DaftRTOR - A Story Untold

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,672
Location
Portsmouth, England, UK
Orders Deadline: Wednesday 9th October, 23:59 pm


Welcome to DaftRTOR

The concept is based on a Civ3 game that I was playing roughly 20 years ago. I was inspired to make an AAR out of this called ‘Celtic Peacekeepers’ which was a popular thread on CFC for a time. Then came DaftNES1, my first foray into NESing. I had way too many ideas and not enough discipline at the time to make that work :)

The setting has been burned in my brain all these years, and there’s something compelling about it… Partly the nostalgia of Civ3, but also the aesthetics of the world map, the interesting things that happened in the game, and many empires that rose and fell, the juxtaposition of european and american civs, the fact that the USA is there but is not starting as a powerhouse, Vikings managed to spread colonies across the globe, a modernised Roman empire is there (in Byzantine form), the Celts are a fading world hegemon (something like a British Empire), and two world wars happened before tanks and planes were even invented…

The start is roughly mid-1920’s OTL in terms of technology, but world wars have already taken place using mostly OTL 19th century tech. Capitalism is not as advanced, so there are some differences: mass-production of motor cars has not yet happened. Fascist, Communist and Democratic ideologies have already been fighting for a century. The world begins as a mix of ‘belle epoque’ meets ‘art deco’ with maybe just a touch of ‘Iron Harvest’. However, where the world goes from here is entirely up to players. Each nation has a starting trajectory, but this can be drastically altered over time…

Player List:

Union of Celtonia - Thlayli
French Empire - Lord_Iggy

Roman Empire - Nuka
Union of Scandinavia - Angst
Inca Nation - Jehoshua
USA - Zappericus
Holy Kingdom of Hatti - Terrance888
Germany - Shirogane
Mayan Empire - Shadowbound
Kingdom of Spain - Ork75


Available major powers:

Great Iroquois Nation - NPC
United Netherlands - NPC
Union of Mexico - NPC


Stats - Quick Guide​


Spoiler Stats - Quick Guide :

Government - there are various archetypes to choose from, based on the classic Civ varieties. Details further down. You are welcome to invent your own types.

Treasury - this is strictly the amount of money you can actually spend during the turn. Any gifts from players, or any form of income, will be added to the treasury at the end of the turn (not the beginning). You are allowed to go into debt up to the inverse of your Eco level, although being in debt will increase Upkeep (see below).

Eco - essentially, the amount of money that will be added to your treasury next turn. Eco represents the ‘light’ economy, agriculture and services.

Ind - Industry produces Production Points (PP) that can either be spent on units (see below), or spent on Trade Goods™, or any mix of both. Trade Goods convert to some amount of $ at the end of the turn - usually this would be $1 each. Alternatively, Industry can be boosted with money ($), with $2 per extra PP, for up to +50% normal production (rounded up). This allows you to get extra unit production when needed. There is a slight risk of industrial accidents when doing this, increasing with the amount of boosting.

Tech level - for simplicity, represented by a generic number, with progress in fractions. Higher levels unlock more advanced UU options, and make it easier to develop Eco and Ind to a higher level (more details below). Progress turn to turn is somewhat random, the chance for free progress is shown. This can of course be accelerated by direct investment in Tech ($5 per roll). When considered ‘cutting edge’, it will be slower to advance, as scientists are breaking new ground.

Manpower - shown as a percentage, 100% means all jobs and military units have enough people. As this gets lower, upkeep may increase (due to high salaries) and means military units aren’t at full strength, so fight with increasing penalties. But a manpower shortage may be a minor boost to innovations in technology. On the flip side, with a manpower surplus, labour costs are lower but increased demands on welfare may balance this out. Very high numbers may lead to instability, but do mean there is a large surplus for rapid Eco / Ind growth or military expansion. Manpower will tend to increase over time so long as there are no major disturbances. Volunteers are the number of units that can be built in a turn without resorting to conscription, which can impact stability.

Stability - a generic stat for stability, unity and the absence of corruption. Generally, the higher the better, as this will reduce upkeep and other problems. However if you are looking to impose a radical new government, it may actually be easier to work with an unstable society. Low stability obviously gives greater chance for full-blown rebellions to fire. Totalitarian governments may struggle to keep stability high but it’s easier for them to avoid low stability, so they may tend to hover somewhere in the middle. Democratic type governments gain more from high stability but have no easy options for dealing with a stability crash. You can declare Martial Law if things get desperate, but this keeps soldiers from the front lines and is not a good long-term strategy.

Oil Supply - as oil is the main resource of the era, it gets its own stat. The percentage shown here is the amount of domestic demand that can be met with domestic supply. Being under 100% is not necessarily terrible, it just means oil has to be bought off the market (access to at least one friendly exporter), which factors into the amount of upkeep. Whereas, oil exporters get money back and a reduction of upkeep. Nations are assumed to stockpile oil where possible, so a military is not going to be immediately crippled unless it is unable to meet demands for several turns. Oil reserves are concentrated in areas marked on the map, and these will increase output based on tech and industry of the nation that holds them. A certain amount of ‘free’ oil is also gained from higher Ind and Tech levels, representing synthetic oil production from coal and the like.

Upkeep - the amount paid to keep the state running, plus all military expenses, and debt interest (if any), minus any bonuses from oil exports etc. There is no strict mathematical formula for this, it is a moderator judgement based on the situation. Upkeep is deducted from income at the end of turn. By default, it’s assumed upkeep will be paid in full, but players can specify to hold back on upkeep by any amount, at the risk of causing instability, Eco / Ind shutdowns, and major military supply problems.

Faiths - the various faiths / religions practised in a nation are shown here. Religion may be a fading influence in the world overall, but can still factor into politics and stability.

Agendas - generic term for factions, lobbies, interest groups etc that are pushing for a particular idea, and these will tend to overlap. If your actions are in line with what they want, they will contribute to stability and may even contribute funds, manpower or volunteer soldiers. Otherwise, some of the more radical groups may eventually rise up as rebellions or even attempt a coup. Alternatively, democracies may be forced into a change of policy or even change of government. If you do want to change the government, it may be best to have a strong faction supporting the idea first... Agendas can be created, boosted or weakened in various ways, and you can also attempt to influence the ones in other nations.

