Dawn of Colonization Sign-Ups

Sonereal

♫We got the guillotine♫
Supporter
Joined
Mar 31, 2008
Messages
14,927
Dawn of Colonization

The year is 1500, one century following the Red Death which spread across Asia, Europe, and Africa and destroyed the old kingdoms. Now, new nations will attempt to forge colonies, spread their religion, and bestride the globe with a merchant marine unmatched.

Will the world embrace free enterprise and trade or sink into mercantilism and violent competition?

The choice is yours.

No stupid nations.


The Game and Rules

Spoiler :
Dawn of Colonization is an IOT that doesn't have WMDs, helicopters, tanks, magic, ???istan, ponies, or other silly little things. As such, here are the rules.

1.) The Game Moderator is supreme.
2.) No off-topic chat. OT banter will result in penalty.
3.) No OOC insults. OOC insults will result in penalty.
4.) No stupid nations (???istan, Pony Horde, Danish Manchuria, etc).
5.) Roleplaying will be (lightly) rewarded. Rule of thumb, long narratives that are just conversations between two or more characters are boring to me.
6.) Missing an update will result in an warning. Missing two updates in a row will make your nation a NPC.
7.) Rules are subject to change.
8.) The map has errors in lakes on it. I'd be grateful is those were fill in so I can fill it in on my own map.
9.) I must be invited to all alliances.
10.) IOT Chat


Starting Out
Spoiler :
Pick five connected territories including a capital province. You start with 500 pops (each pop represents 100 people, hence 50k people) and .1 industry.

Spoiler Map :


Decide whether your nation is ultimately democratic or an monarchy.


Monarchy versus Republicanism/Democracy
Spoiler :
Monarchs have complete control over taxes and foreign affairs but have a natural revolt risk that is made worst if there are powerful or adjacent republics.

Republican governments need to do a good job convincing their population to go to war or taise taxes. It is easier to gain approval to go to war against a clear jerkass AND get the tax increase needed then it is to go after the neutral Swiss.


Expansion and Colonies
Spoiler :
Expansion in the Old World is simple. Move an army into the territory and take it! One army requires one fleet to carry it when moving overseas. Each Old World territory taken adds +50 pop to your population.

However, if you're claiming a territory not adjacent to your core five territories, this territory is considered a colony. A colony is counted as a separate political entity on the map. You can annex a colony but this will result in reduced natural population and industrial growth and increase the chance of revolt.

You can create as many colonies as you want. These colonies will obey your orders and will attempt to expand on their own.

In the New World, natives will attempt to fight off colonization attempts and armies used to claim in the New World are used up.


Military
Spoiler :
Regiments cost ten (10) pops each and have a starting maintenance cost of $1 (increases with army techs). Ships cost two (2) pops each and have a starting maintenance cost of $1 (increases with navy techs). For the love of God, don't over recruit. Yes, you can recruit your entire population. Then you're left with no pops generating you taxes and baby-making.

Forts cost $10 (add $2 for each fort tech above 1) each and must be built in public (build order posted in thread). Regiments and Ships use forts as a rallying point and a base point for carrying out offensives and defenses. This means that attacking areas or defending areas close to your fort is easier. At Fort Tech Level 1, this is 10% on the fort, 5% around the fort.
***
Casualties and POWs

The game will be using the Standardized Combat System (found in the latest IOT Dev posts at this time) but slightly modified to allow a percentage of destroyed regiments to escape death and to be captured.



Finance
Spoiler :
Governments collect money off taxing GNP. GNP is population*industry+trade. Industry grows at 5% per turn naturally. Each nation starts with a tax rate of 20%. Money not spent is banked. Banked money does not generate interest.

Population grows at a rate of 1% per turn but more provinces increases the number (everyone starts with 5 provinces and therefore have a growth rate of 1.05% a year). Technologies also increase this rate.

