NedimNapoleon
Weird Little Human
Imperium Offtopicum: Dunkelheit
Rules:
House Rules:
Spoiler :
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Please write your orders in Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
8. Above all else, RESPECT THY FELLOW FORUMERS.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Please write your orders in Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
8. Above all else, RESPECT THY FELLOW FORUMERS.
Joining: The map is blank, no provinces no nothing. Create a nation, I will need the full name, government, flag, a short history, leader and capital. If you cannot crudely draw the outline of your nation, you can post reference maps or just tell me in terms of modern nations. You are not limited by size, but consider most ethnic groups are in the same location as they would be in 1900 and claiming too much will end badly. I may adjust slightly the claims for aesthetic and other reasons. I would like if you focused in Europe and Asia, colonial division will be done with a conference thread that will be posted in the social group. I will not accept ******ed nations like batmanistan and gangnam, please try to keep it interesting and maintain the atmosphere.
Roleplay: Is encouraged and rewarded, remember update 0 is 1st of January 1900, every update is 1 year. So dont powergame or go insane by claiming to have made a radioactive monkey in 1923. The Alternate history of this game starts at 1389, the Turks being beaten back at Kosovo and loosing the foothold in Europe. This event will and can change other events according to you but please keep it real and civil.
Nations: The core of this game are nations. You will notice that Nations have the following stats; Economic Power (EP), Public Approval, General Info, Population stats, War stats (including army and navy strength) and Political stats . You may say that in IOTs nations should start as equals and that everyone should get a fair chance. I say test your skills in diplomacy, warfare and intrigue, make Poland a world power, change the course of History. Also picking bigger and stronger nations may have its drawbacks. Please dont complain on my distribution of wealth and power relative to nations.
Economic Power: Economic power is a generalization of the nations Industrial and Resource might. In Valkyrie the system was flawed as a nation could isolate itself and with luck become the dominant world power. The economy system is now based on a "base economic factor" that you will be given when you pick your nation with bonuses and increase in your economic power being done via conquest, roleplay, company contracts and etc.
I would also like to say something about economic crises, beware for now thats all.
Public Approval: Public Approval is the happiness and satisfaction of the people on government policies. This does not include the approval of colonial subjects only the "homeland" people. A Public Approval under 50% is considered dangerous and can lead to either two things a democratic change of government or a rebellion/coup d'etat. A democratic change of Government would be the election of a new party or a referendum on changing certain features of the government. I will allow players to RP elections and pick who they seem fit, but you aren't going to be able to pick Adolf Hitler in 1923 (or anything that absurd). A referendum can change government types from lets say a Const. Monarchy into a Republic. Rebellions are armed "campaigns" against your country, and its a war, which will be later explained in warfare. Rebellions can be Secessionist, Ideological (communist, fascist and etc,) or Religious. Coup d'etat are violent changes of government without a full scale war. The higher the public approval the better the stability and economic growth. You can increase it by RP, Events and Missions and by successful wars. War exhaustion also effects Public Approval.
General Info: Full name, leaders, government type and population. These are mostly formal stats, which are linked to other vital stats. You can have a census at least every 4 years, it will refresh your population stats and maybe help your economy.
Population stats: The total population of a nation is also a part of the general info stat. As said censuses will give you a rough number of people. Apart from that it will give you ethnicity. Ethnicity is very important because you'll have to be careful what you say and what are your politics, also other nations can use it as a casus belil. The census population is only the "homelands" population no colonial population counted.
Military stats: There are two key military stats, those are Army and Navy Strength. They show the general strength of the army/navy. Another factor I have added is manpower as to prevent small nations from buying an oversized army. 1 AS costs 2EP and 1 NS 4EP. Three things are important in military stats Battle, Front Lines and Modernization
1. Battle - A battle will be decided by several key factors: Army/Navy Strength, Defense/Terrain Bonus [Defenders, dependent on the terrain, have a bonus], RP Bonus, Luck (Dice Roll) and Naval/Air superiority. The Nation with the highest "end score" wins the battle. I may add a roleplay - zork factor into this but if both sides consent to it and arrange a time.