Minorities - shows the relative strength of minorities which are not of the main ‘official’ culture(s). This can factor into politics and stability.

Military Readiness - essentially a sliding scale: the higher it goes, the more effective the military is, but the greater the upkeep costs and manpower needs will be. Highest levels, there is bonus Eco and Industry production, but this can wear out a nation over time and can’t be maintained forever. Please note that offensive operations are limited to only a few units while upkeep is low, IE it won’t be possible to send your whole army on a campaign without raising military readiness. More details below.

Army / Navy / Airforce - a list of different Units for each branch of the military. The level of training / veterancy is shown in brackets, this will increase from combat experience or from spending money on military exercises, but otherwise it will slowly decay. More details below.

Mothballed - units placed in storage / reserve, will require basically no upkeep and no manpower. Re-activating these units will take a full turn to complete, and will use up some manpower or volunteers if available. They may be rushed into battle in an emergency but will have a large penalty to combat. Activating a lot of reserves at once may also lower the level of training for the army/navy/airforce etc (feel free to discuss with the GM if you have concerns).


Developing Economy and Industry​


Spoiler Developing Economy and Industry :

Eco and Ind stats have a description in brackets, that equates to the development costs below, to increase 1 point:

IF Rudimentary: $10 (representing the difficulties of getting started)
IF Basic / Expanding: $5
IF Under-Developed: $10
IF Developed: $20
IF Over-Developed: $30
IF Maximised: $40
IF Ludicrous: $50

The number shown to the right of this indicates the level at which the cost will increase. For example, 'under-developed: 10' means that the stat will remain 'under-developed' until reaching level 10, when it will move up to 'developed' and be more expensive to increase.

Essentially, it will get more expensive over time, as ‘low hanging fruit’ is used up, to the point that returns on investment are very slow (at which point, you may want to consider making deals to invest in another nation…)

To avoid complex maths, this rating is a moderator judgement based on the situation - technology, stability, manpower, and the territory under control, as well as the railway / port infrastructure (see below). Basically, there are various things you can do to lower the cost of development, up to a point.


Notes on Economy and Industry​


Spoiler Notes on Economy and Industry :

The idea is money is the main currency for ‘doing stuff’, and is tradable, while Industry is a capacity for building weapons or trade goods™, but is not tradable itself.

To complete the triangle, money can be spent to boost industry to get more unit production when needed (at a rate of $2 per PP, and max of +50% production, rounded up), at the expense of doing other actions with the money.

As you’ll see from the units list, there is no $ money cost for building units, it is purely a PP and manpower cost. I considered there is already an opportunity cost in not building trade goods, and a cost in increased upkeep.

Notes on trade goods

Usually trade goods sell for $1, but the idea here is that returns may be less or more, depending on how many trade goods are produced globally, and how good your access to world markets is. Updates will try to give feedback on this. I will also say that being a consistent seller of trade goods (rather than dumping on random turns) will lead to greater returns.

Debt spending

You are allowed to go into debt up to the negative value of your current Eco level (with some leeway for very small economies). Being in debt may add to upkeep a little (interest payments), which will be added to upkeep for next turn.

Deals with other players

$ money is freely tradable, the only thing to bear in mind, in the age before global digital transactions, is that physical gold/precious metals/currency has to be transported across the world. If there is no rail connection, you will need to allocate a ship, transport plane, truck, zeppelin etc for this purpose, and it will take at least one turn. The transport can potentially be intercepted by malicious actors.


Infrastructure and Projects​


Spoiler Infrastructure and Projects :

By connecting settlements with each other via Railways, or to areas of food/mineral/oil production, you can make it easier to develop your Eco and Ind stats, and may get some random other bonuses as well. Railways are of course very useful for moving troops into battle also. Feel free to discuss with the GM how much a particular route would cost.

All other standard infrastructure spending is done in increments of $10…

Dockyards- you don’t need one in every coastal city, but they will help with logistics in that area, reduce fleet upkeep a bit, and provide an avenue for trade. They could also be ‘doubled up’ or more to support very large fleets.

Fortifications - these are modern bunker systems designed to withstand artillery fire, and provide protection for friendly artillery to fire back. Can be placed on top of a city, or along a particular border area, coastline, or other area of interest. They could be ‘doubled up’ for extra effect.

Airfields - ideally would not be placed in mountainous terrain! At the start of the game, basic aircraft require little in the way of ground infrastructure, but would benefit slightly from an airfield. Similarly, civilian air travel is in its infancy, but an airfield may bring certain prestige. Airships and Zeppelins are the exception in that they do require an airfield to operate from.

Other items (Radar?) will become available as technology progresses…

Special projects?

Projects such as major hydroelectric dams, massive skyscrapers, cultural centres, temples, world exhibitions, new presidential palaces and the like, can be discussed with your friendly GM. These would have multiple effects and maybe some negative as well as positive, require quite a bit of money (and possibly some Industrial PP capacity), and would usually take several turns to complete.


Technology​


Spoiler Technology :

Tech level has a subtle bonus effect on all of a nation’s stats, but more specifically, it raises the cap on when Eco and Ind are considered more ‘Developed’, and of course, allows for more advanced units.

Rough guide to tech levels:

Level 1 - OTL 1880’s technology.
Level 5 - OTL WW1 technology.
Level 10 - OTL 1928 technology.
Level 20 - OTL 1939 technology.
Level 30 - OTL 1945 technology?

Each nation will obviously have different areas of tech at which it excels, and you are welcome to nudge this in a particular direction. I’ve chosen not to complicate the stats by adding this in, but it can be represented by the Unique Units (UU’s) that the nation creates, and will otherwise be hinted at in updates and affect things in subtle ways.

Spending on tech rolls is done in intervals of $5. Each investment will increase progression to the next tech by some amount. If you are lucky, it will also increase the momentum of progress that will continue next turn. Smaller nations with lower GDP will be a little more ‘lucky’ with the tech rolls.