Each 1% of GNP put into a nation increases industry by .01 on top of natural growth. Rich nations investing into poorer nations or their colonies can pay off heavily in trade revenue.


Technology
Spoiler :
Army Tech: Increases effectiveness of regiments.
(Costs (100+# of existing armies) times tech level being aimed for.

Naval Tech: Increases effectiveness of ships.
(Costs (100+# of existing navies) times tech level being aimed for.

Trade Tech: Increases trade effectiveness.
(Costs 150 times tech level being aimed for)

Fortification Tech: Increases fort effectiveness and range.
(Costs (100+[5 times the # of existing forts]) times tech level being aimed for)

Espionage: Increases the number of espionage actions you can perform per turn.
(Costs 150 times tech level being aimed for)


Colonies and the New World
Spoiler :
Colonies will revolt if there is a high tax rate since the colony collects a tax rate from it's citizens and then pays the motherland's tax rate. They will also revolt if there's a successful colonial revolt elsewhere.

In the New World (North and South America+Australia and parts of Oceania), each territory has an amount of Native defenders. The number of which is dependent on how many turns have gone by. Natives receive a natural defensive bonus and don't require forts.


Stability and Rebellion
Spoiler :
Stability runs from 1 (meaning collapsing government, if not already collapsed) to 10 (wonderful!). High taxes, military deaths, and territories not covered by forts have an increase chance of revolt. Having more territories than armies increase revolt. There are several types of rebellion.

Peasant Rebellion: From high taxes. Populations rise up but are weak militarily.
Nationalists: These rebels want to reform an old nation or create their own.
Patriots: These rebels want to join an existing nation.
Colonial Separatists: Only in colonies. These rebels want to break out from the motherland.
Colonial Patriots: These colonial rebels want to join an existing free colonial nation.
Revolutionaries: These rebels want to replace the government with an republican government. Will not negotiate.
Noble Rebels: If a monarchy, these rebels will form if there are high tax rates. More dangerous than peasant rebellions.
Heretic: Have a different branch of the accepted state religion.
Heathen: These guys aren't even in the same religious tree!
Pretender: Pretenders can be dangerous if there's a high RR. They wish to install themselves as ruler, even in republican/democratic governments.


Religion
Spoiler :
For every four nations, there can be one major religion. With GM approval (via PM BEFORE posting the religion), a limited number of players can create major religions, their ideology, etc. provided they're not trollish, stupid, meme-based, or otherwise annoying. The player nation's capital territory (which counts as a fort) will become the holy city.

The controller of the holy city has the power of excommunication and calling crusades. Excommunication against a government which make your religion's adherents angry at the government. The controller of a holy city can also call for a Crusade against a heathen religion to take the holy city.

Religions can also have schisms. Schisms are instigated by governments and can result in much bloodshed and turmoil. Expect excommunications to fly.

Religious solidarity can decrease revolt risk.

Missionaries: You can spend money to convert the population to your state religion. Converting pops without a faith is cheaper than converting pops with a heretical belief which is cheaper than converting pops with a heathen belief.

Inquisition: Purge heretics, non-believers, and heathens in a violent fashion. Cheaper than missionaries, but riskier.


Espionage
Spoiler :
All espionage actions have a success chance, discovery chance (which is usually the inverse of the success), and a monetary cost.

Espionage Action ($cost/success chance/discovery chance)

Spy Ring Infiltration ($10/80%/20%): Decreases target's espionage effectiveness against you by 25% for the turn.

Incite Against Merchants ($20/80%/20%): Lowers trade income of target for the turn.

Infiltrate Administration ($20/80%/20%): Can result in a myriad of information gathering.

Sow Discontent ($100/50%/50%): Decreases stability.

Counterfeit Currency ($100/60%/40%): Destroys 1-5% of target nation's spendable income for the turn.

Bribe Defenders ($25/80%/20%): Increases of a fort surrendering during a siege by 20% for a turn.

