A Roleplaying Experience
War and Peace is not an IOT with stats, mechanics and turns. It is not meant to be a strategy game in which you spend a certain amount of EP, XP or some other economic/resource measurement nor is it meant to be a drive to 'win'. It is meant to be a roleplaying experience in which players craft interesting stories and build a vibrant and lively world.
That means that instead of sending orders stating that you spend X resource for Y action, you instead write a post (at the very least two paragraphs long) detailing how that action takes place, in whatever way you please; as a narrative, a dialogue, a news report or some other way. That means, however, that players are entrusted to be realistic about the capacities of their country and take the time to craft their narrative.
Instead of turns, we have an agreed upon timeline. For example, we agree that our current timeline is January - March 1761. Once most players believe we've exhausted the possible stories and actions that could take place within that timeline and that we need to move on, we then move on to the next months. This both encourages collaboration and allows the IOT to move in a faster or slower manner, depending on the situation.
Wars will ideally be decided beforehand by players, who agree on a common narrative of how the war will play out. I expect players to be willing to lose. In case no such agreement can be reached, war will be decided by a combination of a) quality and quantity of each military, b) posts detailing strategy, tactics and command. We should however try not to reach this point. No one likes to lose, but sometimes it cannot be avoided and it can even allow for interesting narratives/posts to play out.
Setting and JoiningAs stated, the year is 1761. You can join as any nation you want and craft your own history, with point of divergence being 1200. That means that all events and history that took place before 1200 are set in stone. The rest, however, can be changed. Some things to consider though:
Continuity: As stated, the events before 1200 are set in stone, so you cannot ignore them when creating your own nation and history. You will have to pick up at some point from 1200 onward to make a change, but once you do you have ensure continuity with that past.
Plausibility: However cool the idea of a Babylonian Empire or a pagan Greece may be, it simply ain't plausible in this timeline, with 1200 being the point of divergence. When creating your history, you have to be mindful of plausibility.
Technology: The technological level of each country will be broadly similar to that of real life during this time. There can be changes: a more open Japan may be closer to Western countries in term of technology and a fractured France may be more backwards than real life France. But generally speaking, European countries will be the more technologically advanced and changes in tech level need to both be plausible and reasonable/explainable.
No OP: Do not create overpowered countries. Your nation can be a great power (ala Russian Empire or British Empire) but cannot be great at everything. When describing your nation, be sure to point out weaknesses.
Nation Name: Describe the formal and informal name of your nation.
Claims: See map. Also - be rational. Bulgaria will not have a colony in Alabama.
Government: Monarchy (Absolute or Constitutional), Oligarchy, Republic, etch
Head of State:
Head of Government: Repeat the above if they are the same person
Population: Population should be close to that of rl, with any changes needing to be justified in history section.
Goals: Describe the goals of your nation (example: become industrialized, keep off Europeans, etch)
Issues: What internal and external issues your nation faces? Social tensions? Overpopulation? Poverty? A powerful rival?
Military: Describe your land and naval forces. You need to keep it realistic both in terms of numbers and in terms of technology. Cambodia will not have cutting-edge technology. Bavaria will not have an army of 250,000 soldiers. Very important: all nations have some kind of military weakness. Maybe you have an outdated military or you focus only the navy and do not have good land forces or your supply lines suck. Bottom line, give your military some kind of weakness. A paragraph at least.
Economy: Describe in general terms your economy. Is it based primarily on trade, agriculture, etch? Remember a) realism, b) plausibility, c) not OP.
History: Plausibility and realism are key words. As stated, 1200 is the point of divergence but you can decide to keep the history the same as in rl up to say 1400 or 1600, and make any changes later on. For example, you can decide to keep the history of China the same up to 1644 but then decide that the Manchu invasion ended up differently. Be sure to be mindful of the histories of other players. If two (or more) players are in the same region, I expect you to talk to each other when crafting your history and ensure that there is some kind of commonality and connection. Remember; what happens in France, affects Spain or Britain, what happens in China, affects Korea or Vietnam. Try not to think in isolation, but rather collaborate to create an interesting alternative timeline.
Note: If you want to claim a territory/country, simply post name and claims on the map to make a reservation. Reservations last up to a week: if I do not see an application until then, your reservation is removed.