You can send advisors to help another nation at a lower tech level. This will speed up their progress, but slow yours down a little, as your experts are busy instructing others.

When the tech level is ‘cutting edge’, actual progress will be slowed regardless, representing the fact that your scientists are treading new ground.


Stability​


Spoiler Stability :

You can attempt to increase stability with investments of $5 a time, this will have bigger impacts for smaller nations. This represents work in tackling corruption, enforcing laws and/or providing benefits and payoffs to the right people…



Soft Power and Subterfuge​


Spoiler Soft Power and Subterfuge :

‘Influence’ can be used as a free action each turn to influence NPC nations, or to promote or discourage Agendas at home or abroad (see above), influence elections, etc. The leaders of more powerful nations obviously have more influence by default, but any leader can work to cultivate greater influence on the world stage. Ideally there should only be one or two diplomatic goals per turn, as efforts will be divided between each.

Secret Agents / Covert Ops / Espionage! (not shown in public stats)

Spending on secret agents is done in intervals of $5. Agents work as you might expect, they can be given tasks in your own nation or elsewhere - some ideas below:

  • Counter-Espionage
  • Assassinations
  • Create, promote or disrupt Agendas in your own nation or others.
  • Gather military intelligence to directly help your troops in a war situation.
  • Sabotage enemy infrastructure (such as railways, ports, airfields, fortifications etc).
  • Incite riots and unrest.
  • Steal technology (partial tech progress) or blueprints of unique enemy units (UU’s).
  • Infiltrate and set up support networks for later ops

Having higher levels of technology will obviously help. Totalitarian governments tend to have higher defence against foreign agents, but otherwise no bonuses to their own operations.


Military Readiness, Veterancy, Logistics​


Spoiler Military Readiness, Veterancy, Logistics :

The higher the Military Readiness is, the more effective your troops will be in attack and defence, and the greater portion of your units you can use offensively… But the more upkeep they will require.

Unless your territory has been invaded in a full-scale war, raising this suddenly will be unpopular, so it would be wise to do it in stages (and justify this to the people/senate etc where appropriate!). Also bear in mind that full mobilisation will wear out a population over time and could eventually contribute to collapse in morale…

  • Full mobilisation (all units can be used, more bonus manpower / Industry)
  • Partial mobilisation (all units can be used, some bonus manpower / Industry)
  • High (~1/2 units can be used offensively)
  • Moderate (~1/3 units can be used offensively)
  • Low (~1/4 units can be used offensively)
  • None (no foreign deployments)

Expeditions and Offensives

For overseas operations, you’ll need a decent number of transports, for max efficiency this would be a 1:1 ratio of transports to the shipped units.

You can also boost your troops in combat with extra supplies - for simplicity, this is using $ money. For max effectiveness, this would be $1 for each unit involved. If unused for any reason, the money will be refunded to the treasury. Bear in mind the supplies have to physically travel to the front, also on transport ships if needed, and might be destroyed or captured en route.

Veterancy and Military Exercises

Experience will certainly be gained from combat of any kind. Experience will also tend to slowly decrease over time, or when many new units are trained at once. Levels are shown thus:
  • Experimental / Undisciplined
  • Trained
  • Professional
  • Veteran
  • Legendary
With the addition of‘Fanatical’ being a wildcard that generally implies ill-trained troops, but unlikely to break and flee so easily.

In war or peace, you can also run military exercises to help increase this rating. To be meaningful, you would allocate some $ funds for this (no more than $1 per unit). The units will be occupied during the turn and will not be available for defence, or at least will be slow to respond. Exercises may not immediately raise the veterancy level but rest assured that nothing is ‘wasted’ as it will all be taken into account behind the scenes. Running joint exercises with an ally can also give advantages to combined operations with their forces in the event of actual combat!


Building (and trading, and repairing, and disbanding) Units​


Spoiler Building Units :

Units have a cost in PP (production points) that is produced by your industry (see the quick rundown above). Generally, units can’t be used the same turn they are being created; there may be emergency situations where you’re allowed to rush units straight into battle, although they will not fight at full strength. Units can also be part-built over several turns if not enough PP is available - this would be the only way that smaller nations can build their own heavy units. Some units like Dreadnoughts definitely need two or more turns before they can be used, even if all PP is paid upfront.

You have two options for building units. By default they become part of the active military once created. This will impact manpower, and also the Volunteer count - if there are not enough volunteers, this is considered conscription and may impact stability depending on the situation (anything marked ‘Manpower intensive’ in the units list would require 2 Volunteers). Note that Volunteers will ‘respawn’ each turn, up to a certain limit.

However, you can also build units directly to storage / mothballed status...

Mothballed units require almost no upkeep, so allow you to keep weapons in reserve for emergency mobilisation. For infantry and cavalry, this represents all of the equipment and weapons being stored, while the soldiers return to civilian life. You can either build units directly into storage, or mothball existing units as a free action (provided they are not engaged overseas etc).

The catch is that mothballed units take at least one turn to fully re-mobilise, they can be rushed into combat but will not be fully effective until the following turn. They also require manpower and volunteers the same as new units. There’s also a risk of 'mothballed' units being captured by enemies in a sneak attack.

Elite Units!

You may see units marked as Elite in the units list - these can’t be ‘mothballed’ or exported. In general, these are ‘special forces’ infantry and cavalry units. There is always a shortage of elite soldiers to go around, and to represent this, elite units should not be more than 1 / 10 out of your total army size (ideally less) - otherwise, they can be considered only ‘semi-elite’ and will start to lose effectiveness. Small armies get some leeway to support a single elite unit.

Trading / Sending Units!

