Weltpolitik and Realpolitik (WaR) - Game Thread

Tani Coyote

Son of Huehuecoyotl
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May 28, 2007
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Welcome to Weltpolitik and Realpolitik, or WaR for short. This is a forum game that combines elements of an AAR with internal politics. A story-style version of this game's events will be kept over at this thread for observers.

Spoiler Starting Territory :


We are playing as Italy, a humble imperial power that has a lot of potential with the right guidance, given its strategic location in the central Mediterranean and a fairly good line of naval units. Its infantry are subpar by European standards but could make waves overseas. Speaking of overseas, its starting colonies are garbage, but with the right management, that could change…

You will join the game as a Faction, a close-knit group of family members and allies that works to dominate politics and economics. The easiest ways to grow your power are to invest in Cities, thus increasing your cut of their own political power, and in Industries, increasing your revenue each turn to spend on your various activities.

==Mechanics Explanation==

This game being based off Civilization 3’s Age of Imperialism mod by El Justo, the Cities tab’s Shields, Commerce and Culture columns are self-explanatory. “Controlled By,” likewise, merely indicates which faction (or group of factions) dominate the city. If there is no clear dominating power or coalition, the city’s production is managed by me; otherwise it is up to the controller what the city produces. When giving orders for production, it is suggested to be generic: production, income, culture, air force, navy, army, artillery, etc. Age of Imperialism has so many buildings and units we’d be here all day if we got tied up in specifics. Every building and unit contributes to the size of economic sectors (a bank being built will, for example, increase the size of the financial sector); sectors will be described in another paragraph. However, every type of production has its own benefits: increasing production is more shields, which is good by itself for future construction; more commerce means a larger economy, which means more money for you; more culture increases your family’s prestige, which basically is a measure of how much you can control national foreign policy, the ultimate gem of power; building more military units increases the prestige allocated by a city, but it also means you have units loyal to you (or more accurately, to the city that built them; keep control of that city!) in the event the poop hits the fan.

Note: Workers are auto-produced by the capital and are not built. However, colonial territories can build conscript workers, which work at 33% efficiency but are otherwise unlimited. One way for a colony-based faction to build itself up would be to produce many of these; the Government will take control of the workers once they have improved all land around their city of origin, but workers built will accumulate great respect with the government and increase one’s prestige.

Let’s discuss economic sectors, or the Industries tab. An industry is a generic economic sector, such as finance, shipping, etc. Every building or unit adds to at least one industry’s total value – more soldiers increases the armaments sector, more schools increases the education sector, etc. When you control a city, you can designate it to build structures that will contribute to a sector; if you own Rome for example, and have a large stake in the Entertainment sector, it’d make sense to order constructing theaters and stadiums. Every sector represents a portion of the economy, and you can invest in a sector with your faction’s money to get a cut of that economic revenue. So if a sector is worth 100 gpt and you own 50% of the sector, you make 50 gpt off of it. Simple enough, yes?

Now there’s the Factions tab. This is straightforward and lists characters in the game, their faction alignment, their rank within the faction (from 1 being the leader to 2 being the heir onward), and their stats. Charisma increases the prestige the character generates for your faction, Security represents how well-guarded they are against enemy espionage, Efficiency dictates how much of a bonus they give to your income, while Cunning only is active if they are a spymaster or part of the ruling coalition of a city. Stats are generally applied across the faction generally; your lowest man’s efficiency rating will still add to your overall income just like your Leader’s. Characters can also serve as Governor of a city, whether backed by a majority of influence in a city or by a coalition; the Governor title is primarily for bragging rights, but a Governor’s Cunning ability is applied to missions undertaken in the city (i.e. you won’t want to back a very cunning person not of your faction as Governor of a city, lest he use his espionage talents to kick you out).

As you can guess from that last one, besides their numbered rank, you can assign to each member of your faction a specific role. Roles are separate from being Leader or the Heir, which are primarily formalities that carry across the board bonuses; your character can be both a leader/heir and another one of the following rules. You can have: one Spymaster, who adds a bonus to all espionage missions or defenses against them; one Treasurer, who oversees assets and thus determines your overall income; an unlimited number of Generals, Admirals, and Captains, who control units in battle and can bring you prestige if they are victorious (and possibly be killed if they’re not).

Troop Loyalties are self-explanatory, detailing which city commands the loyalty of how many soldiers, so let’s focus on a hidden aspect: espionage. You may invest espionage in whatever city you wish and direct it to do more or less whatever you want, though destroying an enemy’s property or trying to kill their characters are the most obvious choices. Simply send me a PM specifying where you want to spend your money, and any espionage actions you wish to undertake. There is a limit of five actions per turn.

