This is the OOC thread, to post your actions, go to the
IC thread.
The year is 1900. Almost 90 years ago, Napoleon Bonaparte came back from a triumphal Russian campaign to face the last attempt by the perfide Albion
to threaten the Empire, a armed landing on Belgium. Wellington's armies got crushed at Waterloo thanks to Blücher's Prussian Army Corp striking the English's rear. A month later, as the Royal Navy was trying to evacuate the remnant of the English Army near Dunkirke, a combined French-Prussian-Russian squadron surprised the ships at anchors and sank or captured most of the Home Fleet. The way was open for the Pax Napoleonia.
Sadly, as is often the case, Napoleon's successors lacked his talent. The Empire was soon plagued with rebels. On the January the 1st, 1900, the Sénat Impérial
convinced Napoleon V, the 14-years old weakling of an Emperor to let the Constituent States raise their own armies, openly to fight rebels. A new age of War was coming.So some of you may have seen Haspen's excellent
"Era of Diesel" game. I liked it so much that I'm going to host another game based on the same rules. It'll include many of the modification we discussed, and a few more changes. My changes are in red for clarity.
NATION SHEET:
Name: Try to match it to your government, I guess
Leader's Name: Name here (username here)
Government Type: One of the four available, see 'Nation Traits'
Traits (Points left): Remember, you must have 0 or more points left
Capital Province #:
National Color: Preferably bright colors.
History: Purely for fluff purposes, no need to go verbose if world-building isn't your forte
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GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-1900'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players and/or NPCs
B) Deploy armies in their provinces; 50% of armies (rounded up) can be deployed while the rest stays at Capital (so if you have 5 armies, you can deploy 3 armies anywhere in your Nation, and 2 armies have to remain in Capital).
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
Each Year has 12 turns, from January to December.
The game ends when one of these conditions is fulfilled:
A) Only one Player-controlled Nation remains.
B) One Nation controls 2/3 of all Provinces.
C) Turn 250 ends.
Only A) and B) result in victory.
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MAP:
The map is divided into 86 Provinces.
9 Provinces are initially 'Populous' provinces, which net extra army size. These provinces are chosen at random, after Players submit their sheets.
Each Nation has Capital Province, chosen by their owners (Players) or GM (NPC Nations).
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown), or using fleets to cross water.
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CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Academy already built in there.
When Capital Province is conquered, it reverts into normal Province. Each remaining province has a 50% chance to surrender to the occupier then one of the remaining provinces become the new Capital. Armies on surrendering provinces are dismissed. Each fleets also has a 50% chance to surrender (disappears).
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ARMY MANAGEMENT:
The max number of Armies you can have is calculated by formula: N+P+C = Max army size
N = Number of normal Provinces you control
P = Number of Populous Provinces you control, x2 (for anything but Monarchy), x3 (for Monarchy)
C = Capital province bonus of +2 (Dictatorship/Democracy), +3 (Monarchy/Republic)
Armies spawn at the beginning of your turn at your capital province and your HQs, at the rate of one army per HQ/Capital province. Capital Province always takes priority for Army spawning purposes, followed by the HQs closest to your capital. Is several HQs are equally close to your capital, the ones that spawns armies are chosen at random.
When you have more Armies than Max Army size, you lose 1 Army per Turn till the number of your Armies goes down to appropriate limit.
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ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn.
Railroads allow Armies can move 2 Provinces per turn, provided all three (starting, middle, destination) provinces have Railroads built. 'Improved Railroads' tech increases this to THREE Provinces per turn.
Water Crossings and Mountain Passes always require full 1 Turn to cross, Railroads or not.
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NAVY
Provinces with a port can create one fleet/turn from an army. Fleets can only move to sea provinces, or friendly provinces with Ports. Unlike armies, fleet from neutral nations can share a sea zone.
Fleets can be used to transport troops. Each fleet can be used to escort one army across one sea province. Multiple fleet can be used to ferry one army across multiple sea zone. The escorting can take place before or after a fleet move. Armies attacking from the sea takes a -1 penalty to their combat rolls.