Any unit can be freely shipped to other nations in the form of just the weapons, equipment and vehicles etc, without your troops (manpower), which are left behind and returned to the manpower pool. There also needs to be a free transport ship from either side, or a railway link to the destination (except for naval units, which can send themselves). Basically, if not already 'mothballed', the traded unit is considered 'mothballed' for transit, and will remain that way unless the receiving party will need to spend their own manpower/volunteers to bring them into service. If the reciever is expecting the unit(s), they can send orders to do so the same turn and rush them straight into action (given the timescale is roughly a year, at least for now), but those units will fight with a penalty on the first turn, as they get organised.

Damage and Repairing Units

This has changed since the start of the game - there is now a combined 'Damage' percentage for Army, Navy and Airforce. This will only be shown if some units are under-strength of in need of serious repair. You'll see a PP cost to fully restore each branch of the military, but you can spend any amount of PP you wish to restore a fraction of the damage. This will also be a drain on available manpower, especially if lots of infantry or 'manpower intensive' units are damaged. A small percentage of damage will be repaired for free each turn, provided there are no major disturbances or shortages.

Any unit type that has a particularly high percentage of damaged or under-strength units will still have '(damaged)' listed next to it in the stats.

Disbanding Units!

This is a free action that will return the manpower and 1/2 the PP value in $, rounded down. So a unit that cost 5PP will yield $2. For units that only cost 1PP, or ‘antiquated’ units (see below), you can get $1 back by disbanding two at a time. The money is added to your treasury at the end of the turn, so can’t be spent right away.

This is not super efficient, so you may make a bigger profit by selling your obsolete units to other player nations, or NPC’s - feel free to discuss with the GM!


Designing Unique Units​


Spoiler Designing Unique Units :

For sanity purposes, please only request one UU per player turn on average... I'm happy with multiple requests a turn, so long as its not every turn! Exceptions can be made for major conflicts...

UU’s can be designed in discussion with the GM - let me know what you have in mind, and I will let you know if it’s feasible with the current tech, and how much the prototype unit will cost. Prototypes will always be more expensive to build in terms of PP, and they may also have defects - if you want to rush a horde of experimental UU’s into service, that is your call. The cost will likely reduce the turn after at least one prototype is built, and problems are ironed out.



Government Types​


Spoiler Government Types :

Switching government type can happen through elections, and/or through crafting an agenda to push a certain government type. Generally, you won’t be able to suddenly impose a radically new government type without pushback and possibly civil war. Feel free to discuss with the GM to get an idea of what to expect.

Government archetypes (you are free to suggest your own ideas as well):

Druidist / Environmentalist
A hypothetical form of government based on idealised visions of ancient times; a focus on environmental protection and social wellbeing, with a limited form of democracy.
Anti-materialist ethos; Economy and Industry will be sacrificed for greater wellbeing and stability. Corporations will be viewed with distrust.
Population centres will be somewhat more self-sufficient and less vulnerable to disasters / shortages.
The ruling council will be uneasy about war mobilisation and will need to be convinced about wars of aggression.
There are no easy tools for dealing with dissent.

Democratic
A focus on fairness, equality and rule of law. But the establishment can still wield great power.
Elections can switch the ruling party between big capitalist, social welfarist, conservative (status-quo) and others.
Economy and Industry will generally be easier to develop.
Tech progress will be faster than otherwise.
Minorities will be more vocal about demanding rights, and/or independence.
The public will be uneasy about war mobilisation and are unlikely to support wars of aggression.
There are no easy tools for dealing with dissent.

Senatorial
A carefully-curated form of democracy. Consuls (or similar) are elected by the senate, some steps removed from direct public vote. Oligarchs can wield great power.
Elections can switch the ruling party but they all tend to be rather conservative.
Economy and Industry will be somewhat easier to develop.
Tech progress will be slightly faster than otherwise.
The senate would like a casus belli for war mobilisation and wars of aggression.
The public have some protection against outright oppression.

Communist
A communist state with state-owned industries and varying degrees of totalitarianism.
The economy is sacrificed for Industry, which is significantly easier to develop.
Corporations are nationalised. Trade goods are slightly less profitable.
There is global solidarity among Communist movements.
Can declare war at will, but the ruling politburo may wish to be consulted…
Minorities and dissenters can be brutally repressed.
High stability will be hard to maintain.

Fascist
A totalitarian state with revanchist and/or ethno-nationalist ideas.
The majority ethnicity can appeal to diaspora living in other nations.
Militarism: more volunteers and reduced military upkeep.
Can declare war at will.
Minorities and dissenters can be systematically eliminated.
High stability will be hard to maintain.

Theocratic / Fundamentalist
A totalitarian state in which a religious authority has control over most aspects of daily life.
Can appeal to believers living in other nations.
Dogmatic: tech progression is slower than normal.
Militarism: more volunteers and reduced military upkeep.
Can declare war at will against non-believers.
Pagans and infidels can be brutally repressed if they refuse to convert.
Stability will be easier to maintain, so long as the faith is defended.

Despotic
Considered an archaic system by some, the ruling dynasty has full control of the state.
Stability depends largely on the popularity and perceived strength of the current monarch or despot. Succession may be disputed.
Cult of personality can lead to various bonuses.
Can declare war at will.
Minorities and dissenters can be brutally repressed.
High stability will be hard to maintain, endemic corruption is likely.

Authoritarian
Pessimists predict this will be the end-state of all governments; when Communist or Fascist states that have lost their ideological drive, Democracies have been bought out by Corporations, and power and control remain the only motives.
Can be ruthlessly capitalist, technocratic, or militarist in nature, for different bonuses.
Can declare war at will, but the ruling cabal/oligarchs may wish to be consulted…
Minorities and dissenters can be brutally repressed.
High stability will be hard to maintain, endemic corruption is likely.


