Introduction
In 1812, Napoleon’s army marched into Russia, confident of victory against this dogged foe. Their confidence was rewarded after major French victories at the battles of Smolensk, Polotsk, and Borodino. These incredible and decisive French victories led to the capture of both Moscow and St. Petersburg, and Tsar Alexander was forced to sue for peace after he was captured by advancing French armies. Russia was forced to make severe concessions to France, including the resurrection of Poland, and the loss of Polish territories to the Duchy of Warsaw, in addition to the creation of several smaller French client states in the western Russian Empire. The decimation of Russia’s army establish the French forces as more powerful than ever, and the rest of Europe was forced to accept Napoleon’s hegemony, except for Britain. Despite other offensives and attempts to bring down Napoleon’s Europe, the Treaty of Paris in 1814 meant the end of open conflict and British withdrawal from the Continent.
The Treaty of Paris was meant to create a lasting peace in Europe, with French dominance over the continent, while the British went on to build the greatest global empire the world has ever seen. Napoleon’s death in 1822 led to a bitter power struggle and France lost much of the control it had over much of Central and Eastern Europe. Britain was never defeated and throughout the 19th century the United Kingdom and France were involved in a protracted conflict, which many referred to as the “Great Game” as they competed for land and influence across the world. In 1900, the British and French remain at each other’s throats, as a naval arms race has begun as newer and better ships are constructed by both sides. As these two powers compete, new ones rise to try to find their place in the sun. With the dawn of the 20th Century, a bitter and vicious conflict unrivaled since the days of Napoleon I may bathe the fields of Europe in blood.
Yes, it’s that time again. Time for a world-spanning 20th Century game by EQandCivfanatic. The last one of these was the highly popular and lengthy Capto Iugulum and I am hoping this one will rival its spiritual’s predecessor’s success. The goal is the same as always: to allow players to lead nations through the tumultuous times of an alternate 1900 to beyond. You will find that the world here is dominated by two massive superpowers, but the course is not always set out directly for a global war. It is written that politics is like chess, and chess is a game with fewer moves the better you are at it. Open warfare is but one tool in the arsenal you have in this game, and most of you will not be the powerhouses. You must take on your rivals and opponents with craft and skill, and not always on the field of battle. As is standard in my games, the ruleset you see below will not be the final ruleset for the entire game. Times change, and the rules must change with them as needed. New players are always welcome and I am more than happy to field any questions you may have about the game, how it works, and I will offer advice as requested, when I can without violating the inherent confidentiality of the mod/player Private Message relationship. I hope you all enjoy the game we have ahead of us!
Game Related Links
Background Thread
Treaty Social Group
List of Updates
Spoiler :
None Yet
The Rules of the Great Game
The Stats
The Format
Spoiler :
Nation Name: Player Name
Formal Name:
Government Type: Head of State
Head of Government [If Applicable]: Name
Legislature [If Applicable]: Majority Party/Coalition (Ideology)
Dominant Issues [Always at least one, never more than five]
-Issue #1
-Issue #2
Economic Points: Bank (Per Turn)
Industrial Capacity: #
Manpower: Used/Total Available
Supplies: # (Consumed Per Turn)
Fuel: # (Per Turn; Surplus or Consumption)
Alert: Mobilization Status
Army Size: # Infantry Divisions, # Cavalry Divisions (Total/Maximum)
Army Strength: % Intact
Army Doctrine:
Navy: List of Units
Navy Doctrine:
Colonies: Total EP/IC Production of Colonies
Spoiler :
Colony Name: EP/IC Production
-Governance: What type of rule is had over this colony
-Garrison: Local Units (Included in Army Size Section)
-Colonial Issue: Single Dominant Issue Only
Expeditionary Forces
Spoiler :
Expeditionary Force Name
-Theater of Operations: Location
-Unit Makeup: List of involved units
Projects:
Spoiler :
Name of Project
-Investment: Total Committed to Date/Total Required
-Summary: Brief Description of Project
Example
Spoiler :
Denmark: Dunebear
Formal Name: Kingdoms of Denmark and Norway
Absolute Monarchy: King Christian IX of Oldenburg (Conservative)
Dominant Issues
-Ethnic Tensions
-Labor Unrest
Economic Points: 0 (+44)
Industrial Capacity: 14
Manpower: 9/60
Supplies: 250 (-124)
Fuel: 40 (-19)
Alert: Peacetime
Army Size: 8 Infantry Divisions, 1 Cavalry Divisions (9/30)
Army Strength: 100%
Army Doctrine: Danish Army 1890
Navy: 4 Destroyer Squadrons, 3 Cruiser Squadrons, 3 Capital Ships
Navy Doctrine: High Seas Fleet 1890
Colonies: +14 EP
Spoiler :
Danish East Africa: +4 EP
