Bowsling
Deity
Welcome, ladies and gentlemen, girls and boys, and other intriguing specimens of the genus iotidae.
Many of you are familiar with the game of Diplomacy. For those of who aren't, I recommend reading this.
We start a standard game in Spring 1901:
Unlike the standard game, however, this game will be played with brand new internal politics mechanisms. Instead of playing as a country, you play as a party within that country, vying not only to be the dominant force on the board, but also to command the loyalties of your electorate. All countries, even Russia, run along the British parliamentary system, to keep things simple.
Every land province on the board has a certain number of seats (2 for supply centres, 1 for non-supply centres, 3 for Constantinople). They also have a number of issues on their mind, depending on their situation. For example, the people in Brest think that France should continue expanding their navy and constantly fear an English attack, whereas the people of Burgundy detest Germany. During election-time, parties will campaign in an attempt to win as many provinces, and thus as many seats, as possible.
At the end of every movement phase (after retreats), there will be an election phase. First, any newly-acquired provinces (including supply centres) hold local elections. Next, a vote of confidence is initiated in Parliament - if less than 50% of members support the current government, a general election is launched. If six election phases have passed without a general election, an election is automatically called. In the event of a tie between two powers, the monarch (NPC) calls on the party of their choice to form the government.
During an election (and even without an election), people's opinions are influenced a lot by good roleplaying (press). A skilled politician will convince the people of Brest that he is anti-English and convince the people of Burgundy he is anti-German - while playing England and Germany off each other. Always remember the priorities of your voters.
A turn will play out in the following phases:
Movement Phase: 48 hours
In the movement phase, all parties in power have two days to submit orders for their units, like standard diplomacy. This is where all the excitement of your typical game of diplomacy takes place: eloquent letters, timely chats, and audacious stabs.
Opposition Movement Phase: 24 hours (if necessary)
If the ruling party has failed to submit orders before the previous deadline, the Monarch will call upon an opposition party to submit orders instead. If no orders are submitted by the opposition, all units will hold for the turn.
Retreat Phase: 24 hours (if applicable)
Orders are issued to dislodged units by the ruling party.
Adjustment Phase: 24 hours (Fall turn only)
Supply centres change hands. The ruling party orders which units are to be built, if supply centres were gained, and which will be disbanded, if supply centres were lost.
Elections Phase: 48 hours
Any newly acquired territory holds elections immediately. During this phase, at least half of the members in a country must announce support for the ruling party, or a general election is called. In the event of a general election, all provinces vote at the end of the 48 hours.
Below, you can find out-of-date information for each province and party:
Radicals
Progressive Republicans - in power
Ralliés (Red_Spy)
Burgundy: 1 seat, Radical
Anti-German
Anti-Industrial
Picardy: 1 seat, Progressive Republican
Annexationalist: Belgium
Pro-English
Gascony: 1 seat, Progressive Republican
Annexationalist: Spain
Navalism
Brest: 2 seats, Rallié
Anti-English
Navalism
Anti-Industrial
Paris: 2 seats, Radical
Pacifist
Industrial
Marseille: 2 seats, Progressive Republican
Anti-Italian
Pro-German
To join, please indicate which party you wish to play as and which country it belongs to.
Victory is achieved by the first party to control 30 (out of a possible 81) seats at the end of any election phase.
Many of you are familiar with the game of Diplomacy. For those of who aren't, I recommend reading this.
We start a standard game in Spring 1901:
Unlike the standard game, however, this game will be played with brand new internal politics mechanisms. Instead of playing as a country, you play as a party within that country, vying not only to be the dominant force on the board, but also to command the loyalties of your electorate. All countries, even Russia, run along the British parliamentary system, to keep things simple.
Every land province on the board has a certain number of seats (2 for supply centres, 1 for non-supply centres, 3 for Constantinople). They also have a number of issues on their mind, depending on their situation. For example, the people in Brest think that France should continue expanding their navy and constantly fear an English attack, whereas the people of Burgundy detest Germany. During election-time, parties will campaign in an attempt to win as many provinces, and thus as many seats, as possible.
At the end of every movement phase (after retreats), there will be an election phase. First, any newly-acquired provinces (including supply centres) hold local elections. Next, a vote of confidence is initiated in Parliament - if less than 50% of members support the current government, a general election is launched. If six election phases have passed without a general election, an election is automatically called. In the event of a tie between two powers, the monarch (NPC) calls on the party of their choice to form the government.
During an election (and even without an election), people's opinions are influenced a lot by good roleplaying (press). A skilled politician will convince the people of Brest that he is anti-English and convince the people of Burgundy he is anti-German - while playing England and Germany off each other. Always remember the priorities of your voters.
