Lighthearter
President of the United States
The year is 2015. Over the course of the 19 and 20th Centuries, the Earth has gradually shifted into two power blocs - the Iron Entente and the Global Peacekeepers. Now, the two have gone to war. Over the last six months, the carnage has reached untold levels, and now resources are thin on both sides. Determined leaders and unyielding soldiers are needed to carry the day - which shall you be?
_____
The Rules:
- Rule #1 - Be civil. If you can't act like a rational human being IC or OOC in this thread, I will cheerfully penalize you in-game.
- 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.
- Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
- No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
- The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and really whatever else he feels like.
- Above all else, RESPECT THY FELLOW FORUMERS.
- If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
- Posting in this thread or the claims thread, PMing a player of this game for any WTEAW-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
- Any member is free to establish or join a political party of his choice. A member can only be member of one party at a time, although he is free to switch allegiance whenever he sees fit.
- Pacifism will not be tolerated - differ on METHODS, not the underlying fact that we are at WAR. The War must be won.
- The first political party to form is placed in control of the Nation, and its founder as the Leader. Other parties may form and use methods both lawful and decidedly unlawful to achieve power.
- Every ten in-game turns an election shall be held. During this period, I'll grant the right to all parties to organize, unite and campaign to get as many people as they can to vote. Note that everyone registered on the CivFanatics forums is eligible to vote.
- Parties are allowed to form coalitions. At the end of an election, all votes are tallied and the party or coalition with the largest amount of votes wins the election.
- The parties that did not win will be sent to opposition, where they can comment on the policy of the leading faction. I will monitor opposition closely, and the leading players have to understand that failing to appease the public will lead to us penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition is strong enough, they can call for a General Strike, a Vote of No Confidence, an Assassination, or if things get REALLY ugly, an Armed Revolution.
- Elections can be ended early if one side concedes defeat, but their starting strength will be lowered and they will gain it much slower.
- Every reader (including players) has two votes in the presidential elections. Putting in two votes for a single party is not allowed. However, if parties want to play it smart they'll seek coalition with a like-minded party so players can put two votes into their front.
- The host (Lighthearter) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate, parties that are found obtrusive for the normal functioning of this thread or parties that plain tick him off will be banned from the elections indefinitely.
- Please refrain from PMing me for every WTEAW-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
Joining the Game:
There are three game roles - the Leader is assigned, as said above, but Commanders and Soldiers must apply. There is a limit of 3 to the former and 5 to the latter that can be serving at any one time, though those wishing to be one can hold until an election and push their case with the new Leader.
Leader - The man who leads the nation. The Chancellor(Iron Entente) or President(Global Peacekeepers) can assign Commanders to various fronts, constructs units for the Reinforcement Pool and is the Commander Officer of the 501st(Entente) or 666th(Peacekeepers) Legions. He also has the power to summarily relieve Commanders and Soldiers both of their duties and assign new ones from the pool of volunteer players.
Commander - These men lead armies and navies. They can petition their Leader for reinforcements from the Reinforcement Pool or can buy their own using the Battlefunds they are awarded for successful actions. They can only operate in the general area that their Leader has assigned them, but they otherwise have total tactical freedom.
Soldier - These men are officers and fighters in the 501st and 666th Legions. They lead one of the five Companies therein, and fight personally to defeat enemy forces either in conjunction with friendly troops in an attack or on their own in a covert op.
The first step is always choosing your faction - see below for map and quick faction info.
Leader Information:
Your nation starts with 30IP and $60. IP are produced by factories, which cost $5 to build. IP are lost if not used, but more are generated the next turn. One IP can be converted into $2. IP build units, $$ builds factories. You do not keep any of this money or industry if you lose office - it is in the national treasury. You can design Unique Units by PMing the GM with a list of what capabilities you'd like for the unit, and then paying the cost the GM will return to you. At that point, the unit is made available to you for construction. It may not be 100% of what you wanted, though, and more research may fix that.
Units from the Reinforcement Pool may be assigned - by you - to any of your three Armies or to the Legion, depending on what you want.
Commander Information:
You start in command of either the 1st, 2nd or 3rd Army. You are appointed by the leader, but he cannot appoint you if you do not express an interest in this role. You follow the Leader's deployment assignments, but beyond that you show tactical initiative and attack whatever provinces you want. Your forces can move into the sea - 3 seazones per turn. Moving from land into sea is 2 movement, though from sea into land is only 1. Navies project a Zone of Control for 1 seazone around them in all directions - any enemy fleet moving through that ZoC will have to engage you. Don't skimp on the sea portion of your arsenal!