If a fleet is in a friendly province that is taken, the fleet will flee to one of the neighboring sea zones at random, engaging any enemy fleet on the way. The displaced fleet can still move on its owner's turn.
Fleet gets all the bonuses armies get. Anyone questioning why armies gets bonuses from tanks will get one stern look from the GM.
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COMBAT:
When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
Attacking Armies get Attack bonuses, while Defending Armies get Defense bonuses.
If you attack through Mountain Pass or Water Crossing or from a fleet, your Armies receive -1 penalty to their rolls.
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed. The rolls are repeated until all Attackers or Defenders are destroyed.
When a Province is captured AFTER combat, one random Improvement is razed to the ground. If Province was captured without fight, nothing is razed.
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RESEARCH:
Each Turn, your Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per Academy you own, but this can vary:
Monarchies receive only 1 RP from Academies outside Capital Province.
Republic receives 3 RP from the Academy in its Capital Province.
Democracy receives 3 RP from EVERY Academy it has.
'Advanced Theoretical Sciences' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP based on certain Traits and Technologies:
'Enlightened' trait grants 2 RP, while 'Traditional' trait removes 2 RP.
'Experimental Sciences' Tech grants 3 RP.
Research Treaties generate varying amount of RP per turn.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
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PROVINCIAL IMPROVEMENTS:
You can build 2 of these per turns. Some government types, lots of railroads as well as certain research increases the amount of PI's per turn you can build.
You can also dismantle Provincial Improvements, albeit this counts into 'PI/Turn' limit. You never recover armies from a dismantled Military HQ.
Railroad (no requirements):
Armies can move 2 Provinces per turn (3 with 'Improved Railroads' tech), as long as starting, mid- and destination provinces are all connected by Railroad. You gain +1 to PI/Turn per 10 Provinces with Railroads you control (this bonus caps at +3).
Academy (no requirements):
Provides 2 Research Points per turn (this can vary however, check 'RESEARCH' above).
Fortifications (no requirements):
Armies in the province gain +2 bonus to their Defense rolls.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create a Military HQ there.
Port (No requirements):
Let you create one Fleet at the cost of one Army.
Airfield (requires Military Aircraft):
All friendly armies in the province and in provinces adjacent to Airfield gain +1 to their Attack and Defense rolls.
AA Batteries (requires Ground-Air Defense):
Has 30% chance to cancel enemy Bombing Action against the province. Ground armies attacking the province do not gain bonuses from nearby Airfield(s) (if present).
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FORMALIZED DIPLOMACY:
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
Peace - Default state. This allows Trade Pact and Research Treaty to be conducted.
Trade Pact - Borders are open for circulation of resources, crafts, products and migration of people. Both nations gain +1 Max Army bonus per 15 Provinces they control together (rounded down), and +1 PI/turn per 30 provinces (rounded down) they control together.
Research Treaty - Exchange of scientific reports and visits of foreign scientists. Both sides of the treaty gain +1RP per 3 Academies they control together, rounded down (for example, Nation X has 4 academies and Nation Y has 5 academies. 4+5 = 9 /3 = +3 RP to both).
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Airfields (when available) of one nation benefit both countries during Alliance.
Any of the member can renounce the alliance at the beginning of his turn. If so, all units in another member's provinces will behave like they just attacked that province. These armies cannot be moved again during that turn.
In order to keep the GM your diplomats sane, you can have a maximum of 4 Trade or Scientific treaties at a time.
Activation:
All treaties are effective at the start of the next turn after both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Research Treaty and Alliance at Turn 8; at Turn 9, they can move their armies on their territories and they start gaining RP via research treaty as well.
The only treaty change that is instantaneous is war declaration.
Trading:
In current version of the game, you can trade Provinces and researched Technologies; make sure you make good deals or the trade might bring you defeat in the long run.
Deals can be made at any time, but they only enter into effect at the end of the month.
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THE EMPIRE:
It fills up whatever land isn't taken by Players at the start of the game. Large but weak, it'll not attack players, but will defend and take the fight to any Constituent State that strikes it. Its capital is in Paris.