A turn will play out in the following phases:
Movement Phase: 48 hours
In the movement phase, all parties in power have two days to submit orders for their units, like standard diplomacy. This is where all the excitement of your typical game of diplomacy takes place: eloquent letters, timely chats, and audacious stabs.
Opposition Movement Phase: 24 hours (if necessary)
If the ruling party has failed to submit orders before the previous deadline, the Monarch will call upon an opposition party to submit orders instead. If no orders are submitted by the opposition, all units will hold for the turn.
Retreat Phase: 24 hours (if applicable)
Orders are issued to dislodged units by the ruling party.
Adjustment Phase: 24 hours (Fall turn only)
Supply centres change hands. The ruling party orders which units are to be built, if supply centres were gained, and which will be disbanded, if supply centres were lost.
Elections Phase: 48 hours
Any newly acquired territory holds elections immediately. During this phase, at least half of the members in a country must announce support for the ruling party, or a general election is called. In the event of a general election, all provinces vote at the end of the 48 hours.
Below, you can find out-of-date information for each province and party:
Spoiler France :
Radicals
Progressive Republicans - in power
Ralliés (Red_Spy)
Burgundy: 1 seat, Radical
Anti-German
Anti-Industrial
Picardy: 1 seat, Progressive Republican
Annexationalist: Belgium
Pro-English
Gascony: 1 seat, Progressive Republican
Annexationalist: Spain
Navalism
Brest: 2 seats, Rallié
Anti-English
Navalism
Anti-Industrial
Paris: 2 seats, Radical
Pacifist
Industrial
Marseille: 2 seats, Progressive Republican
Anti-Italian
Pro-German
Spoiler England :
Conservatives - in power
Liberals (Ailedhoo)
Labour (Robert Can't)
Clyde: 1 seat, Conservative
Isolationist
Anti-Industrial
Nationalist
Yorkshire: 1 seat, Labour
Industrial
Anti-German
Wales: 1 seat, Liberal
Isolationist
Edinburgh: 2 seats, Conservative
Navalist
Anti-German
Liverpool: 2 seats, Liberal
Navalist
Annexationalist
Anti-French
London: 2 seats, Conservative
Militarist
Anti-Russian
Annexationalist
Liberals (Ailedhoo)
Labour (Robert Can't)
Clyde: 1 seat, Conservative
Isolationist
Anti-Industrial
Nationalist
Yorkshire: 1 seat, Labour
Industrial
Anti-German
Wales: 1 seat, Liberal
Isolationist
Edinburgh: 2 seats, Conservative
Navalist
Anti-German
Liverpool: 2 seats, Liberal
Navalist
Annexationalist
Anti-French
London: 2 seats, Conservative
Militarist
Anti-Russian
Annexationalist
Spoiler Germany :
Social Democrats - in power (christos200)
Centrists (talonschild)
Liberals
Prussia: 1 seat, Centrist
Anti-Russian
Militarist
Anti-Industrial
Silesia: 1 seat, Social Democrat
Anti-French
Militarist
Industrial
Ruhr: 1 seat, Social Democrat
Industrial
Annexationalist: Belgium
Anti-French
Kiel: 2 seats, Liberal
Navalist
Anti-English
Berlin: 2 seats, Social Democrat
Navalist
Annexationalist: Sweden
Industrial
Munich: 2 seats, Centrist
Catholic
Militarist
Pro-Austrian
Centrists (talonschild)
Liberals
Prussia: 1 seat, Centrist
Anti-Russian
Militarist
Anti-Industrial
Silesia: 1 seat, Social Democrat
Anti-French
Militarist
Industrial
Ruhr: 1 seat, Social Democrat
Industrial
Annexationalist: Belgium
Anti-French
Kiel: 2 seats, Liberal
Navalist
Anti-English
Berlin: 2 seats, Social Democrat
Navalist
Annexationalist: Sweden
Industrial
Munich: 2 seats, Centrist
Catholic
Militarist
Pro-Austrian
Spoiler Italy :
Lefts - in power (Nintz)
Rights
Radicals
Piedmont: 1 seat, Radical
Anti-French
Monarchist
Militarist
Tuscany: 1 seat, Left