2. Front Lines - If for example Germany invades France, and wins the battle but doesn't completely destroy the enemy army a front line is made. Since this is pre Blitzkrieg, and still WW1 fashion, front lines can lead to a stalemate. If the enemy army is completely defeated (France) Germany will occupy all of France, but if France still has an army after the battle, but Germany does have victory a front line is made.
Front lines are marked by red or some strong color, and an occupied stripe behind it. Everything thats behind the front line is occupied (by Germany for this example). Front lines are just convenient ways of seeing invading armies progress.
A picture of the example:
Also something worth explaining, Annexation, Occupation and Vasalation:
1. Italian annexed territories (note I left the grey border, but it wont be there in game)
2. Italian Occupation (Of Montenegro)
3. German Annexed territories
4. German Occupied territories
5. Bulgarian and Hungarian Annexed territories
6. German vasal NDH
Even though occupying territories gives you 1/2 EP, its still a smart option for territories not ethnically yours or with a strong rebel presence, because when occupied they are easier to control. Annexation is making that territory a part of yours own "fatherland", good for expand onto territories that you have a casus belil on, and finally creating vasals is the best way to control a foreign territory.
3. Modernization is not just about the current military but also civil technology development. Most European nations have it on High but events will come up, where you will need to invest to keep it that way, also for nations that have a lower modernization rate, reform can bring up the level but at a cost.
If a nation plans a sea invasion, one naval strength can "transport" two army strength. That means if Japan invades Siam with 6 armies, it will need to have at least 3 navy strength.
Political Stats: Its simply the part of the stats that tells you the nations most popular political parties. This stat is very important, because elections will be linked to them and new popular parties will rise. Players can also create parties, it will be explained below in the Parties part of the rules.
Rebels: To create a rebel movement, one must post its ideology, name, flag and leader. Rebels have a different stat set, which you will see later, when enough rebel groups apply. Rebels dont have the classic EP, as in terms of industry, yet there EP is defacto the cash funds of the organization. Rebel groups also instead of population have members , thats the number of people willing to join the rebellion when it starts. Manpower also increases the complete AS of the group. Rebels can be three groups Secessionist, Ideological and Religious.
Elections:
None NPC players, that is players call elections [if democracy], it should be done every 2-4 updates [depending on the player], the longer you postpone it or completely delay it [if democracy] the bigger chance your popularity will decrease, depending on the political stats I will in the update post the results, players can of course roleplay about it after and before.
Espionage:
Fund Coup D'etat: A coup will replace the current government of a nation with a friendly/allied or even puppet government. At minimum a coup costs 5 EP, the price is a bit high because I dont want coups and counter coups all over the place, each 5 EP gives you a 10% increase in success chance. For example Chile has 45% public approval, if someone invests 5EP in a coup, then I will roll from 1 to 55 on the RNG. If the roll is <45 then its a failure, and if its really low the word comes out who funded it. If the roll is >45 then the coup is a success. Thus public approval will become a bigger factor in this game, and improving it will be key for protecting yourselves. Also every nation that has a public approval of 80% or more, cannot be couped, but the approval must be brought down first (explained later), also you can invest more than 5EP to increase your chances of course.
Destabilization: This is how you lower the public approval of a nation. Every 2 EP invested gives you a roll. I roll from 1-100, each time a roll is greater than the nations public approval, the public approval of the said nation is lowered by 5%. This will make unstable nations even more threatened and stable ones harder to overthrow or take over.
Rebellions: To be added
Stealing war plans: Each EP invested gives you a 5% chance to reveal part or all of the enemies war plans.
I think those are the rules, if you have any questions, please ask, when claiming nations do it in bold red
REGARDING OVERLAPING CLAIMS, I WILL TOSS A COIN IF PARTIES DONT REACH AN AGREEMENT. bold red