==Signing Up==

Simply give your faction a name, choose your home city (Rome is not eligible to be anyone’s home city, due to its importance), and mention what parts of the economy you make your money in. These are the economic sectors:

  • Shipping
  • Finance
  • Infrastructure
  • Agriculture
  • Raw Materials
  • Entertainment
  • Armaments
  • Manufacturing
  • Energy
  • Education
  • Crime

You can be involved in more than one sector, but this means you have less of a stake in each one.

You do not necessarily need to be Italian in origin, given that the elites are always able to make a new life for themselves overseas, and you can be anything from a criminal organization to a business conglomerate to an aristocratic family.

It is also suggested you give five character names, with a brief description of their expertise and role within your faction. These characters will be assigned stats based off these descriptions.

Beyond that, roleplay and detail to your heart’s content.

==Turn Procedure==

Every time I post an update, you will specify, whether publicly or via PM, where you are spending your money, any production orders you wish to give, any espionage orders, and anything else. I will process all these updates while playing the actual save file. At start I will post an update every 13 in-game turns, but as the game becomes more action-packed, updates will come with greater turn frequency.

His Majesty’s Government is represented by me; the Government directs production in cities with no clear ruler or ruling coalition, while it will also monopolise Workers at the start. Similarly, the Government directs foreign policy, though it will often take the advice of the Oligarchs – that’s all of you.

That’s about it. Will cover things as they come up where prudent.
 
Colonial Governorate of Asmara
City: Asmara
Economy: Shipping, exploitation of africa
(is this correct?)
Faction members:
Andrea di Napoli (administrator)
Tomas di Napoli (Spymaster)
Silvio (general)
Benito (admiral)
Vittore Cittavecchia (captain)
 
Colonial Governorate of Asmara
City: Asmara
Economy: Shipping, exploitation of africa
(is this correct?)

More or less!

You also have five faction/family members to list, all of whom will be of age. You may assign them ranks and positions (Spymaster, Administrator, General, Admiral, Captain) as well.
 
East African Company
City: Mogadishu
Economy: Agriculture, Fishing

Characters:
Cesare Esporito - Leader of the EAC. Expert at managing and leading a corporation.

Ignazio Riggi - Head of the EAC Security Forces. Former Royal Italian Army officer, and experienced in training and leading soldiers.

Francesco Berardi - Head of the EAC Finances sector. He keeps the trains on time per se, and make sure money is flowing in the right direction.

Caweys Warsame - Local Somali warlord who advises and leads pro-Italian Somali militia in exchange for hefty payments and other benefits. Expert at manuevering the Somali political landscape.

Daahir Warsame - Brother of Caweys. Religious advisor the EAC, who makes sure that EAC officials understand Muslim practices and Somali culture to make their domination of the region easier.
 
The Noble Family D'Poggio
City: Bologna
Sectors worked in: Agriculture (Wine), Shipping (Wine), Entertainment, Education

Ettore D'Poggio (58) - Noted Vigneron residing in the vicinity of Bologna. D'Poggio is the current leader of the Family. He is well known for being a hard line conservative in politics and will go to any lengths to secure the well being of his family and estate. In the past he has conducted morally dubious deals and even more morally dubious actions in order to secure his position. In his spare time he can be found tending to his grapes. He manages family assets from his home in the countryside.

Caterina D'Poggio (56) - Wife of Ettore and matriarch of the family. It is Caterina who conducts a large amount of the family business especially in regards to the families assets in the city of Bologna. She also lives on the family estate in the countryside and when not conducting business is probably to be found making pasta or fussing over her children.

Carlotta D'Poggio (26) - Carlotta is the first child of Ettore and Caterina and is currently in her 20s. Having just arrived back on the family estate from attending Università degli Studi di Firenze to study Fine Arts. Having been one of the only females in a male dominated institution Carlotta has a fierce and noticeable personality. She currently runs the Family's theatre and opera house in the city. Carlotta is the heir to her father's estate and the Family business.

Raffaello D'Poggio (22) - Younger brother of Carlotta, Rafaello assists Ettore in the management of the vine business. He manages much of the export aspects and thus has all sorts of knowledge of the trade and the less reputable aspects of Bologna. He is an infamous womaniser but has much respect for his sister and mother. He generally conducts any shady business that the family partakes in.

Andrej d'Montmorency (26) - d'Montmorency is the fiancée of Carlotta who was born in Paris as the bastard son of a nobleman d'Montmorency and a Serbian peasant girl. He studied with Carlotta in Florence and is a fine artist, composer and he also sings in the opera.

The D'Poggio's have 4 other children Maria, Bertrando, Elisabetta and Gianfranco aged 20, 17, 15 and 12
 
La familia Trevisan
Città: Milano
Economica: La Banca di Lombardia

I'm going to stop speaking in Italian now.