-Governance: Local Governor
-Garrison: 1 Infantry Division
-Colonial Issue: Demands for Autonomy
Danish Gold Coast: +5 EP
-Governance: Local Governor
-Garrison: 1 Infantry Division
-Colonial Issue: Demands for Autonomy
Danish West Indies: +3 EP
-Governance: Direct Rule
-Garrison: 1 Destroyer Squadron
-Colonial Issue: Demands for Autonomy
Iceland: +2 EP
-Governance: Local Legislature
-Garrison: None
-Colonial Issue: Labor Unrest
Governing Your Nation
There are two key elements of ruling your nation in this game. First, your type of government and regime change. All governments have a ruler or leader who commands the respect and authority of his nation. In some nations this is an elected official, in other it is passed down without the consent of the public. You do not have control over when a ruler dies in the case of the latter. Reforming your government is entirely up to you, but be aware that there are almost always forces in place that will contest your efforts. Political reform must be done delicately, or you will risk revolt, coup, or civil war. Now on the positive side, you do not lose your nation if your government in ousted, but the instability is rarely good for the economy and military.
In democracies, you can have both an elected ruler and a legislative body that can conflict or support that elected leader. Sometimes that leader is elected directly by the public, and sometimes they are selected by the legislative body. Election times are typically mandated by a nation’s constitution, but some nations can call snap elections should the situation be dire. You do not have control over the results of elections, but do know that acting out of character for your government’s ruling party/ideology will likely result in a backlash from the public. If people do not believe they can trust their elected officials to perform the jobs they were elected to do, radicalization of the public is almost a definite scenario.
The second key domestic section of stats for your nation are your Domestic Issues. These are not always crises, but are topics of heavy discussion and debate among your population. You will always have at least one domestic issue on your plate, but usually more. Domestic Issues can and will eventually turn into crises and problems which you will have to control. You can also take a proactive approach and confront these Issues head-on but beware, you risk turning the Issue into an active crisis if you confront the situation poorly. Obviously issues will change and disappear over the years as they become more or less relevant to your people.
Economic Points and Industrial Capacity
Economic Points represent the overall size of your economy more than anything. They are used for most of the spending you will be doing as a national ruler. Economic Points are used to develop projects, build units, and create military doctrines. All nations have some level of Economic Points and will never have zero, unless fighting a war in exile. Economic Points can be banked over the years and stored up for larger purchases, if that is what you choose to do.
Industrial Capacity is a completely different beast than Economic Points. This represents a higher level of industrial sophistication and production. IC cannot be banked, and must be used in an update or it is lost. Essentially this acts as “super-EP” producing more than regular EP can. 1 IC is equal to 3 EP when it comes to most production purposes. IC can replace EP in the production of units, and is in fact required for the creation of some units based on doctrine. IC cannot be used to accelerate projects, unless specifically stated dependent upon the project. IC cannot be traded between nations.
Resources: Manpower, Supplies, and Fuel
There are three cornerstone resources that will dictate your abilities to wage war and act as a major economic competitor. These are Manpower, Supplies, and Fuel. All three of these are vital strategic assets and tools for winning friends and influencing enemies. As the game progresses, more resources may emerge as they become relevant, but that is something that is still in the air at the time of this writing. The emergence of new resources will be dependent upon my timing and availability.
Manpower is not a standard finite resource. Instead, it functions as a cap for your nation, representing the amount of people in use for military purposes. Manpower is always double of what your army cap is, representing those who remain out of work while the army wages war. You will always have 1 Manpower per Division in use, even in peacetime. During periods of military mobilization you will be able to use manpower to recover lost Army Strength dependent upon your army size. The manpower will be used up until your cap is reached, and will not return to lower levels unless you are in a peacetime mobilization status. Be careful, when you are out of manpower you are dangerously close to losing a war of attrition. Manpower will be recalculated every 10 years for each nation. Manpower cannot be traded between nations.