NATION TRAITS:
You start with 5 Trait Points; you can distribute these as you see fit - or you don't have to spend any points if you feel masochistic and suicidal confident enough.
The only requirements are that you must specify the type of Government that runs your Nation, and that you finish making your nation sheet with 0 or more Trait points left.
GOVERNMENTS:
Each government provides different bonuses (and penalties).
Monarchy (Cost: -1):
Head of the family (King or Queen) rule over their domain, with their family members being next in line to the throne, often governing over parts of the military or small territories within the nation. Often conservative in both thinking and action, and serving mostly for the benefit of the ruling family and their supporters - the aristocracy - Monarchy is rather ill-suited for modern times where scientific progress and unity benefit the nations more.
Cheap Conscripts: Populous provinces, as well as Capital, increase amount of max armies by 3 instead of 2. All armies suffer from a -1 in combat.
Conservatism Galore: Academies, except in Capital province, provide only 1 Research Point per turn instead of 2.
Relic of Past Eras: Monarchies cannot pick 'Modernized' from DEVELOPMENT Trait category.
Republic (Cost: 0):
The nation is governed by a 'council' of elected representatives of the people; said representatives are often experienced and/or popular individuals, with their numbers going up to few hundred - depending on internal politics and the size of the nation. They often have a representative, 'Speaker' or some such, who deals with foreign dignitaries and representatives of the citizenry.
All Roads Lead To...: Capital Province increases amount of max armies by 3 instead of 2. Academy in Capital Province provides 3 RP per turn, instead of usual 2.
Dictatorship (Cost: 2):
The nation is in the grip of one man; army is utterly loyal to the leader while the population supports him/her due to the terror politics or sheer charisma of the dictator - sometimes both. The dictator has a council of advisors, generals and ministers who run the administration for him. Centralized economy and effective bureaucracy further ensure the steady development of the nation.
For the Fatherland: Armies of the Dictatorship get +1 bonus to their defensive rolls.
Centralized Administration: Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
Democracy (Cost: 3):
The government is run by head of state, usually President or Premier of the Ministers; the Ministers themselves governing over numerous branches of the government. Both the Head of the State and the Ministers are elected by the citizens, based on the candidates' skills, experience, charisma and merits. In democratic nation, peace and prosperity are of the greatest concern to the populace.
Freedom of Thought and Action: Academies under Democracy give 3 RP per turn; Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
NATION SIZE:
Remember that 'X provinces' means 'Capital + other Provinces'.
Tiny (Cost: -1):
Your nation starts with 5 Provinces.
Medium (Cost: 0):
Your nation starts with 7 Provinces.
Big (Cost: 1):
Your nation starts with 9 Provinces.
Huge (Cost: 3):
Your nation starts with 11 Provinces.
Enormous (Cost: 4)
Your nation starts with 13 Provinces.
DEVELOPMENT:
Remember that your Capital Province always starts with Fortifications and Academy already built, no matter the settings.
Medieval (Cost: -1):
Your backwater nation has no railroads!
Normal (Cost: 0):
Your Capital and two random, adjacent provinces have Railroads; furthermore, one random Province in the nation has Academy already built.
Developed (Cost: 1):
Up to 5 of Provinces (including Capital) have Railroads connected in a single network; two random Provinces in the nation have Academies already built.
Modernized (Cost: 2):
All of your Provinces have Railroads; three random Provinces in the nation have Academies already built.
ARMY SIZE:
Inadequate (Cost: -2):
You start with only 1 Army!
Small (Cost: -1):
2 Armies at start.
Adequate (Cost: 0):
1 Armies at start + 1 extra per 2 Provinces you start with.
Numerous (Cost: 1):
3 Armies at start + 1 extra per 2 Provinces you start with.
VARIOUS:
Note that '+' traits block their '-' equivalents and vice versa; for example, if you pick 'Militaristic' (+1 to all army rolls) trait, 'Pacifist' (-1 to all army rolls) trait will no longer be available for you to pick.
