The first half of the 21st century saw the world change dramatically. Change came politically, scientifically, socially, culturally and… militarily. However the era was the calm before a Dark Age. A series of conflict beginning around 2045 saw many nations turn in on them. Even the most peaceful nations were not spared, issued by what historians regard only as “the great fall of stability.” Chaos had replaced order. Result: almost no nation was present by 2078 in the rapid chaos. Nations did not become extinct though. Like phoenixes a few that fell began to rise again… along with new powers seeking to make good from the chaos. The entire has been labelled the Revolution as it signalled a renewal from the old.
Now it is 2100: the chaos has settled with signs of powerful nations rising to the task of ensuring stability. They each have a vision of the ideal society. From this however has risen the return of imperialism, the rise of ideological fundamentalism and even a desire from otherwise moderate figures to ensure peace by any means necessary. The nations have their own vision for a revolution, some want to go back to the old days, some want to establish a new order, some want just stability and others have a alterative vision. Rumours have also emerged Tales of great lights from a few areas have been issued. Rumours that great shakes came from the skies were also issued. Some mad figures claimed that mysterious clouds were among their land. Whether these rumours have merit or not one thing is for sure: what is going to occur will be determined by either peace or war. Whatever the case the dominant will be right as they lead the Earth not only through a revolution but beyond it. Only one thing is ensured: there will be historians to record the tale that is to be written… be it of a new tomorrow or a doomsday log.
Claiming and Joining
Create a nation and forge its identity. At the most basic level, I need a name, a two or three word description of the government, and 20 claims on the map. You must, MUST, mark the capital.
This is the map.
Also, everyone starts with five free units, which can be a combination of armies, wings, and fleets. Please mark your free units before the first update, or you will default to 5 armies.
Provinces
Each province is worth 1 EP. One-province islands, however, are not worth any EP.
For 5 EP, you can build one factory, which is worth 1 EP. Everyone starts with 5 Factories.
Factories do not count for supply until the turn after they're built.
Trade
It is assumed everyone trades with everyone else in the beginning. Otherwise, the first three pages would be "trade with everyone" spam. Trade income is the total of all IPs divided by 100. Embargoes lowers trade income, and complete blockades of core territory cuts trade.
Military
There are armies, fleets, and wings. Armies cost 5 EP each, and fleets and wings cost 10 EP each.
Armies are responsible for land combat. A fleet can carry one army or one air wing and engage in naval combat as well as blockades. An air wing can provide tactical assist, engage other air wings, and strategically bomb enemy factories. If they're on a fleet, they provide higher tactical assist than land-based wing assistance.
Territories connected by land to your capital are considered Core Territories. When armies, fleets, and wings are built, they are, by default, in the Core Territories. If you claim land that is not connected by land to your capital, it is considered a Colonial Territory. You can have multiple Colonial Territories.
Colonial Territories have no army defenders unless you ship troops between them using fleets. Air wings can move between colonial territories without a fleet.
Finally, you can only have one army, wing, or fleet per factory. If you have no factories, you can still build one army.
You can build Conscript Armies as well. They cost 3 EP, fight at 50% effectiveness, and ignore factory requirements.
Military Technology
Got any spare cash? You can invest it into your military technology!
Military technology is a factor that goes along with your military calculations, allowing a measurement to ensure your forces are kept up. 1EP means one point in either Land Technology, Sea Technology or Air Technology, which ever you choose. RP may result in additional LT, ST and/or AT, although do not presume RP will lead you the full way: it will cherry reward players.
Weapon Programme
Atomic weaponry was lost in the chaos, a blessing to many and a curse to others. Scientists believe regaining the secrets of atomics and other technologies is a possibility. However, all this requires funding.
Nuclear weapons come in tiers and, the more you spend, the higher your chance of moving up a tier to being able to create better, more powerful bombs. This program is expensive however, and can cripple you economically if not approached correctly. So, it is suggested to pool the program with allies.
A nuclear weapon, like an army, wing, or fleet needs to be supported by a factory. The weapon, when used, damages provinces. Some scientists talk about the dangers of radiation that atomics bought, but surely they're just saying that to keep us from redeveloping the bomb. You can blame them, as scientists have morals too.
Of course, there is also the question of HOW to deliver the weapon, but until someone makes one, we don't have to worry too much about that.
Stability
Stability runs from 1-10 for each region (Core Territory and Colonial Territories), with 10 being incredibly stable and 1 being already in the throngs of popular revolution. Expanding too quickly, being blockaded, and other negative effects lower stability while economic expansion and military victories increases stability.
Each turn, there is a revolt roll. If a region fails the revolt roll, nearby regions are rerolled, and so on and so on. Keep stability up or else!
For 10% of your EP, you can increase stability by 1. Puppet NPCs need 20%.
Capitals
You start off with a capital. At any time, you can move your capital, which costs 20% of your total EP. The old capital will become a Secondary Capital.
You can build Secondary Capitals. Secondary Capitals can be built in Colonial Territories, which allows you to build armies directly in them without needing to ship troops from the Core. A Secondary Capital, in a pinch, can also take up the burden of trade if the Core is blockaded (but at reduced effectiveness). Creating a Secondary Capital costs 10% of your total EP. Upgrading a Secondary Capital to Capital costs 10% of your total EP.
Created industry are in your Core Territory. If, for some reason, your core territory changes (mainland China to Japan kind of change), the industry does NOT transfer over to Japan. It is still in China, but any future industry will be counted as to being in your new Core.
Covert Action
Intelligence shows that spies a good investment. Spy teams are worth 10EP each but they have a build limit of ten. All players begin with one humble spies.
Spies are units that can be set to do mission, such as protecting your lands from enemy agents, gathering intelligence on your rivals, stealing military technologies (including their atomic studies) and attempting to coup a nation, although the last one is supper difficult in this age of post-chaos. Their actions are by chance but more spies on a mission equal grander chance.
Spies will on defuat set to counter enemy spy missions. The other missions? That belongs to your mind my friend. I will decide the chance rate and results on a case by case basis.
Final Notes
1. Even though one-province islands aren't worth EP, they do count when it comes to war planning and calculations. If you're engaged in naval combat in the Pacific, having a lot of those islands owned by you nearby can help. The same is true of air combat/support and strategic bombing.
2. Claiming is done with armies.
3. It is possible to blitz, even when claiming, but note that each province has an army defending it. Attacking from multiple directions and more armies, as usual, increases the odds in your favor. These "barbarian" armies also fight at a penalty.
4. I give out small rewards for being in-character. Try to be somewhat serious
5. I may revise the rules to add additions but this will be set in consent of the players and will be considering in ways to improve play.
How to Post Orders
Whether PMing me or posting in thread, this is how orders should look.
Nation Name (EP you have + EP loaned to you [sources])
-Item 1 (cost)
-Item 2 (cost)
-etc
-Loan X to Y
-Bank X
[Claims map or/and VERY simple claiming instruction/orders]