Pacifist
Industrial
Apulia: 1 seat, Right
Anti-Turkish
Anti-Industrial
Annexationalist: Greece, Albania
Naples: 2 seats, Right
Anti-Industrial
Annexationalist: Tunisia
Militarist
Rome: 2 seats, Left
Militarist
Anti-Turkish
Venice: 2 seats, Left
Anti-Austrian
Navalist
Rights
Radicals
Piedmont: 1 seat, Radical
Anti-French
Monarchist
Militarist
Tuscany: 1 seat, Left
Pacifist
Industrial
Apulia: 1 seat, Right
Anti-Turkish
Anti-Industrial
Annexationalist: Greece, Albania
Naples: 2 seats, Right
Anti-Industrial
Annexationalist: Tunisia
Militarist
Rome: 2 seats, Left
Militarist
Anti-Turkish
Venice: 2 seats, Left
Anti-Austrian
Navalist
Spoiler Austria :
Christian-Socials - in power (Double A)
Social Democrats
Ethnic Partisans - unplayable
Tyrolia: 1 seat, German Nationalist
Anti-Italian
Pro-German
Bohemia: 1 seat, Christian-Social
Pacifist
Galicia: 1 seat, Polish Nationalist
Anti-Russian
Militarist
Nationalist
Trieste: 2 seats, Social Democrat
Annexationalist: Serbia, Albania
Navalist
Nationalist
Vienna: 2 seats, Christian-Social
Pro-German
Militarist
Annexationalist: Rumania
Budapest: 2 seats, Hungarian Nationalist
Anti-Slavic
Anti-Turkish
Nationalist
Social Democrats
Ethnic Partisans - unplayable
Tyrolia: 1 seat, German Nationalist
Anti-Italian
Pro-German
Bohemia: 1 seat, Christian-Social
Pacifist
Galicia: 1 seat, Polish Nationalist
Anti-Russian
Militarist
Nationalist
Trieste: 2 seats, Social Democrat
Annexationalist: Serbia, Albania
Navalist
Nationalist
Vienna: 2 seats, Christian-Social
Pro-German
Militarist
Annexationalist: Rumania
Budapest: 2 seats, Hungarian Nationalist
Anti-Slavic
Anti-Turkish
Nationalist
Spoiler Russia :
Liberals - in power (Mosher)
Trudoviks
Octobrists (SamSniped)
Livonia: 1 seat, Trudovik
Anti-German
Annexationalist: Sweden
Industrial
Navalist
Ukraine: 1 seat, Octobrist
Anti-Industrial
Pro-Austrian
Militarist
Finland: 1 seat, Liberal
Annexationalist: Sweden
Nationalist
Pacifist
Sevastopol: 2 seats, Octobrist
Navalist
Anti-Turkish
Warsaw: 2 seats, Liberal
Anti-Austrian
Nationalist
Saint Petersburg: 2 seats, Liberal
Anti-English
Pro-French
Navalist
Moscow: 2 seats, Liberal
Industrial
Militarist
Anti-German
Trudoviks
Octobrists (SamSniped)
Livonia: 1 seat, Trudovik
Anti-German
Annexationalist: Sweden
Industrial
Navalist
Ukraine: 1 seat, Octobrist
Anti-Industrial
Pro-Austrian
Militarist
Finland: 1 seat, Liberal
Annexationalist: Sweden
Nationalist
Pacifist
Sevastopol: 2 seats, Octobrist
Navalist
Anti-Turkish
Warsaw: 2 seats, Liberal
Anti-Austrian
Nationalist
Saint Petersburg: 2 seats, Liberal
Anti-English
Pro-French
Navalist
Moscow: 2 seats, Liberal
Industrial
Militarist
Anti-German
Spoiler Turkey :
Nationalists - in power (Sonereal)
Pluralists
Secularists
Syria: 1 seat, Nationalist
Pacifist
Reactionary
Armenia: 1 seat, Pluralist
Pro-Russian
Pacifist
Smyrna: 2 seats, Secularist
Anti-Italian
Navalist
Annexationalist: Greece
Ankara: 2 seats, Nationalist
Anti-Russian
Militarist
Reactionary
Constantinople: 3 seats, Nationalist
Anti-Austrian
Anti-Russian
Annexationalist: Bulgaria
Navalist
Pluralists
Secularists
Syria: 1 seat, Nationalist
Pacifist
Reactionary
Armenia: 1 seat, Pluralist
Pro-Russian
Pacifist
Smyrna: 2 seats, Secularist
Anti-Italian
Navalist
Annexationalist: Greece
Ankara: 2 seats, Nationalist
Anti-Russian
Militarist
Reactionary
Constantinople: 3 seats, Nationalist
Anti-Austrian
Anti-Russian
Annexationalist: Bulgaria
Navalist
To join, please indicate which party you wish to play as and which country it belongs to.
Victory is achieved by the first party to control 30 (out of a possible 81) seats at the end of any election phase.