Example Orders​


Spoiler :

Acadia
Democratic - Republic - Independent State
Defensive Pact with Celtonia (expires in 2 turns)
Consail Hillary Schmidt-Douglas - Liberal Party
North American / French / Celtonian mixed Culture
Treasury: $10
Eco: 5 EP (under-developed)
Ind: 2 PP (under-developed)
Tech Level: 7.0 (good), decent progress
Manpower: 100% (1 Volunteer)
Stability: 80%
Oil supply: 0%
Upkeep: -$2
Faiths: Druidism, Christianity (both moderate), Wotanism (weak)
Agendas: pro-Celtic movement (strong), Liberal party (strong), pro-USA party (moderate), Communist party (weak), Neo-Druidist movement (weak), Demilitarisation movement (moderate)
Minorities: German, Greek, Norse (weak)
Military Readiness: Low
Army (professional): 3 Militia, 2 Infantry, 1 Highlander, 2 Rough Rider, 1 Armoured Car, 1 Field Artillery, 1 Siege Artillery
Navy (professional): 2 Gunboats, 1 Torpedo Boat, 1 Destroyer, 1 Steamer
Airforce (trained): 1 Basic Biplane
Mothballed: 2 Militia, 1 Cannon, 1 Ironclad

----

Money spending (optional):
$10 Treasury available
Develop +1 Industry for $10 [due to being ‘under-developed’]
Spend $5 on 1 tech roll
[now going -$5 into debt which is allowable; debt can equal Eco stat]

Industry spending (optional):
No unit production; 2PP into trade goods
[note: the new industry won’t be available until next turn]

Diplomatic influence (optional):
Try to work against the anti-militarist movement both in Celtonia and at home, arguing for the need for continued defence of allies.

Agents (optional):
No spending at this time.

Unit orders (optional):
No additional spending on training, but Destroyer is to sail to Holstein on a friendly naval exchange mission.
 
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Pre-Game Timeline - 4000 BC to 1927 AD

Spoiler :

Pre-History - 4000 BC
Proto-empires - Hatti, proto-Inca, Aztec - 2000 BC
Archaic Greek civilisation - 1000 BC
Proto-Germanic mass migrations from Scandinavia - 1000 BC
Rome founded ~ 750 BC
First Celtic-Incan wars - 100BC to 200 AD
Christianity founded - 33 AD
Celtic warring states period - 200 to 600
Roman Empire becomes christian - 405
Rome destroyed in eruption - 410 AD
Unified Celtic Monarchy - 600
Peak of the Viking age - 700s
Neo-Incan empire / Incan peak - 900
Incan / Mayan wars - 900s to 1300s
First Siege of Cuzco - Celts defeated - 1001
Celto-Norse seafaring voyages - 1000s
Germans convert to christianity - 1200s
Fall of Cuzco to Celts - and start of German Crusader invasion of Aztec Empire - 1392 AD
Spain, France and Holland become christian - 1400s
Roman gunpowder - early 1400s
Roman-Celtic wars - 1450’s to 1700’s
German Mexican crusader victory - 1520s
Byzantine peak - conquest of Pacific coast - 1550s
Spanish activities in north america - 1600-1800s
Angles and Saxons break from German reich and Roman church - 1650s
French kingdom conquered most of Scandinavia - 1700-1750s
Hittite holy wars and empire - 1750-1770
Formation of USA - 1770s
Celtic-Mayan war 1770s
Steam locomotives - 1770s
Battle of Barcelona - Celts defeated in first invasion of Spain - 1815
Ironclads - 1820s
Celtic Occupation of Alaska 1820s
Celtic occupation of Spain / Americans in Mexico - 1830s
Germany and Mexico falls to Iroquois - 1840s
German diaspora - 1840s
Telegraph - 1840s
First World War - 1840s to 1860s (Iroquois, Romans and Mayans vs Celts, French, Germans and USA)
Defence of Washington - 1845 to 1855
Inter-war period - French Empire declared - 1860 to 1880
High explosives - 1870s
Second World War - 1880s to 1890s (French, Romans, Dutch and later USA vs Celtonia, Hatti, and some German / Iroquois cooperation)
Practical internal combustion engine - 1880s
Steam turbine and electrical generators - 1890s
Early radio experiments - 1890s
Airship experiments - 1890s to 1920s
Democratic elections resume in Celtonia / retreat from empire begins - 1890
First heavier-than-air flight - 1895
Celtonian ‘Gilded Age’ - 1895 to 1920
Civil wars in Mexico - 1900 to present
First generation Super-Dreadnoughts - 1905
‘Tank’ concept - 1910s
Civil war in France - 1910 to present
Celtic heavy biplane crosses western ocean - 1920
German zeppelins operate reliably - mid-1920s
Inca plebiscite - 1920
Penicillin - 1920s
Celto-Incan ethnic violence, Celtic incursion into Cuzco - 1926
Dutch buy super-dreadnought - 1926


Updates:

 
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World Gazette 1927

A roundup of news stories from around the globe




War in Mexico!

A new round of fighting has broken out in Mexico as negotiations have broken down and the sound of shellfire once again echoes through the mountains and jungle. Using planes and blimps to spot enemy movements, government troops have made progress in the south towards the fanatic stronghold of Teotihuacan, with armoured cars leading a flanking attack onto the farmlands surrounding the city. But tenacious rebels have taken hundreds of prisoners in their counter-attacks on government army camps, and it is rumoured that some have met a grizzly end, being ritually sacrificed among the Teotihuacan temple ruins, in a brutal recreation of ancient blood-rites. Meanwhile the Communist People’s State forces clash with both the Government and the fanatics, and broadcasting from their base at the ancient Aztec capital of Tenochtitlan, they appeal to the world for recognition as the legitimate government and the only long-term hope for Mexico. But Celtic artillery gunners helped to halt the Communist’s advance through the mountain passes towards the central city of Zitlaltepec.

Celtic expedition forces meanwhile blaze a trail along the northern border with the Iroquois Nation, with their elite Highlander infantry fighting through rugged terrain with the assistance of the latest Celtonian bomber-planes overhead to blast rebel strongpoints. Progress is slow and cautious, and there are rumours of mad charges of rebel fanatics resulting in great massacres. Celtic forces may be trying to create a corridor to their colony of Nemausus but as of now this goal remains some distance away. Meanwhile Iroquois representatives protest the alleged landing of shells and bombs on their side of the border.