Militaristic (Cost: 2):
+1 to all Army rolls
Pacifist (Cost: -2):
-1 to all Army rolls
Enlightened (Cost: 1):
+3 to RP per turn, no matter the number of Academies
Traditional (Cost: -1):
-3 to RP per turn, no matter the number of Academies
Military Traditions (Cost: 1):
One of Provinces adjacent to the Capital starts with Military HQ already built.
Industrial Power (Cost: 2):
One extra Provincial Improvement can be built per turn in your Nation (this stacks with government/research bonuses).
Secret Military Project (Cost: 2):
Thanks to (previously) secret military project, you start with one of (choosen randomly) Primitive Aeroplanes, Explosive Shells, Primitive Radio, Diesel Fuel or Modern Chemistry at 35RP.
Your nation can develop 1 Research Topic at one given time. If you switch to a new topic mid-research, you lose 80% of currently accumulated Research Points.
AERONAUTICS:
Primitive Aeroplanes -> Military Aircraft -> Strategic Bombers - Long-Range Airplanes
Primitive Aeroplanes (50 RP):
Construction of first aeroplanes; fragile aircrafts made of wood, linen and other such materials. Whilst of no value on their own, research and improvement of these machines will allow scientists to come up with useful, military-grade airplanes in the future.
Military Aircraft (150 RP, requires Explosive Shells from MILITARY):
Airplanes that are able to carry machine guns and small bombs. Groups and squadrons of these are operating from airfields, where specialized crew does maintenance of the aircraft. Grants 'Airfield' Provincial Improvement.
Strategic Bombers (350 RP, requires Construction Advancements from INDUSTRY):
Airplanes large enough to carry large munitions and enough fuel to strike targets behind enemy lines. Once per turn, an Airfield can launch Bombers that will destroy 1 Provincial Improvement of enemy nation as long as it is in Airfield's range.
Long-Range Airplanes (500 RP, requires Mass Production from INDUSTRY):
Recent breakthroughs in various fields allowed the development of new kind of airplanes that carry more fuel, thus increasing their range. Increases range of Airfield bonus and Bombing action by 1.
MILITARY:
Explosive Shells -> Primitive Tanks -> Advanced Tanks
-> Howitzers -> Ground-Air Defense
Explosive Shells (80 RP):
Research into new kind of ammunition that is filled with material that will explode upon contact, increasing the effectiveness of the artillery. All armies get +1 bonus to their Attack rolls.
Primitive Tanks (150 RP, requires Diesel Fuel from INDUSTRY):
Beasts of steel and oil, armed with machineguns and small cannons. Whilst bulky and slow, they're valuable military assets. All armies get +2 bonus to their Attack rolls and +1 to their Defense rolls.
Howitzers (150 RP):
Large cannons that can propel explosive rounds at great distances and above most conventional fortifications. After this discovery, enemy Fortifications grant only +1 defense bonus against your armies, instead of the usual +2.
Advanced Tanks (500 RP, requires Mass Production from INDUSTRY):
Refinement and upgrade of first tanks allowed the scientists to come with faster, stronger and better protected vehicles that wreak havoc upon battlefield. All armies get +3 bonus to their Attack rolls and +2 to their Defense rolls.
Ground-Air Defense (250RP):
Improvement on long-range cannons so they now can shoot at airborne targets, for example, bombers. Grants 'AA Batteries' Provincial Improvement.
COMMUNICATIONS:
Primitive Radio -> Radio Communications -> Radar
-> Shortwave Communications
Primitive Radio (50 RP):
Primitive radios allowing short-range communication. Refinement of devices is required before this technology can be beneficial to the military.
Radio Communications (80RP):
Network of small radio stations operated by trained crew, allowing orders from headquarters to be delivered faster and more reliably. Armies in provinces with Military HQ get +1 to Defense rolls.
Radar (250RP, requires Military Aircraft from AERONAUCTICS):
Use of radio to detect incoming aircraft at high altitudes. Increases the 'AA Batteries' Provincial Improvement chances to cancel enemy Bombing Action to 50%. If the targeted province has Airfield, it automatically cancels 1 Bombing action of the enemy, due to intercepting via fighters.