Incite Natives ($25/90%/10%): Incite natives in a New World colony to attack settlements.

Sponsor Patriots ($100/70%/30%): Incites patriots to spawn. Requires target to control provinces belonging to another, existing nation.

Sponsor Nationalists ($100/70%/30%): Like patriots, only they want to recreate a nation.

Sponsor Pretender ($100/60%/40%): Support a pretender who'll fight to take over the government.

Sponsor Heretics ($100/80%/20%): Sponsor heretical uprising.


Sieges
Spoiler :
There are two ways to take a fort territory, through an assault or through a siege. To start a siege, you must control a territory adjacent to the territory. If an island, your navy must establish a blockade around the island.

Sieges slowly wear down defenders. A higher army/naval tech increases besieger's effectiveness. A higher fortification tech increases besieged's effectiveness. Sieges exact a toll on defending armies over time.

A successful siege will gain you a fort while a successful assault may destroy the fort.


Other Items
No need for me to stifle player creativity. If you want to spend your money on something or do something not talked about above, PM me and I'll give you a rough idea of how your idea would work out.
 

Duchy of Toulouse

Map:
Spoiler :


Capital: Toulouse, marked by an Occitan Cross.

Government: Feudal Monarchy

Current Leader: Duke Raymond XII of the House of Toulouse-Barcelona.
 
Not needed, since I failed.
 
Spoiler :


Sultanate of Malacca

Government: Theocratic Monarchy
Religion: Islam, if permissible
Capital: Middle province on the western coast
History:
Spoiler :
During the influx of numerous diseases, the already-powerful Sultanate, known for its mighty trade, began to offer refuge for unafflicted Muslims fleeing the disease. While not entirely successful in keeping the disease out, the relative cleanliness in the region barred it from from spreading as rapidly as in other regions, and it thus, it became a center of population for Southeast Asia. With diseased and war-torn zones blocking the route to Mecca, the Islamic population was no longer capable of making their pilgramages, and instead established mighty centers of religion in the capital city of Malacca.
 
High Kingdom of Mide


Government: Feudal Monarchy
Capital: Dublin
King: Fedlimid Keefe
Religion: Celto-Catholicism

Claims:
Spoiler :
 
Please crop the map around your claims. Makes them easier to find. :)
 
North Italy

Now, when you say that for every 4 nations, there can be 1 major religion, do you mean there can be one major existing religion, or there can be one major created religion?
 
North Italy

Now, when you say that for every 4 nations, there can be 1 major religion, do you mean there can be one major existing religion, or there can be one major created religion?

Created. If there are 16 players, there will be four of these major distinct religions but there can be schisms that increase the number.
 
Sorry, not needed.
 
Theocratic Republic of the Crimea

Spoiler :


Capital is the province that is in the actual Crimean Peninsula

The people of the Crimean Peninsula were hardly affected by the Red Death; the region was never well-traveled, and most merchants avoided the "rabid savages," as they called the region's inhabitants. Always highly militant and xenophobic, the Crimean people were even more intolerant of outsiders after word finally trickled down that a plague was sweeping across the lands around them. With one final slave raid into southern Rus', the Crimean Tatars withdrew permanently from the world.