Family Tree

---Teodoro
|
Marco---Maria
_|_
| |
Vittorio Enrico​

Members:

Teodoro Trevisan (74): The man who made all of the money in the family is now the retired President Emeritus of the Bank of Lombardia, a prominent Italian bank. While technically not the head of the family anymore, he is the one pulling the strings. Being a former Venetian and possibly insane megalomaniac, he wishes to recreate the Venetian empire and to take the Suez Canal.

Marco Trevisan (46): The head of the family since Teodoro retired, Marco is the President of the Bank of Lombardia. In terms of ambitions, he follows his father's ideas to the letter.

Maria Trevisan (43): The "good face" of the family, Maria hosts all of the parties and keeps everything at home in order. Despite this, she knows plenty about banking and economics.

Vittorio Trevisan (24): Vittorio is the foreign assets manager, and as a result, is usually abroad. At the moment, he is in Somalia, talking to foreign investors. However, he still holds considerable influence over what happens in the family.

Enrico Trevisan (22): Enrico is just out of college and studied music and composing. He has returned from college as a very liberal progressive, and his views contrast with those of the rest of his family. He considers his grandfather to be a crazy old man and his father and brother pawns of his grandfather's crazy whims. At the moment, he is a freelance composer, disgusted by his family's ambitions.
 
Consider me in. Will do a proper sign-up as soon as I can get out of bed.
 
TE here, saying im joining, will do a proper sign up later
 
Family Name: Umm, I don't know... The Bastile Family
Industry: Shipping, Manufacturing
City: The map is really blurry. Milan, I suppose.
Family Tree:

Marc Bastile, family head, an economically minded man with great financial ability.
Antonia Bastile, his wife, a smart, sensible woman.
Louisa Bastile, their oldest daughter, who is beautiful and charismatic
Antonio Bastile, their oldest son. Groomed to be the head the of company, he is an economic wizard.
Leonardo, their middle child, a violent man
Michael, their youngest boy, estranged after wasting a large amount of his father's money
Julia, their daughter, aged only 14, who is smart and takes after Antonia.
 
OOC: Are you considering going into logistics as a career, or do you just really like shipping the way I like supply chain and finance? ;)
 
Speaking of finance, the spreadsheet reports that as the strongest sector at start, while it also has the strongest potential for growth.

That said, that first among equals status it's got will also make it a popular target... hence, it's better to diversify into other industries.

I also added the "Crime" Industry, which is calculated differently - the value of that industry is how much is lost to corruption and waste.

If one's curious how income from an industry works, it's more or less like the client system of the MP series - each industry has a value, each player has a share of the industry, and they get paid the appropriate value. 10% of a 100 gpt industry = 10 gpt. Straightforward enough.
 
Before I begin, don’t worry, I’m not throwing you under the bus or jumping right into the action. This post is just to give a feel for what the actual game will be like by showing how an update will be laid out… it’s also so I can play the first 13 turns and get Italy’s house in order. :p Given that the first year is pretty boring and dull, you’re not missing anything. 1896 is when the game will REALLY begin.

Though this is a “turn,” no orders shall be given yet (I will wait until a few days have passed before reporting incomes in Update II, etc.). Signups are still open; this is mostly just to get the first year out of the way.

===State of the Kingdom I: 1895===

[Map would be here]
[Stats would be here]

His Majesty Umberto I heralds a new year in public, and the rise of a new oligarchy in private. His Highness shall be managing the direction of the various metropolises this year, but he welcomes those with local power to join him in governing the nation, knowing few states are strong without the support of regional power brokers. He requests details be sent in private of any coalitions that may form in the next 365 days. For now, the King has directed most cities to put in the necessary infrastructure for railways so as to increase productivity. More economic power will eventually translate into more military power. (Once your stats are shown, you can work to increase your pull in various cities, while also forming alliances to govern cities with other players; bear in mind that a character who serves as a Governor cannot be a military leader, Spymaster, or Administrator)

His Majesty’s Government has no suggestions for foreign policy this year, feeling Italy is too fragile to really consider any expansionist overtures. To fund the state and stave off bankruptcy, right of access pacts are to be signed with various smaller powers for a premium. Any demands for money from foreign powers will be acknowledged for the sake of preventing war; conflict with practically any European power would be disastrous at present. (This would be where I post foreign policy suggestions that the players can give input on)

Science policy is set to as high as it can efficiently go; while this is making Italy run a deficit of 330 million a month, it is a must to keep up with other powers, who jealously guard their secrets (OOC: there is no tech trading in AoI). Rapid population growth is expected in the coming months, which will hopefully move the budget into balance. (Economic and scientific developments would be posted here)

(Any unusual events would go here)

That concludes this year’s New Years’ report. Arrivederci.
 
