Lighthearter
President of the United States
The year: 1750.
The old orders have all fallen to the tide of revolutionary fervor and Enlightenment thinking that has swept across the world of late. Now, years after the colonial empires shattered, new powers are rising - new stories are being told.
Do YOU have what it takes to rule this world?
Welcome to the Enlightenment.
___
The Rules:
First off, the basics. No trolling. No spamming. No challenging the GM's authority. I'm not a jerk, but that can change very quickly, and my will is LAW in this game. I won't hesitate to ban anyone I even THINK is playing unfairly, so keep it clean and we can all be friends.
I am in fact a student and a writer with a real life and real life responsibilities, and this game is not high on my priority list, so there may be delays but I will try to continue running this as long as my schedule permits it. Have fun while you can, just in case!
I'm usually available for chat here. Same rules as apply here apply there: you're lucky if you get a warning, and I won't hesitate to enforce my rules. We're a fun-loving bunch though as long as you aren't a jerk!
Now that the unpleasant bit is out of the way, let's get on to the game!
Joining Up:
To join, you start by picking a nation name. Tell us about your homeland - the more interesting and detailed the RP you provide, the more I'll be inclined to give you the all-elusive "RP bonus" everyone hunts. Could be an extra regiment of troops, could be an extra industry point, or maybe a better success chance in battle - you never know!
Now, look at the map. Choose three territories wisely. These are your nation's home provinces, and from these humble beginnings you will rise perhaps to rule all the world!
Good. Now that that's out of the way, you merely have one choice left: your national trait.
Maritime: +10% in naval battles.
Imperial: +10% in land battles.
Industrial: Costs 2 to develop a province's industry.
Covert: +10% success chance in espionage missions.
That's it! You're in. Now we're into the meat of the game mechanics.
Industry & Militaries:
Every province you own provides one Industrial Point(IP). If you invest 3 in a province, it begins producing 2IP per turn. There is no cap as to how far you can raise a province's industrial level.
You can also open a trade route with a friendly nation to gain +1 industry for both parties. A trade route is marked across the ocean and may be intercepted by enemy fleets determined to hurt your income, so guard yours carefully. For the purposes of this game, overland trade does not provide enough benefits to count as 1IP worth of benefits, due to the difficulties in transporting goods overland without railroads or motorized vehicles. Even if you have a land border, you require a naval trade route.
To claim a new province, you must send troops there to do battle with the locals. The local army will consist of 1-3 Irregulars OR one Regular, never any combination of the above.
Military Units come in three flavors: Low-end, high-end and commanders.
Low-end units cost 1IP and have 1STR in combat. The land version is called Irregulars, and the sea version Privateers. These are light, fast cannon-fodder units used as the bulk of your armies around a core of higher-end units.
High-end units cost 3IP and have 4STR in combat. The land version is called Regulars and the sea version Ships of the Line. These are heavier, more experienced and better-trained units that serve as the core of your offensive forces and the main body of your standing army.
Commanders cost 5IP and have 0STR in combat. The land version is called Generals and the sea version Admirals. These units have no combat abilities on their own, but their trained commanding presence gives their supporting soldiers +20% in battle. Generals and Admirals do not stack bonuses if there are 2 or more of them in a force.
Naval units are represented on the map, whereas armies are not. Navies can move 4 sea zones per turn, and in order to invade a province you must have either a navy or a province of your own/an ally's bordering it.
Espionage:
Spies cost 1IP to recruit, and can be used for a variety of missions. Odds of success are always 40% +10% per additional spy, cap of 90%. Every defending spy(one not given orders) takes 10% from your chances of success, so it's worth it to send many agents on important operations.
-Bribe Unit: You can bribe random enemy units into disbanding! Maximum of however many spies you sent.
-Incite Rebellion: You can incite the people of a specific province to rebel! The rebels will be given Irregulars up to a maximum of however many spies you sent.
-Arm Rebels: Got an ongoing rebellion in an enemy province, or are starting one yourself this turn? Well, send some of your hard-earned IP to the rebels so they can get some quality troops in addition to their Irregulars!
-Sabotage Industry: Attempt to destroy one point of industrial development in a province! If you succeed, one point is permanently wiped out and the rest of the province's income is unavailable to the enemy for one turn.
-Steal Plans: This action, if successful, will give you your target nation's last set of orders. Use them as you will.
-Assassination: This action causes your spies to attack enemy spies, triggering a direct confrontation and battle between your agents.
-Coup NPC: This action causes your spies to initiate a military coup in an NPC nation that causes it to swear fealty to you. These events might occur randomly, so it's not always a given that your allies caused it.
And here we . . . go.