But, alas, it was not to be; in its death throes, as the masses of population died around it, a fleet of Ottoman soldiers and refugees landed on Crimean shores. Though they were initially repulsed, the majority of the Crimean army fell ill; the rest were quarantined and fired upon if they drew close to the healthy remnants of the Crimean Army. The Turks died in painful convulsions alongside the Crimeans; it is suggested, by Crimean story tellers, that nearly two-hundred thousand Turks and seventy-thousand Crimeans died that day. With the population of the peninsula reduced to a mere tenth of its former size, they Crimeans turned to even more militaristic means to ward off their enemies; the musket and arrow were adopted side-by-side, to fight off stricken invaders whenever they drew near. Despite these measures, they were still pushed back to a small corner of the peninsula. Desperate, the Khan sent a quarter of his army to the head of the peninsula, to cut off any land-borne invaders, to keep the remnants of their army safe. It is said that a Crimean squadron leader, a man of the name Boris Yeltsin, wandered into the Ukrainian plains. Several days later, he and the three men who accompanied him came across the nearly-broken Crimean defenses, being besieged by a mass of angry, scared peasants from Russia and Poland. According to Crimean story tellers, the four fighters turned the tide of the battle, and killed the attackers to the last man; it was, directly after that battle, when the Squadron Leader, Yeltsin, revealed to the relieved Barrier Guardians, as the defenders of the Great Barrier had come to be known, that when wandering in the Ukrainian plains, he stumbled across a mighty stone, an almighty monolith. Drawn to it, he wished upon it - he asked it to clear his people through the dark times of the Red Death. Pondering upon the story, the men waited patiently for the next series of assaults, but they never came; the Monolith protected them, and thus the worship of it became natural, after the story spread back to the general populace.

Boris Yeltsin was hailed amongst his people as the Prophet of the Monolith (or the Prophet of the Wish Granter), and Worship of the Monolith quickly took root. The militaristic ideals of Crimean society, along with reverence for the Wish Granter, quickly turned priests into warriors, and warriors into priests. It quickly went from "acceptable" to "mandatory" for a soldier in the Crimean Army to worship the Monolith, and only the clergy were allowed to be officers. Within a decade of the inception of Worship, Yeltsin led his Warrior-Priests into the Ukrainian wastes, along with hundreds of zealous settlers, and managed to make the Crimea strong again. Though he was eventually killed by a Polish arrow, new priests were elected and appointed, and the church grew to encompass every day life. Every five years, the most elite Warrior-Priests would be sent to the closely-guarded location of the mysterious Wish Granter to guard it from invaders; they were immensely powerful on the battlefield before, but empowered by the energy of the Monolith... one report stated that ten Guardians of the Sarcophagus, as they were known, fought off an army of over four-hundred.

Under the new leadership of High Priest Nikita Dabolskov, Crimean warriors will retake the southern Crimean provinces, which had been lost for so long to disease, and expand the Will of the Monolith across all adherents to False Faiths. Poised on the Hoplite Sea and the Ukrainian Steppes, the Will of the Monolith will be known to all who dare oppose it.
 
The Celtic Kingdom of Wales​

Flag of the Welsh Kingdom.png

Capital: Machynlleth, nested in North Wales near the border with South Wales.

Religion: Celto-Catholicism

King: Evan from the royal family of the Hughes of Gwerclas.

Husband to the King: Myf, his second wife after Siwan whom the first three children (Madog, Mervin and Alis) came from.

Heir: Madog, son of Evan, husband to Glenda and father a young Urien.

Five others heirs from after Madog in succession laws: Mervin, Taffy, Rhys, Alis (children of Evan) and Cadell (younger brother of Evan).

Chancellor: Trevor of the Morris family

Tressurer: Wynn of the Parry family.

Marshal: Cadell, brother to Evan.

Spymaster: Edgar Wilson, the son of the exiled English Count Paul.

The History of the Celtic Kingdom

Wales had been in subjected to English rule for a long time. With the Red Death the rule shattered, with a young lord known as Gethin of the family of Hughes of Gwerclas. After he united Wales, Gethin ruled as its king for only five years before he died of drowning via an unlucky fishing voyage he decided to join to encourage the fishermen to brave the storms. His successors were his brother Steffan, who rule was short due to illness. Then the king that came next was Steffan’s son Padrig. Then Padrig’s son Roderick, who would earn the nickname “the Jaw of the Dragon.” It was Roderick who was behind the extension of Wale’s borders into England, dying via the dirt of an arrow. His eldest son Ivor would have continued but his rule was cut short from a mortal blow during a battle against a rebellious lord. Ivor had remained unmarried and so his rule was past to the second eldest son of Roderick, Evan. Now Ivor’s brother Evan wants to continue to expand Wales to give his children a legacy that would shake the old English kings in their graves. So the tale of the Welsh Kingdom continues...