Republic of Mexico: -2 Militia, -1 Rough Rider; 2 Infantry damaged; captured material: +$2
Mexican People’s State: -2 Militia, -1 Rough Rider
Holy Aztec Empire: -2 Melee Infantry, -2 Militia
Celtonia: 1 Infantry and 1 Highlander damaged

Giving a speech in Texcoco, Celtic representatives stand with the Mexican government and sound a note of cautious optimism, but the war is controversial back home in Celtonia and the morale of the average Mexican soldier seems questionable, there is as yet no end in sight to the fighting.

Rebellion in Portugal!

In recent years the Inca Nation has rarely been out of the headlines for violent disturbances, the smoke has barely cleared above Cuzco when now a new conflict erupts in the south; a Portuguese rebellion has begun, organised and supplied by the Portuguese diaspora. Lisbon and the surrounding lands have already been overrun, and the railway route between Inca and Maya nations is interrupted. Amidst desperate fighting the Inca garrisons seem to have thwarted some of the rebel plans, managing to hold a corridor of land towards the Mayan border and isolating one rebel force near the border with Arequipa. Undaunted, volunteers have been dodging Incan patrol boats to smuggle themselves into the fight, among them many ethnic Celts and Germans who were former residents of the Cuzco region and have suffered at the hands of Inca militia in the violence of 1926, now seemingly eager for revenge. The fascist Inca government now faces a dilemma, as there are other dissenters throughout the country and powerful armies of the Celts, Romans and Mayans on their borders. Yet if the Inca deploy their full firepower to the region, and Incan ships gather for a full blockade of the coast, it seems the odds are stacked against the rebels.

This may be the last chance for the Portuguese people to secure their homeland after over a thousand years of Incan occupation. If the previous record of the Incan government troops is anything to go by then reprisals will surely be severe. It seems the rebels can only hope that the Inca leaders refrain from going all-in to crush the uprising, or that some kind of outside intervention materialises…

Inca Nation: -1 Militia, -1 Infantry, -1 Basic Artillery, -1 Armoured Car; 1 Infantry damaged
Portuguese rebels: -2 Militia, +1 Basic Artillery and +1 Armoured Car captured

Conflict in France

Now from the tropical plains of Portugal to the snowy expanses of southern France. The authority of the Imperial government continues to weaken, as regional commanders gain the loyalty of their troops and establish themselves as warlords over their areas, known as ‘Cliques’. While still nominally loyal to Paris, the Loire Clique has expanded its domain at the expense of eastern rivals; Loire forces are seen using converted passenger biplanes as an improvised bomber force; a low-flying raid at Marseilles caused civilian casualties and panic near the police station and town hall, which had been barricaded by Rheims troops; followed by the appearance of warships offshore, the defenders promptly surrendered the town. Meanwhile the port of Tours is frequented by merchant ships of dubious origin, as the Loire clique seems to be gradually obtaining modern weapons through the sale of oil and rare minerals.

Over in the East, the Orleans Clique and the central government come into conflict; the town of Amiens is briefly shelled by Orleans forces before they are beaten back by heavier government firepower; and there are skirmishes south of Paris; it seems the Orleans Clique may be attempting to negotiate a payoff from the government.

French Empire: -1 Militia; 1 Infantry damaged
Orleans Clique: -1 Militia; 1 Infantry and 1 Ironclad damaged
Rheims Clique: -2 Militia
Loire Clique: -1 Militia; 1 Infantry damaged; materials captured

Dishevelled refugees continue to try to enter Scandinavia or flee on any boat available; they risk arrest or death by their own government which had forbidden civilians to leave without a permit. The Scandinavian parliament debates the issue but for now, is cautiously accepting those who make it across the border; there is now a ‘French Quarter’ in Bergen, home to the most outspoken French radicals but also said to be haunted by Parisian government agents.

Celtonian Politics - Uncertain Future

Now to Navua, the heart of Celtonia. The great old parliament building, surrounded by tree-lined boulevards and towering modern government offices project a sense of confidence, but behind the scenes there are growing concerns for Celtic democracy. Rarely has the political scene been so divided; Neo-Communists, Liberals and Conservatives vie for influence, while cross-party campaigns call for the re-annexation of Cuzco, or the restoration of the old Celtic Monarchy to serve as official head of state. But the single biggest bloc now seems to be the radical Neo-Druidist party, promising an end to ‘rampant materialism’ and ‘colonial warfare’ and a return to traditional Celtic values of ‘family, faith and nature’... As things stand it’s possible the Neo-Druidists may win the 1930 election with a radical environmentalist agenda, which could see a turning point and Celtonia rapidly overtaken as the world’s greatest industrial and military power. Critics are already calling this a ‘catastrophe in the making’ and conservatives are trying to forge an alliance to beat the neo-Druidists and ensure Celtonia can continue to be an ‘arsenal of Democracy’. Some are even calling for Celtonia to adopt the Roman system of ‘Senatorial’ government in order to keep ‘dangerous radicals’ out of the political process.

But in the cafes and taverns of the old town, there is currently no sense of alarm; pipe-smoking old-timers remember the two World Wars and the era of Communist government. One gets the sense that the country will ‘muddle through’ no matter what…

The Fate of Nemausus and Calcadia

Another subject of discussion is one of Celtonia’s last major colonies, the outpost of Nemausus, strategically located between southern Spain and northern Mexico, and not far from the Iroquois border. The flat coastal plain, lacking defensible terrain, has led to the Celts holding a large buffer zone around the fortified port. Historical Spanish and Mexican claims would split the territory more or less in two, with the city of Nemausus itself going to Mexico. The Mexican government will not raise the issue while Celtic troops provide vital support in the civil war, however tensions with Spain are steadily growing, seemingly encouraged by the Iroquois... Various proposals have been put forward, including setting up an independent state, but none so far have been agreed upon. The city serves as an important naval base and supply hub for the Celtic armed forces, and is a potential base for a serious push against rebels in the north and east Mexico, if Celtic leaders have the will to commit more troops. ..