Commanders may be relieved by the Leader. Commanders not assigned to units may become active on the political scene, and campaign for various parties in elections - even make bids for the Presidency/Chancellory.
Upon conclusion of combat, you earn Battlefunds, which you can then use to buy units. Battlefunds are abbreviated $B, and the cost for a unit in $B is the same as the cost in $$. You may also petition the Leader for units.
Soldier Rules:
As a soldier, you are expected to fight on the front lines for your country. You are equipped from the start with a knife, a frag grenade, a pistol and a rifle(whatever your country's default one is). You have one clip of ammo for all these weapons. In game, you earn GP, which you use to buy ammunition and weapons to keep up the fight. You also occasionally earn $B, which you use for the same purpose as Commanders. The Leader is the commander of the Legion(501st for Entente, 666th for Peacekeepers), and assigns you missions and tasks to complete. You will play the game in a chatroom - once the game starts, all Soldiers will be PM'd a link to their chatroom.
Political Actions:
Just because it's a war doesn't mean you can't backstab your rivals and maneuver for advantage ala Realpolitik games. Here are the base actions you can perform - but use your imagination! Contact the GM with your ideas and you'll be told if they're possible and why or why not.
General Strike - Basic action. Must be declared in thread by opposition leader. Based on the strength of the opposition, a certain number of factories will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of factories depends on opposition strength.
Assassination - Any player may order an assassination of another player, but if the assassin is successful then evidence always surfaces that reveals who ordered the action. Tread lightly. These assassinations, if successful, will remove the target from play for four turns, permanently if a true NPC. If a Leader or Commander is Assassinated, he is removed from his post for the duration of his injuries and a replacement must be found. This is an action that can be performed against the opposing faction, and requires the Legion to make an aggressive mission into hostile territory.
Vote of No Confidence - Action that the Opposition Leader can take. Calls on the Leader to hold a reelection. I may step in depending on the circumstances, however, for one side or the other.
Sabotage - Basic action. May destroy a single factory. To perform, ANY player must PM me with the target faction and I will flip a coin for odds of success. Whether it fails or succeeds, I flip a coin again to decide if the Leaders for each side discover evidence leading back to the instigator of the action. This is an action that can be performed against the opposing faction, and requires the Legion to make an aggressive mission into hostile territory.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units depends on opposition strength.
Chatroom for general discussion of all my forum games
_____
The Rules:
- Rule #1 - Be civil. If you can't act like a rational human being IC or OOC in this thread, I will cheerfully penalize you in-game.
- 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.
- Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
- No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
- The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and really whatever else he feels like.
- Above all else, RESPECT THY FELLOW FORUMERS.
- If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
- Posting in this thread or the claims thread, PMing a player of this game for any WTEAW-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
- Any member is free to establish or join a political party of his choice. A member can only be member of one party at a time, although he is free to switch allegiance whenever he sees fit.
- Pacifism will not be tolerated - differ on METHODS, not the underlying fact that we are at WAR. The War must be won.
- The first political party to form is placed in control of the Nation, and its founder as the Leader. Other parties may form and use methods both lawful and decidedly unlawful to achieve power.
- Every ten in-game turns an election shall be held. During this period, I'll grant the right to all parties to organize, unite and campaign to get as many people as they can to vote. Note that everyone registered on the CivFanatics forums is eligible to vote.
- Parties are allowed to form coalitions. At the end of an election, all votes are tallied and the party or coalition with the largest amount of votes wins the election.
- The parties that did not win will be sent to opposition, where they can comment on the policy of the leading faction. I will monitor opposition closely, and the leading players have to understand that failing to appease the public will lead to us penalizing out nation in-game (improvement deletion, raised unhappiness). It is therefore very important to listen to the public.
- If the opposition is strong enough, they can call for a General Strike, a Vote of No Confidence, an Assassination, or if things get REALLY ugly, an Armed Revolution.
- Elections can be ended early if one side concedes defeat, but their starting strength will be lowered and they will gain it much slower.
- Every reader (including players) has two votes in the presidential elections. Putting in two votes for a single party is not allowed. However, if parties want to play it smart they'll seek coalition with a like-minded party so players can put two votes into their front.
- The host (Lighthearter) retains full rights to ban any party that has violated these rules. Spamming parties, parties using a complaint generator, parties inciting hate, parties that are found obtrusive for the normal functioning of this thread or parties that plain tick him off will be banned from the elections indefinitely.
- Please refrain from PMing me for every WTEAW-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- You cannot change your vote once it is cast, but you can withdraw your party from a coalition and join another one mid-elections.
Joining the Game:
There are three game roles - the Leader is assigned, as said above, but Commanders and Soldiers must apply. There is a limit of 3 to the former and 5 to the latter that can be serving at any one time, though those wishing to be one can hold until an election and push their case with the new Leader.