Next post reserved.
-L
The old orders have all fallen to the tide of revolutionary fervor and Enlightenment thinking that has swept across the world of late. Now, years after the colonial empires shattered, new powers are rising - new stories are being told.
Do YOU have what it takes to rule this world?
Welcome to the Enlightenment.
___
The Rules:
First off, the basics. No trolling. No spamming. No challenging the GM's authority. I'm not a jerk, but that can change very quickly, and my will is LAW in this game. I won't hesitate to ban anyone I even THINK is playing unfairly, so keep it clean and we can all be friends.
I am in fact a student and a writer with a real life and real life responsibilities, and this game is not high on my priority list, so there may be delays but I will try to continue running this as long as my schedule permits it. Have fun while you can, just in case!
I'm usually available for chat here. Same rules as apply here apply there: you're lucky if you get a warning, and I won't hesitate to enforce my rules. We're a fun-loving bunch though as long as you aren't a jerk!
Now that the unpleasant bit is out of the way, let's get on to the game!
Joining Up:
To join, you start by picking a nation name. Tell us about your homeland - the more interesting and detailed the RP you provide, the more I'll be inclined to give you the all-elusive "RP bonus" everyone hunts. Could be an extra regiment of troops, could be an extra industry point, or maybe a better success chance in battle - you never know!
Now, look at the map. Choose three territories wisely. These are your nation's home provinces, and from these humble beginnings you will rise perhaps to rule all the world!
Spoiler :
Good. Now that that's out of the way, you merely have one choice left: your national trait.
Maritime: +10% in naval battles.
Imperial: +10% in land battles.
Industrial: Costs 2 to develop a province's industry.
Covert: +10% success chance in espionage missions.
That's it! You're in. Now we're into the meat of the game mechanics.
Industry & Militaries:
Every province you own provides one Industrial Point(IP). If you invest 3 in a province, it begins producing 2IP per turn. There is no cap as to how far you can raise a province's industrial level.
You can also open a trade route with a friendly nation to gain +1 industry for both parties. A trade route is marked across the ocean and may be intercepted by enemy fleets determined to hurt your income, so guard yours carefully. For the purposes of this game, overland trade does not provide enough benefits to count as 1IP worth of benefits, due to the difficulties in transporting goods overland without railroads or motorized vehicles. Even if you have a land border, you require a naval trade route.
To claim a new province, you must send troops there to do battle with the locals. The local army will consist of 1-3 Irregulars OR one Regular, never any combination of the above.
Military Units come in three flavors: Low-end, high-end and commanders.
Low-end units cost 1IP and have 1STR in combat. The land version is called Irregulars, and the sea version Privateers. These are light, fast cannon-fodder units used as the bulk of your armies around a core of higher-end units.
High-end units cost 3IP and have 4STR in combat. The land version is called Regulars and the sea version Ships of the Line. These are heavier, more experienced and better-trained units that serve as the core of your offensive forces and the main body of your standing army.
Commanders cost 5IP and have 0STR in combat. The land version is called Generals and the sea version Admirals. These units have no combat abilities on their own, but their trained commanding presence gives their supporting soldiers +20% in battle. Generals and Admirals do not stack bonuses if there are 2 or more of them in a force.
Naval units are represented on the map, whereas armies are not. Navies can move 4 sea zones per turn, and in order to invade a province you must have either a navy or a province of your own/an ally's bordering it.
Espionage:
Spies cost 1IP to recruit, and can be used for a variety of missions. Odds of success are always 40% +10% per additional spy, cap of 90%. Every defending spy(one not given orders) takes 10% from your chances of success, so it's worth it to send many agents on important operations.
-Bribe Unit: You can bribe random enemy units into disbanding! Maximum of however many spies you sent.
-Incite Rebellion: You can incite the people of a specific province to rebel! The rebels will be given Irregulars up to a maximum of however many spies you sent.
-Arm Rebels: Got an ongoing rebellion in an enemy province, or are starting one yourself this turn? Well, send some of your hard-earned IP to the rebels so they can get some quality troops in addition to their Irregulars!
-Sabotage Industry: Attempt to destroy one point of industrial development in a province! If you succeed, one point is permanently wiped out and the rest of the province's income is unavailable to the enemy for one turn.
-Steal Plans: This action, if successful, will give you your target nation's last set of orders. Use them as you will.
-Assassination: This action causes your spies to attack enemy spies, triggering a direct confrontation and battle between your agents.
-Coup NPC: This action causes your spies to initiate a military coup in an NPC nation that causes it to swear fealty to you. These events might occur randomly, so it's not always a given that your allies caused it.
And here we . . . go.
Next post reserved.
-L