Supplies, unlikely manpower and fuel, are not an inherent part of generation. You must use EP or IC to produce new supplies when needed. Supplies are essential for the constant maintenance of your military, and without them you will face serious problems. If you are unable to cover your supply costs, you will face serious consequences, including attrition of Army Strength, unrest, and significantly reduced combat ability of your armed forces. To that end, supplies are almost always destroyed when strategic warfare is conducted, as they are the most common resource and most likely to be targeted by enemy forces. Supplies can also be captured by or traded between other nations.
Supply Costs
1 EP = 5 Supplies
1 IC = 15 Supplies
Fuel, while fairly unimportant to everyone besides naval powers in 1900, is likely to become an increasingly powerful resource as the game progresses. I acknowledge that historically oil did not come into widespread use in the military until well after 1900, we’re breaking from history for the purpose of the mechanics. Fuel is consumed by vehicles of any shape and size and there is only a limited amount to go around in the world. More will likely be discovered over the years, and having a source of fuel will be vital for any nation seeking to maintain a strong and modern military. Fuel can be stockpiled and traded between countries. You also always have the option to burn your stockpiles to prevent capture if a war is going poorly. Running short of fuel in a modern war will usually bring any units that rely upon it to a screeching halt, to dire consequences on the field of battle.
Alert and Mobilization
All nations are always at one of three different stages of Alert as listed in their stats: Peacetime, Partial Mobilization, and Mobilization. Peacetime is the default stage for any nation at war, and is the best for your stability and economic development. Partial mobilization would be best for arming your nations after a period of recovery, getting ready for the next war. Full Mobilization is best used when in a desperate need to throw everything you can against a similarly prepared enemy. You do not have to go to Partial Mobilization between Peacetime and Full Mobilization nor vice versa. The effects of each stage of Alert are listed below:
IMPORTANT NOTE: You must publically declare on the thread at least 48-hours before the update order deadline listed on the front page if you are going to Full Mobilization. If you do not declare the mobilization on the thread, it will not be accepted and you will only go to Partial Mobilization.
Peacetime: Army Strength replenishes by 5% each turn automatically. All units are full cost as listed in Doctrines. Armies cannot be reinforced through sacrifice of EP or IC. Domestic Issues are somewhat less likely to turn into crises.
Partial Mobilization: All units, excepting Naval Units, are 50% off their total cost, rounded down. You can reinforce Army Strength through use of EP or IC, for costs as mentioned below. EP and IC will now produce double the amount of Supplies they would in Peacetime. While you will not be penalized for having Partial Mobilization while not being at war, you may find Domestic Issues are slightly more volatile.
Full Mobilization:All units, excepting Naval Units, are 75% off their total cost, rounded down. All IC requirements for all units, excepting Naval Units, are waived and no longer apply. You can reinforce Army Strength through use of EP or IC, for costs as mentioned below. EP and IC will now produce triple the amount of Supplies they would in Peacetime. Fuel production will be increased by 50%, representing a cessation of civilian traffic and beginning of rationing. Being Fully Mobilized and not at war will have devastating effects on your national stability and economy.
If you choose not to do the math on how much you would need to reinforce your armies, you can ask me and I will provide you with the exact amount required. Obviously, the larger the army, the higher the cost of reinforcement. Costs will be taken out of your IC and EP per turn. You can always specify the amount of IC and EP you are willing to lose in the turn to reinforce your losses, and just let me do the math when it comes time to update. That is likely the easiest way to go. Of course I love you long time if you figure it out yourself.
Militaries and Warfare
The two most important factors in warfare in this game are doctrines and your planning. Doctrines are discussed in detail in the relevant posts below, and I will refrain from rehashing them here. They affect how your forces behave in the battles that make up the campaigns you will fight, and of course the more that you tailor them to fit your circumstances, the better they will perform in the heat of combat. When creating or adopting a doctrine, you should be clear on exactly what that doctrine means for the circumstances you plan on fighting in. After you are familiar with what your forces you can do, you can more effectively plan the wars you want to fight. Know the terrain you are fighting in, and you have taken one more step towards victory. As for orders, you are free to be as detailed or as vague as you would like. HINT: I like maps with arrows on them when practical.
