# Of Troop Type)+(Random Number Between -[Number of Troops] and 0)=Number of Troops Left
^
Repeated for every type of unit in the battle
I do that for both sides, and the one with the higher number wins the battle.
~~~
To determine how many troops were lost on each side, I use this formula
(# Of Troop Type)+(Random Number Between -[Number of Troops] and 0)=Number of Troops Left
Units
You can build each unit for the listed price, limited by the total number of territories you have. The higher cost, the higher strength. 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!
(Name/Strength/Cost)
You need to have a large and capable land force to defeat your foes.
There are 4 kinds of Land units that you can build:
Infantry/1/1CP
Cavalry/2/2CP
Artillery/3/CP
Tank/4/CP
You can build Ships!
They come in 4 catagories:
Patrol Boat/1/1CP
Crusier/2/2CP
Destroyer/3/4CP
Battleship/4/6CP
It is reccomended that you name yous ships and keep track of them somewhere, if only for Roleplay and organizational purposes.
A fleet is a collection of ships grouped for some puropse, wether it be patrol or invasion. A ship does not have to be in a fleet, but it is reccomended for power purposes.
Fleets can be used for 2 missions:
Patrol: They patrol your borders and protect from nInvasion Fleets.
Invasion Fleets: Required to escort troops across seas. For every 1 Battleship and Destroyer/Cruiser you send you may send 6 armies as well.
So for example, I could send 1 Battleship and 1 Cruiser, or 1 Battleship and 1 Destroyer, and that would let me send a total of 6 troops (3 per ship).
Patrol Boats can accompany fleets and take part in defense of the fleets.
Invest In Economy
You may invest up to 200 CP into your economy a turn. This increases the production of your economy by a related percentage (200CP/20%, 100CP/10%, etc). This only affects your base economy.
Integrating Colonies
You can only integrate 1 colonial territory a turn. It costs 10 CP. The colonial territory being integrated doesn't do anything for that turn and is "in transition" until the next turn.
Diplomacy
Spoiler :
You can get into alliances to fight each other and NPCs.
You can bribe NPCs with CP to make them do things such as attack your enemies.
You can do anything else you can think of as long as I don't veto it.
You can bribe NPCs with CP to make them do things such as attack your enemies.
You can do anything else you can think of as long as I don't veto it.
Infrastructure
Spoiler :
You can expend 5CP to build extra Infrastructure. Each infrastructure gives one extra CP per turn. You can only build one per turn for every 10 territories you control.
Events
Spoiler :
Both random and scripted events will happen.
Everything from an assassination to an earthquake in Sarajevo. Anything can happen.
Everything from an assassination to an earthquake in Sarajevo. Anything can happen.
When making decisions try to follow the basic persona that your nation has established. So no saying, "Oh, well the CSA and USA have decided to put aside old animosities to takeover Greece..."
I reserve the right to veto any decisions that I decide are too unrealistic.