Below is the timeline.

Spoiler :
1400-1410: period of Wales ceasing its days as a territory for England at the dawn of the Red Death
1410-1418: Gothin’s war of unification.
1418-1443: Gothin’s rule.
1443-1455 Steffen’s Rule
1468-1473 Padrig’s rule.
1473-1493 Roderick’s rule.
1493-1495: Ivor’s Rule.
1495-???? Evan's rule


Wales if the claiment along with the three parts of England bordering Wales. Colour: a orange like red.
 
Claiming Wales with the English region conected to it. I will place details soon.

The High Kingdom looks forward to testing its warriors on this new upstart kingdom.
 
Ah, okay then.

...

Grand Duchy of Milan

Capital City: Milan
Major Cities: Brescia, Turin, Alessandria, Imperia, Genoa
Leader: Grand Duke Bonaventura Gualtiero III Visconti
Government: Absolute Monarchy
Religion: Catharism (Will be Catholicism after the Turn 1 Schism)
Social Policy: Traditional
Economic Policy: Heavily Mercantilist
Currency: Milanese Aureus
Foriegn Policy:
  • Unite the Italian City-States
  • Put down the Cathar Heresy
  • Become the Dominant Power of the Mediterranean
History: After the outbreak of the Red Death, Italy was thrown into chaos; the Naval Empires of Venice & Genoa collapsed, Pisa & Tuscany were virtually depopulated, and Naples' iron grip on southern Italy was irrevocably broken. Milan, too, was adversely affected, with nearly 30% of the population falling victim to the plague. Indeed, Duke Gian Galeazzo I Visconti himself took ill. With the Duke unable to influence Milanese politics, the infighting between the Guelphs and Ghibellines intensified, and threatened to plunge the young Duchy into Civil War. Before Milan imploded, however, Duke Gian Galeazzo I Visconti miraculously recovered, and, with the aid of the militia, he rounded up the local leaders of the Guelphs & the Ghibellines and forced them to swear absolute loyalty to him & his house on pain of death. With Civil War averted for now, the Duke began passing- and brutally enforcing- a series of increasingly draconian laws limiting who could enter or leave Milan, and for what reasons; these laws, designed to halt or hinder the spread of the Red Death, were partially successful, and by 1405 the plague had left Milan.

With his citizens safe & the internal politics of Milan firmly under his control, Duke Gian Galeazzo I Visconti began looking outside his borders; it had long been his dream to conquer North Italy and form a united Lombard Kingdom, and with the surrounding lands too chaotic & disease-ridden to offer effective resistance, he knew he would never get a better chance. Marching west into Piedmont, the well-trained & fanatically loyal Milanese troops made sure that all who stood against them experienced a swift death. In short order, the cities of Alessandria, Cuneo, Turin, & Verbania fell to Gian Galeazzo I Visconti's forces, and the Piedmont was secured. Turning his eyes south, Gian Galeazzo I Visconti led his men deep into the heart of Liguria, and after a short siege during which the militia of Genoa put up a heroic- thought ultimately ineffectual- resistance, the wealthy port was at last under Milanese control. The Duke spent another year in Liguria, putting down revolts & securing the smaller towns, and by the summer of 1408 the entire region answered to Gian Galeazzo I Visconti. Seeking to give the same treatment to Venice, the Duke marched east into Veneto, but an outbreak of the Red Death among his troops forced him to retreat back to Milan.