Leader - The man who leads the nation. The Chancellor(Iron Entente) or President(Global Peacekeepers) can assign Commanders to various fronts, constructs units for the Reinforcement Pool and is the Commander Officer of the 501st(Entente) or 666th(Peacekeepers) Legions. He also has the power to summarily relieve Commanders and Soldiers both of their duties and assign new ones from the pool of volunteer players.
Commander - These men lead armies and navies. They can petition their Leader for reinforcements from the Reinforcement Pool or can buy their own using the Battlefunds they are awarded for successful actions. They can only operate in the general area that their Leader has assigned them, but they otherwise have total tactical freedom.
Soldier - These men are officers and fighters in the 501st and 666th Legions. They lead one of the five Companies therein, and fight personally to defeat enemy forces either in conjunction with friendly troops in an attack or on their own in a covert op.
The first step is always choosing your faction - see below for map and quick faction info.
Leader Information:
Your nation starts with 30IP and $60. IP are produced by factories, which cost $5 to build. IP are lost if not used, but more are generated the next turn. One IP can be converted into $2. IP build units, $$ builds factories. You do not keep any of this money or industry if you lose office - it is in the national treasury. You can design Unique Units by PMing the GM with a list of what capabilities you'd like for the unit, and then paying the cost the GM will return to you. At that point, the unit is made available to you for construction. It may not be 100% of what you wanted, though, and more research may fix that.
Units from the Reinforcement Pool may be assigned - by you - to any of your three Armies or to the Legion, depending on what you want.
Commander Information:
You start in command of either the 1st, 2nd or 3rd Army. You are appointed by the leader, but he cannot appoint you if you do not express an interest in this role. You follow the Leader's deployment assignments, but beyond that you show tactical initiative and attack whatever provinces you want. Your forces can move into the sea - 3 seazones per turn. Moving from land into sea is 2 movement, though from sea into land is only 1. Navies project a Zone of Control for 1 seazone around them in all directions - any enemy fleet moving through that ZoC will have to engage you. Don't skimp on the sea portion of your arsenal!
Commanders may be relieved by the Leader. Commanders not assigned to units may become active on the political scene, and campaign for various parties in elections - even make bids for the Presidency/Chancellory.
Upon conclusion of combat, you earn Battlefunds, which you can then use to buy units. Battlefunds are abbreviated $B, and the cost for a unit in $B is the same as the cost in $$. You may also petition the Leader for units.
Soldier Rules:
As a soldier, you are expected to fight on the front lines for your country. You are equipped from the start with a knife, a frag grenade, a pistol and a rifle(whatever your country's default one is). You have one clip of ammo for all these weapons. In game, you earn GP, which you use to buy ammunition and weapons to keep up the fight. You also occasionally earn $B, which you use for the same purpose as Commanders. The Leader is the commander of the Legion(501st for Entente, 666th for Peacekeepers), and assigns you missions and tasks to complete. You will play the game in a chatroom - once the game starts, all Soldiers will be PM'd a link to their chatroom.
Political Actions:
Just because it's a war doesn't mean you can't backstab your rivals and maneuver for advantage ala Realpolitik games. Here are the base actions you can perform - but use your imagination! Contact the GM with your ideas and you'll be told if they're possible and why or why not.
General Strike - Basic action. Must be declared in thread by opposition leader. Based on the strength of the opposition, a certain number of factories will be selected for coin flips. Heads=get off scat-free. Tails=all production shut down. Number of factories depends on opposition strength.
Assassination - Any player may order an assassination of another player, but if the assassin is successful then evidence always surfaces that reveals who ordered the action. Tread lightly. These assassinations, if successful, will remove the target from play for four turns, permanently if a true NPC. If a Leader or Commander is Assassinated, he is removed from his post for the duration of his injuries and a replacement must be found. This is an action that can be performed against the opposing faction, and requires the Legion to make an aggressive mission into hostile territory.
Vote of No Confidence - Action that the Opposition Leader can take. Calls on the Leader to hold a reelection. I may step in depending on the circumstances, however, for one side or the other.
Sabotage - Basic action. May destroy a single factory. To perform, ANY player must PM me with the target faction and I will flip a coin for odds of success. Whether it fails or succeeds, I flip a coin again to decide if the Leaders for each side discover evidence leading back to the instigator of the action. This is an action that can be performed against the opposing faction, and requires the Legion to make an aggressive mission into hostile territory.
Call for Desertion - Advanced action. Opposition leader must announce the call in the thread. Some units may or may not be disbanded. Number of units depends on opposition strength.
Chatroom for general discussion of all my forum games