Conservative politicians in Navua are now championing the cause of Nemausus remaining Celtic territory, highlighting the disastrous outcome of the Cuzco plebiscite and saying that too much has already been given up. If Nemausus falls, they say, then pressure would surely mount on the Celts to hand over the huge naval base of Calcadia to the Iroquois, who have tenuous historical claims to that peninsular; this would give Iroquois dreadnoughts unrestricted access to the central Atlantic, and would leave Celtonia with no bases at all on the Altarran mainland, with dire consequences for Democracy, so it is claimed... While others think it is high time that Celtonia abandoned these far-flung holdings, de-escalated tensions with foreign powers, and enjoyed the windfall of reduced military spending….

Atlantic Liberalism in the Shadow of US Expansionism

An assortment of recent novels and scientific papers has brought attention to the so-called ‘trans-Atlantic liberal movement’ stretching between Celtonia, Germany and the USA, perhaps seen at its strongest in the Commonwealth of Acadia. As a reaction to the moralism and wartime austerity of the past hundred years, the liberal movement casts a critical eye to traditional conservative values, advocating a relaxing of laws around drug use and personal relations, and intellectual consideration of radical ideas; critics claim this is a path to degeneracy and is leading the youth to embrace anarchy and nihilism and all forms of dangerous ideologies. Yet undoubtedly, there is a flowering of expressive artwork, cinema and music tied up in the movement, and many of the North Atlantic’s leading scientists and intellectuals are somehow associated with it. The University of Acadia in Halifax has become a centre of the movement and a much sought-after posting for academics.

All of this falls in the shadow of US expansionist sentiments, a nation that currently has a powerful lobby of industrialists infused with Christian moralism, and seems generally opposed to the liberal movement… All of the Atlantic seaboard states flew the US flag at one time or other in the past century, and politicians in Washington are not shy about pushing expansionist or ‘restorationist’ ideas. In truth there are many US sympathisers in Acadia and all throughout the region who would support US annexation through diplomacy, military intervention or some mix of both… However, the nations of Celtonia, Germany and even Scandinavia all likely have objections to eastern US expansion if Washington does not tread carefully. With troubling trends in world politics, there is a sense among liberal thinkers to ‘enjoy the moment’ while it lasts…

Zeppelin Flights!

The turn of the century saw a fascination with the potential of airship travel; promising far greater range, luxury and convenience than aeroplane flights. But the famous airship disasters of the 1910s and early 1920s turned both public and government opinion. Now, as the airframes of the last Celtic and American airships rot in storage, Germany alone has persevered with their airship programme, led by the Zeppelin company and their latest airship, the Gutenberg. After a year of making successful flights between Kiel and Boston, and some publicity flights over nearby major cities, the silver giant finally got the go-ahead to brave the Atlantic, making a smooth crossing to the airship hangar outside of Navua, Celtonia. Several more crossings have since been flown without serious incident, and there is a growing list of the rich and famous waiting for their turn.

It is a popular subject for world newsreels and a great boost for Germany’s prestige. Innovations with engine design, structural elements, automatic stabilisation, crew training, and weather prediction have all combined to make this an apparent success. Germany also has the advantage of the Bremen oilfields, a key source of helium lifting gas which affords greater safety, and the German chemical industry has also produced a special fuel gas that has the same density as air, greatly reducing the need for ballast management. The Zeppelin company now plans a round-the-world flight, and further airships are in design. Will other nations dare to match the Germans? And might these Zeppelins be turned to military purposes? Time will tell…

Nordic Unionism

Scandinavia as a country is only decades old, but the Norse people have ancient roots. The romantic movement of Scandinavian nationalism was first put into words by the writers and poets of Stockholm, writing at a time when the mainland was under French control, and their works are as much about mourning for an idealised past as they are optimistic about the future. Now a new generation dares to think about pan-Nordic nationalism, and the creation of a single nation including every far-flung Norse community that has survived from the Viking age - these being Stavanger, Norseland, Molde, and perhaps even Greenland in South Atlantic; maximalists would even include Akwesane as an autonomous region, along with islands originally settled by Celto-Norse seafarers, such as Coritan and Tolosa.

For now, these ideas are gaining the most vocal support in Stavanger and Norseland in the north. As the centre of gravity of the Norse world, it seems that Scandinavia would only stand to gain from an expanded Nordic union, but they perhaps need to be careful about encouraging such ideas; such a union may be opposed by Celtonia and the USA among others. This is at a time when Scandinavia has an untested military, bordered by dangerous situations in the north and south, and may well need powerful friends on the international stage…

Naval developments

Cheering crowds watch the formal commissioning of the Dutch Super-Dreadnought Gelderland in the port of Amsterdam, this is the former Celtonian Navy Ship Sea Dragon, purchased for an undisclosed sum. This single ship dwarfs the Dutch cruisers anchored nearby, and instantly makes Holland a significant naval power in the southern seas. As the Roman Empire now has two of its Basileus-class Battlecruisers in commission, the Mayan Empire may now be feeling the pressure to invest in capital ships of its own. Meanwhile, news is confirmed that the Iroquois have launched their second Dreadnought-class ship, the Okahkwènta, seen cruising near Alaska. Rumours abound that the USA is planning to buy a Super-Dreadnought from Celtonia or may seek to build a new type of capital ship to protect the new aircraft carrier Lexington. Germany is likely also to be looking at capital ship designs.

Celtonia maintains a large advantage with 7 Super-Dreadnoughts and one Carrier in commission, however these ships can not be everywhere at once, and there undoubtedly concerns in the Celtonian admiralty about a heating naval arms race around the globe.

Excavations in Rome

The Aventine eruption of 410 AD completely destroyed large parts of the ancient city of Rome, but also left some areas buried under thick layers of ash and debris. The latest archaeological expedition from the University of Aquileia has uncovered previously-untouched remains, consisting mainly of lower-class dwellings, but dotted with some richly-adorned homes that might have belonged to middle-class merchants, and at least one small temple. Most buildings are in a remarkable state of preservation, with walls, frescoes and even some wooden furnishings intact. The opening of this new time-capsule has led to a fresh wave of interest in ancient Roman art and architecture.

