IOT Enlightenment 2: Philosophers and Kings

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
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!

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
 
United Kingdom of Iberia and the Lowlands

Trait: Covert

STILL to be edited
 

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The Iron Islands
Spoiler :

Claims
Spoiler :



King: Urron Greyiron
Trait: Naval

History: The Ironborn of the Iron Islands do not tend the field or strike the earth. We do not go to sea merely to bring in fish, oysters, and other goods from the sea. The Ironborn of the Iron Islands pay the iron price for our wealth. Our history began in Sumatra during the times of troubles. The region had fallen to ruin with the collapse and it was those born of iron, those with ships and the skill-at-arms to fight, restored order to the region and conquered and pillage the rebellious peoples on Sumatra, Java, and the Philippines. We do not sow, and because of that, we let local administrators continue operating largely independently. The administrators maintain, the workers work, and the Ironborn of Sumatra, Java, and the Philippines pillage and conquer in the name of the holder of the Seastone Chair, Urron Greyiron.
 
Map with my claims. Info later.

woof.jpg
 
Name: Romano-Yugoslavian Empire
National Trait: Imperial
Government: Absolute Monarchy
Capital: Bran
Languages: Romanian, Serbian, Montenegrin, Bosnian, Croatian, Slovene
Religious Views- 58.3% Orthodox, 29.1% Catholic, 3.7% Protestant, 7.7% Muslim, 1.2% Jewish
Social Policy: Conservative
Fiscal Policy: Non-interventionist
Monetary Policy: Monetarism
Trade Policy: Protectionism
Currency: Râși
Foreign Policy: Expansionism
Leader: Emperor Vladislav Mircea Dracul
Persons of Interest:
  • Emperor Vladislav Mircea Dracul - Leader of the Romano-Yugoslavian Empire. He inherited his father’s patriotism & love of science- though thankfully not his madness. He makes up for that, however, with a cruelty streak that rivals that of his famed ancestor (Vlad the Impaler). When not stirring up nationalist sentiment, fighting wars, or interrogating prisoners, he enjoys playing the Organ in Bran Castle & attending the theater in Belgrade.
  • Dr. Dragomir Dolphus- The Emperor's Half-Brother, he was the product of an affair between the late Empress Mother and a German Merchant. He attended a university in Paris, and today Dr. Dolphus is one of Romania-Yugoslavia’s most brilliant scientists.
  • Kyrillos Lysias- The Grand Admiral of the Romano-Yugoslavian Navy, Kyrillos was born in Argos, Greece. He came from a family of merchants & businessmen, and when he was seven the family relocated to the City of Tulcea in Wallachia. He grew to love his adopted homeland, and at the age of 19 he joined the Navy. Working his way up the ranks, he soon became an Admiral, and after a long, decorated career, he became Romania-Yugoslavia’s first Grand Admiral.
  • Igorek Arseni- The Grand Marshall of the Romano-Yugoslavian Army, Igorek was born in Petrovsk, Russia. He joined the Russian Army at age 23, but after he was convicted of selling Russian weapons to criminal elements in Moscow at the age of 29, he defected to Romania-Yugoslavia. He later led Romano-Yugoslavian troops in the Hungarian campaigns, after which he was promoted to the rank of Grand Marshall.
  • Ferenc Vladislav Dracul- The Crown Prince of Romania-Yugoslavia, he spends most of his time in the Imperial Palace in Bran. He is currently learning the inns & outs of running a country & is known to harbor radical political views
National Animal: Lynx
History: Maybe tomorrow

 
Flag:


Name: Hindustan
National Trait: Industrial ( Costs 2 to develop a province's industry.)
Government: Absolute Monarchy
Capital: Delhi
Languages: Hindi, Farsi, Urdu
Religious Views: 68.3% Hindu, 27.4% Muslim, 3.1% Buddhist, 1.2% Jewish
Social Policy: Conservative
Fiscal Policy: Non-interventionist
Monetary Policy: Monetarism
Trade Policy: Protectionism
Currency: Rupee
Foreign Policy: Expansionism
Leader: Emperor Virendra Pratap Singh
Persons of Interest:



 
Spoiler The Flag of Plato's Cape Republic :


The classes are represented in the flag: red for the commoners, green for the Soldier and Blue for the Guardians and Philosophers. The yellow around is of the colours bombined in one form: justice.