He never made it to the city; one night, after the Milanese forces made camp, the tired army was set upon by a pack of wolves. The sentries were the first to go, dying too quickly to sound any alarm. Many of the soldiers were ripped into as they slept, and most of those who had awakened before being attacked were too weakened by hunger & disease to put up effective resistance. Only about a dozen men escaped the massacre, and when they brought word of the tragedy to Milan, a week of mourning for their beloved leader was declared. Gian Galeazzo I Visconti's two legitimate heirs, Gian Maria Visconti & Filippo Maria Visconti, had fallen victim to the Red Death, and so command of the Duchy passed to his illegitimate son Bonaventura Gualtiero I Visconti. The Ghibellines of Milan, seeking to place a more pliable ruler on the throne, declared that, as an illegitimate son, Bonaventura Gualtiero Visconti I was not subject to the vow of loyalty Gian Galeazzo Visconti had forced them to swear to his house, and so they lead a rebellion. After seven years of Brutal Warfare, Bonaventura Gualtiero I Visconti crushed the rebellion at the Battle of Verbania. Emboldened by his victory (And also because no surrounding states were strong enough to contest his claims) he declared himself Grand Duke, and elevated Milan from the status of a simple Duchy to a Grand Duchy. He reigned in peace for a further 40 years, before being strangled in his sleep by his mad son, Bonaventura Gualtiero II Visconti.

Bonaventura Gualtiero II Visconti did more damage to Milan than any previous ruler had. To start with, he embraced the Cathar heresy and declared Catholicism illegal. What followed was a reign of terror unlike anything ever seen on the Italian Peninsula. He burned the leading members of the Guelphs & the Ghibellines at the stake for refusing to convert; burning at the stake was to become his favorite method of quelling dissent. He raised taxes like a madman- which he was- and regularly purged his army of officers he thought could challenge him. The policy was to come back to bite him later, when his charismatic- and, thankfully, sane- son, Bonaventura Gualtiero III Visconti challenged his authority at the age of 15. The mad Grand Duke's regular purging of his army had left them poorly led, poorly trained, and demoralized; they were no match for the well led army of peasants & farmers that rallied behind Bonaventura Gualtiero III Visconti. On March 19, 1497, the forces of Bonaventura Gualtiero III Visconti overwhelmed those of his father at the 3rd Battle of Genoa, and Grand Duke Bonaventura Gualtiero II Visconti was captured and subsequently executed.

The first act of his son, the new Grand Duke, Bonaventura Gualtiero III Visconti, was to repeal many of his father's more opressive laws and expand the rights of the citizenry. His next act was to reintroduce Catholicism to Milan, but the damage inflicted by his father runs deep, and it may be a long time before the Milanese People return to the path of Righteousness. As the years go by, Grand Duke Bonaventura Gualtiero III Visconti's eyes stray farther & farther from his own borders, his goals get more & more ambitious, until he had eventually set for himself a task that many thought was impossible: to unite the feuding city-states of Italy under a single banner.

 
Kingdom of Bosnia​


Jedan Narod, Jedan Kralj, Jedno Carstvo​





Government: Absolute Monarchy
Capital: Bobovac (Bosnia)
Leader: King Nedim I Kotromanić
Description: Before the forming of major Kingdoms, the Slavic people had Sklavnijas or tribal alliances, as the tribes melted away, one family became more and more important, slowly they formed the first nation in old Illyria, and they quickly spread claiming land, the land was small and so was the leaders power, but a new one was born to the Kahrimanovic, his name Nedim, chosen by a prophecy of a Bogomil Did he took on all the unified northern tribes and at the battle of Brijesnica he one and proclaimed himself King of Bosnia (The Land of the River Bosnia) and he turned west to the sea, no hes the only ruler of the South Slavs .
Moto: One people, One King, One Empire



His Imperial Majesty the King:



Anthem:

Link to video.
 
You guys aren't really doing a good job of informing everyone of what your bonuses are.
 
There are no official religions yet. PM me your ideas before posting them in thread.
 

Flag and name come when I understand how religion works
 
Top Bottom