Imperial troops now guard the site. By a recent law, all ancient artefacts are considered personal property of the Basilissa, and unlicensed treasure-hunting is technically treason and could be punishable by death. Artefacts are being carefully cleaned and catalogued and will be put on public display in Constantinople.

Icelandic expeditions

This year a US expedition had planned to reach the south pole, which would’ve made the USA the third nation after the Scandinavians and Celts to do so. However, the specially retrofitted steamship Kerry had to be abandoned after it became trapped in shifting sea-ice and was eventually crushed. But in a remarkable tale of survival, all party members were rescued after sailing to Dutch Pinguïnland islands in small lifeboats, having navigated their way through stormy seas, and eventually returned home to a hero’s welcome and much fanfare. It is not clear if the US will fund another attempt at the pole.

Meanwhile, an Iroquois expedition, supported by several ships, ventured across previously-uncharted coastal ranges and ventured within a few hundred miles of the south pole before turning back. It is claimed this was not an attempt at actually reaching the pole, but no doubt valuable experience was gained by the crew, and one may follow in the years ahead. In a puzzle for scientists around the world, the Iroquois returned with rock samples containing fossils of ancient ferns and other plants seemingly tropical in nature, which they claim is evidence for a dramatic shift in the earth’s crust at one point in prehistory.

1928 begins…

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On behalf of Her Imperial Majesty, the Basilissa Theodora XVIII, the Roman Senate is prepared to guide the Empire into a glorious new era. The people* have chosen their own candidates** in free*** and fair**** elections, and have proven that Roman Democracy (TM) is stronger than ever!


*-Property owning men who have served in the military
**-The Basilissa and military pre-selected acceptable candidates
***-It cost no money to vote in this election
****-One polling station was provided at a county fair.
 
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The world is circled in ash, and nature our mother cries out constantly. Yet, the voices of peace, equality, and fairness are protected only by steadfast efforts to guarantee global security against the forces of instability, whatever the cost.

As always, we will honor the will of our people, and safeguard peace through our global effort to promote freedom and equality. In doing so, the Union of Celtonia shall forever prosper as the guardian of nations, and prevent a Third World War.

Consail Bréanainn Thomson - Conservative Party (212/419 seats)

Cinnire Ruairi Quinn - Tosaigh Draoi (Druidist Front) - (137/419 seats)
Cinnire Padraig Mason - Communist and Unionist Alliance - (82/419 seats)
Cinnire Mordhain Villacamba - Pacifist Party - (65/419 seats)
Cinnire Tara Llewellyn - Royalist and Traditionalist Alliance - (28/419 seats)
Cinnire Mairias Holst - Free Liberal Party - (32/419 seats)
 
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I shall preliminarily claim the Inca (for the challenge) - will consider over the next few days how to direct their efforts.
 
Good to see you guys :D I've updated the official player list, everything else is up for grabs. Let me know if you have any questions about rules, the setting, or anything else!
 
Are the original story threads fully canon? It might be good to go back and read them (although I doubt any of the original images survive, any legacy ones you can show would be helpful...)

I would say only in a very broad-strokes sense, I didn't actually read through them while setting up this NES. I'm a little embarassed by those old threads 😅 I can flesh out the timeline in this thread if you would like any more info, but basically happy for you to add your own details.
 
rrring-ring! rrring-ring!
rrring-ring! rrring-


Hello?
garbled?
Yes, this is the man of the house speaking.
garbled
What's that?
garbled
Uncle Sam needs me, you say? What for?
garbled!
He wants me to force nurture managed democracy and uphold the interests of the American shareholders sponsors pals in the DoD people?
bald eagle shriek
You can count on me, sir. I'm packing my travel-gun right now. bweep

Yeah, so I'll be the United States of America.
 
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In the beginning, there was Chaos.

Chaos is the natural order of things. There is no purpose in the world, no Order, except that which was Willed upon it.

Such was the province of the Divine, our Mother Arrinia among them. They set their will upon the Chaos, and invented Order. And they saw that it was good. They gifted the people of this world with Will, and bequeathed this world to them to do as they see fit.

Such was the province of our ancestors, our nation among them. They set their Will upon the Chaos of the world and established Order, and taught their children how to do the same. Generation after generation, Order held against the ceaseless tides of Chaos, and generation after generation, the Divine continued to shower us their blessings.

And yet, in this age of steel and glass, we find ourselves at a crossroads. Something broke in the hearts of people. Perhaps they were so bound by the Order of their ancestors, that they forgot how to recognize the dangerous song of Chaos. Perhaps they forgot that Will must be taught, thinking that without faith it would still sprout on secular soil. Perhaps they forgot their sacred duty, and have slain their divine benefactors. Perhaps they have actively turned their Will towards Chaos, hoping to profit one last time and bequeathing nothing for those that follow.

Forgive them, Mother, for they do not know the horrors they are working to unleash. They know not the despair of the solitary wolf, the terror of the unguarded sheep, or the sorrow of the childless sparrow. They forgot how to recognize the dangerous song of Chaos. They forgot that Will must be taught. They forgot their sacred duty to their people and divine, and now seek to make all people spiritual orphans, alienated from their purpose, tradition and ancestors.

We the Hatti of the Mother Arrinia shall forever stand guardian against those seeking to unravel our traditions. Our Will shall ever be to banish the Chaos and protect the beautiful. To teach the truth of her Will, and the bequeath righteousness of Order. From our Mothers to our Daughters.

Esdu.*

*Hittite for “Amen!”

- A Sermon by the High Priest Tudhaliya, c. 1925

 
Awesome stuff, thank you guys! I've updated the player list.

To get things moving, a couple of deadlines:

23:59 hours, Tuesday 20th August (UK time) - deadline for players to join turn 1. This is so I can send out NPC diplo.

23:59 hours, Sunday 25th August - deadline for orders for turn 1 (one week from this post). Let me know if you definitely need more time!

I think everyone here is also on the NES discord, please feel free to message me to discuss ideas or anything you're not sure of, I will also check my messages on here.

:salute:
 
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