Nation: The Cape Republic
Ideology: Plato Republican
Society: Plato Classed System, with the Philosopher and Guardians at top, followed by the Soldiers and finally the Commoners.
Religion: the Republic does not hold to a single faith, althoug Catholics made up a significant number of the population.
Currency: Dinero
Capital: Plato Ciudad, located where the blue dot is on the map.
National colour: yellow, representing justice.



Trait: Industrial

Figures of Importance

Cheif of the Council of Philosophers and Guardians: Adalberto De La Fuente, who serves as head of state. The second Cheif of the Council, Adalberto was born in Seville in 1698 to a owner of a ship dock. Sent to Seville's Univsersity to study, Adalberto came across Plato's Republic and considered the vision. He then took a ship in 1723 to Chile to selp set up a school of philosophy on behalf of the University of Seville. It was in the period Spain began to suffer internal break up that the Spainish colonies started to rebel. Adalberto took up arms as a offical under General Abel Espina till he later deflected to join the service of the grand Benito Zavala. With Benito defeated all rivals and imperial Spain's forces, the Cape Republic was forged in Plato's idea and Adalberto made head master of the Cape Adacamy of Plato that was set up in the settlement would be the capital of the Cape Republic. After Benito's death in 1748, Adalberto found himself posed as to be the second Cheif of the Council after the founder. Now Adalberto seeks to rule in wisdom and justice but will he lead to the happy life or to tyrany?

The Founder of the Cape Republic: Benito Zavala, born in 1682 in the Spainish city of Leon to a clerk of a Spainish general. With the general redeployment to Peru in 1693, the Zavala family found themselves moving. Lone in his new home Benito found light in the library, reading many texts that were bought over... Plato's Republic among them. As he was educated by himself and the teacher the Zavala family hired, Benito found himself a educated man drawn to Plato's Republic. This inspiration lead him to set him to travel south to Argentina to serve as a local goverment offical. He also set up his own School of Plato, teaching people the way of his Republic. With intenrational struggle came Benito got his followers to take over the Argentinian governership, declared his plans for a Cape Republic and set to expand his influence with aid of General Che Vega to expand. Gaining followers he eventually defeated all rivals and declared the creation of the Cape Republic in 1743, settling all the structures and features. However he grew ill to eventual death in 1748. His legacy to be followed.

Headmaster of the Cape Academy of Plato: Chimo Tos, a keen scholar born in Barcelona in 1697 to a family of scholars for the University of Barcelona which he would study on history and work for. Chimo was set on task in 1729 to Argentina as part of a plan by the Univerisity of Barcelona to set up observations of the records of the Spainish colony and to set up a school for the sons of officals there. In the era of choas though Chimo spend all his time in the school, where he would be approuched by Benito for the setting of the Cape Academy of Plato. He agreed and served as head of its history department. As of 1748 with Benito's death and Adalberto taking the leadership of the Cape Republic from his old job as headmaster, Chimo became the new headmaster where he serves in pride teaching the next generation of guardians.

Hand of the Military Class: Che Vega, a son of a sugger merchent in Mexico, he was born in 1704 in Mexico city. Found physically and mentally gifted, he was set for military service, although he was only gained into the officer school by aid of his father's links with a offical. In 1728 he was sent to Argentina to help with rebellions but after his general's murder he declared himself a general and a struggle he found himself general of his own army in 1731. He found and get links with Benito, serving him till the creation of the Cape Republic after all the conflict where he gain his reward in the form of becoming the first Hand of the Military Class, serving as the key represtive of the military wing of the new classed based Cape Republic. Since then he has kept in service of loyalty.