Name: The True Knot
City: Palermo
Sectors: Armaments, Finance, Crime

Members:

Armstrong Jackson (38): Armstrong Jackson is the leader of the True Knot, responsible for the overall leadership of the Knot.

Tony "Chopper" Bell (42): Tony Bell is the right-hand man of Armstrong Jackson, tasked with cleaning up loose ends that arise from the normal course of business, hence his nickname "Chopper".

Sal "Numbers" McCormick (25): Sal may be one of the youngest members of the Knot's inner circle, but his remarkable talent for numbers has put him into a position where Armstrong Jackson goes to the kid first with his questions regarding the Knot's finances and inventory. Sal is very adept at not only tracking the numbers, but minimizing the True Knot's financial footprint.

Kim Bell (37): Tony Bell's wife. Tony works to minimize the Knot's illicit footprint, and Sal works to minimize the financial footprint. Kim Bell works to maximize the Knot's front organizational footprints. The remarkable woman oversees the front owners of the majority of the True Knot's organizations operating in Italy, from mom 'n pop shops to banks to factories. With Sal and Tony, she organizes the transfer of arms to buyers across the world, from the Irish to Arabs.

Mr. Flagstaff (?): Mr. Flagstaff is an American, like most of the upper leadership of the True Knot. He has a remarkable talent for languages, codes, and intrigue, and has offered to put his talents to use for the True Knot in exchange for a certain level of autonomy and legal coverage. After proving his...remarkable ability in 1895, Armstrong Jackson had no choice but to acknowledge the man as a quiet man of action.

Edit: I've never played CivIII, but darn if it doesn't look better than CivIV.
 
Nationalists
City: Bolonga
Economy: Armaments

Faction members:

-Cipriano Aiolfi (Age 35), Leader
A young faction leader, he has given constant inflammatory speeches across the nation. He advocates that Italy must continue invading Austria in order to take back Trieste, then reclaim Nice, Savoy, and Corsica in Europe. He argues that such gains are far more important than colonies.

-Guido Crocetti (Age 32), Treasurer, Heir.
A paragon of efficiency, who is highly idealistic to an even greater extent than his boss but is criticised for lacking all common sense. Nonetheless, his ability to balance the books combined with his idealism means that, despite Eugenio's protests, Cipriano wishes him to be heir to the Nationalist faction.

-Eugenio Aiofli (Age 30), Spymaster
Younger brother to Cipriano, Eugenio is half the black sheep of the family, half it's most important ally. A notorious villain and pragmatist, his true agenda is to see the Aiolfli family use the Nationalist faction to seize power by any means necessary. Going into Armanments was his idea. He is genuinely loyal to his brother, but loyal to himself first and foremost.

-Martino Donati (Age 45), General
An old general, once a nationalistic rebel, who fought as a soldier in the wars that united Italy. Was born in Trieste, giving him particular sympathy with the Nationalist cause. Known for his caution, Donati hates to attack unless the odds are heavily in his favour. If he can't secure such things, he maximises the odds if he has to but prefers to avoid battle and pull back if he can.

-Leonezo De Vetis (Age 25), Captain
An idealistic young captain, sponsored into the faction by Eugenio Aiofli, suprising everybody due to his reputation as an idealist. Leonezo is a master of appealing to his men in his every action, being every bit the general soldiers want to have. His primary weakness is his reluctance to commit 'his boys' to the fight until he absolutely has to.
 
This game will probably start on the 3rd or so. Signups will still remain open, the more being the merrier and all.
 
Name: Colonial Development League
City: Hurdiyo
Economy: Raw Materials, Infrastructure

(essentially a corporation and advocacy group at the same time)

Faction Members:

Giovanni Costa Sr. (62), Leader

Founder and leader of the Faction. Born in Sardinia and helped fight for unification. Strong advocate of colonial expansion and moved to Italian Somalia once Italy gained the colony. Has traveled to Italy on numerous occasions to garner up support for invasions of Mahdist and Ottoman territory.

Giovanni Costa Jr. (30), Treasurer, Heir

Son of Faction leader and heir to the organization. Recently appointed treasurer by his father due to his being the most financially savvy one of his children. Also in charce of the raw materials department.

Marco Rizzo (35), Spymaster

Shady figure from Naples who always had a talent for espionage. So the job of spymaster seemed to fit well for him.

Konrad Dietrich (41), General

Mercenary from Switzerland who found his way into the higher ranks of the Italian army. Known for his bravery, but also for making rash decisions.

Benito Costa (26), Captain

Youngest son of Giovanni Costa and promising young captain. Known for his love of adventure and leadership skills.
 
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