Colonial Empires
A few lucky nations control considerable possessions overseas from their homeland. These holdings are listed somewhat uniquely in your stats and provide a certain amount of profit and/or resources to your empire. The local stats and garrisons are included in the upper stats. Do be aware that an update takes a year’s worth of time, and it is entirely possible that attacked forces can be reinforced if you have only a small garrison or no permanent garrison in a region. Colonial regions only have a single Dominant Issue, which are usually not included in the main Issues listed at the top of your nation’s stats. All of the same advice and factors that apply to national issues, apply to Colonial ones too.
Projects and Research
So you’ve done a bunch of army related stuff and you still have a bunch of EP and IC remaining. What do you do with this? Well, first of all you can invest these economic stats into projects to help develop your nation. These mostly include government-sponsored public works or military related endeavors. Really, if you have an idea for developing your nation, let me know and I will happily go over the estimated costs for your endeavor. Examples of projects that would qualify here would be hydroelectric dams, largescale permanent border fortifications, or infrastructure development. The purpose of these projects can be myriad, including aiding the development of the economy, protecting the nation from invasion, or providing aid to the people in your country that need it most.
Research in this game is not done by a tech tree like in The World Turned Upside Down or by unit designs as in Capto Iugulum. Instead, most research and technological development will be outside the hands of players, and done by private entities and individuals throughout the world. On occasion, the thoughts of these brilliant minds will turn from peaceful projects to warfare. Under particular circumstances and with the private development of new technologies, you will receive Private Messages from myself after an update. In the private message a scientist will detail the idea for a new invention and request a certain amount of EP each year until research is complete. These projects can be a number of things, and may vary in effects and scope. As a word of warning, when one person completes a scientific research project two things can happen. If it’s a hard to control technology, the entire world will also be able to get the benefits of it after a certain amount of time (never more than five years) has passed. If it’s a very specialized technology or idea with a low profile, other nations will still have to do the long process of research before they can have the benefits.
Diplomacy and Player Interaction
For those new to my games, I do expect a few things out of players when interacting on the thread both in character and out of character. Here’s the ground rules:
1. All treaties between nations, if they are meant to be public to the people of your nation, need to be proposed and signed in thread by all signatories to the treaty. I am currently planning to create a social group to post signed treaties in, for easy reference and addition of signatures if applicable. Unlike Capto Iugulum, I’m actually planning on tracking all of the treaties signed in the thread to make sure I can reference them when needed.
2. For clarity’s sake, make sure that it’s clear who you are addressing in diplomatic comments in the thread. It is assumed that any diplomacy made in the thread is public and known to all other nations.
3. If other threads and/or social groups are created for the purpose of the game, assume that anything said/done in those threads or social groups are not public to anyone who isn’t a member, unless stated otherwise.
4. Don’t be an ass.
Updates, Orders, and Contact Information
At the time of writing I am unsure on how long updates will take for this game. I estimate at least two days per update. Unlike the past two games I’ve done, the order deadline is a hard deadline, not a soft one. Orders sent after the deadline date will not be accepted. Warnings will be posted in the thread for all of you to see. This is because of the mobilization rules, which require players to give at least 48 hours warning before the order deadline when they are going to Full Mobilization. As for orders, my recommendation is to send them by Private Message. Thanks to my Retired Moderator status, I will also be retaining all orders for five turns before deletion.
Speaking of Private Messages, if you have questions that is a surefire way to reach me, and I will always respond to them, if not always immediately. I will however, try to have responses within 24 hours of receiving the message on weekdays. Alternatively, I will be available on IOTchat usually between 6-8 PM Eastern Standard Time. I am always on Steam too, and my screenname there is surprise: EQandCivfanatic. If I am in a game, I may not respond immediately, but I will most of the time, just be aware that I may not receive the messages sent over that depending on the time of day or night, and that you have a better chance of response if sent by Private Message instead. My exception to this rule is Fallout 4. If you message me while playing Fallout 4, I swear I will bring unholy wrath down upon your nation. Any other game is fine though.
Starting World Map: 1900
Spoiler :