Voice of the Commons: Cruz D'Cruze, a mason's son who was born in 1709 in a small village Argentina, he took up his father's proffession from a young age. By 1726 he had earn himself the leadership of the local mason guild via... questionable means. When the chaos broke he sought support for Benito. Cruz's brother Fabio become the first Voice of the Commons with the foundation of the Cape Republic but Fabio's fall to small pox in 1747 lead Cruz to become the leader of the serving class that serves as foundation of the other two classes of the Cape Republic.

Below in the map are claims of the Cape Republic.

Plato's New Land.png
 
The Second Australian Empire

Government: Monarchy

Leader: Ngurungaeta Billibellary

Background: What if the Aboriginal people had developed at a similar tech pace as England? What if instead of Captain Cook meeting them in Australia, he met them at sea, with similar looking ships? What if instead of England colonising Australia, they became valuable allies, or fierce enemies?

These questions were answered twenty years ago in this universe. But now comes a second story. The ten years war broke out between the former Asian Alliance. Friendships were destroyed and much blood was spilled. And then there was a revolt by some of Australia's far off colonies. Only New Zealand and Borneo remained loyal. Then there was a coup by the general of Australia's army, General Billbellary

Billbellary was crowned the new Ngurungaeta (King) of Australia. Under his reign, he has focused on implementing new industrial techinques. Now he plans to restore the Australian Empire to it's former glory, whatever the cost.

Claims: Australia, New Zealand, Papua New Guinea

Trait: Industrial

Colour: Dirt Brown/Orange (same colour as IOTE I)

I will post a map and more info later.
 
Celtic Union
Spoiler :


Trait: Maritime

Government: Elective monarchy. The High King of the Union is elected from and by the Kings of the Irish kingdoms, the chiefs of the Scottish clans and the Dukes of Brittany, Normandy and Aquitaine.

History: With the fall of Anglo-Saxon and Frankish rule the greatest Celtic nations - Ireland, Scotland and Brittany - resolved to join together in a single Celtic nation. To resolve initial bickering among the respective rulers it was decided to adopt the pre-conquest Irish political model of an elected High King. To shore up the continental power bloc the Duke of Brittany quickly 'persuaded' the neighbouring French duchies to join the Union, but attempts by the Scots and Irish to bring the Welsh and Cornish into the union were foiled by the Anglo-Saxon remnant in England.
Although centuries of political separation make the Union particularly fractious the Celtic peoples are now prepared to make their impact on the world in a way not seen since the rise of the Roman Empire.
 
Can someone put in at Northern Italy? I don't have access to a computer.

And I'm industrial. Story to come later.
 
Can someone put in at Northern Italy? I don't have access to a computer.

And I'm industrial. Story to come later.

Italy is one province. And you have to choose three.
 
Ment-rro Keme (Kingdom of Keme/Egypt)
Spoiler :

Government Constitutional Monarchy
Leader Rro Kurillos
Capital Menfe (Cairo)
Currency Stater
Religion Secular Government, 52% Remenkemi, 20% Islamiti, 11% Katholiki, 9% Iudai, 6% Oueieniorthodoxi, 2% Other
Ethnicity 45% Remenkemi, 33% Remetarabi, 11% Remeturki, 11% Other
Languages 51% Remenkemi, 31% Remetarabi, 8% Remehebrai, 7% Remeturki, 3% Other
Trait Industrial
 

Name: Merchant Republic of Italia
Government: Merchant Republic
Leader: Antonio Februzzi
Capital: Roma
Currency: Oncia
Religion: Strong Catholic Government 78% Catholic, 13% Protesant 9% Other
Languae: 73% Italian 27% German
Trait: Industrial
 
Chinese Empire:



National Trait: Imperial
Government: Absolute Monarchy
Capital: Beijing
Languages: Chinese
Nationalities: 98% Chinese, 2% Manchu
Social Policy: Conservative
Monetary Policy: Monetarism
Trade Policy: Protectionism
Currency: X
Foreign Policy: Imperialism
Leader: Emperor Chiang Zin Huan

Spoiler :
 
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