Shortwave Communications (350RP):
Inclusion of new spectrum of radio waves for military use. The defense bonus of Military HQ now affects friendly armies in adjacent provinces as well. Armies attacking from the province with Military HQ gain +1 bonus to their Attack rolls.
INDUSTRY:
Diesel Fuel -> Improved Railroads -> Mass Production
-> Construction Advancements -^
Diesel Fuel (80 RP):
Refined oil becomes more common energy source; allowing new types of vehicles to be invented and created.
Construction Advancements (150 RP, requires Experimental Sciences from SCIENCES):
Advancements in architecture, mathematics, logistics and all other fields related to construction; this increases the amount of Provincial Improvements that can be built in the Nation per turn by 1.
Improved Railroads (250 RP):
Better locomotive design and expansion of railroad system. Railroads now allow movement of Armies up to 3 Provinces per turn.
Mass Production (350 RP):
The wide industrialization of the nation allows for items to be produced much faster and in much higher quantities than ever before. This increases the amount of Provincial Improvements that can be built in the Nation per turn by 1.
SCIENCES:
Modern Chemistry -> Experimental Sciences -> Radioactivity -> Advanced Theoretical Sciences
-> Modern Biology -> Fertilizers
-> Modern Medicine
Modern Chemistry (50 RP):
Scientific research on new chemical compounds and their propable use in industry.
Experimental Sciences (80 RP):
The growth of industry results in wider accessibility to resources and supplies used in experiments, allowing the researchers to work more. Your nation gets +3 RP bonus, no matter how many Academies you have.
Modern Biology (150 RP):
The unveiling of chemistry secrets allow biologists to look more closely into anatomy, nature of diseases and processes that run the organism.
Radioactivity (150 RP):
Research into peculiar effects of some rare chemical elements.
Fertilizers (250RP):
Improvement of existing organic and development of artificial fertilizers to increase food output. You gain +1 to Max Army limit per every 4 Provinces you control.
Modern Medicine (150RP):
Development of new ways to combat various diseases that plague the populace. Your provinces are now safe from Typhus outbreaks. If your provinces have Typhus, they will be automatically cured at the start of the turn in which you develop Modern Medicine.
Advanced Theoretical Sciences (350 RP):
With discovery of radioactivity, strange physical effect of chemical elements, more attention is now paid to all branches of sciences, theoretical and practical. All Academies in the nation give 1 extra RP per turn.
Existing CountriesLeader's Name: Napoleon V
Government Type: Monarchy
Traits: Special Size
Capital: #86
Color: Imperial Blue
Color :Red
Name: Albion
Leader's Name: Prime Minister Smith
Government Type: Democracy
Traits (Points left):
- Big: -1
- Democracy : -3
- Medieval : +1
- Adequate army : 0
- Military tradition : -1
- Traditional : +1
- Militaristic : -2
Capital Province #: 4
History:
The failings of the British forces in Belgium years ago all but resulted in the collapse of the United Kingdom. Desperate to maintain internal order, repression grew ever harsher in this new, more dangerous world. Eventually, the kingdom collapsed and was reformed as a rather traditional republic.
Name: Ottoman Sultanate
Leader's Name: Sultan Ishben (Toaster)
Government Type: Dictatorship
Traits (0): Medium, Developed, Adequate, Militaristic
Capital Province #: 34
National Color: Northern Green
History: Seeing the coming decline of the Ottoman Empire, then-General Ishben assumed complete control of the armies of the Empire, and lead a military coup against the unpopular Sultan in 1883. Popular resentment after the loss of the war against Russia influenced the population to unite under a strong military ruler. Assuming the title of Sultan himself, he rechristened the empire to reflect its changing nature, and led a series of reforms to both consolidate his rule and to further modernize the country. He managed to both prevent further loss of territory and strengthen the military presence and ensured that the now Ottoman Sultanate was both stable and ready to face a new modern world.
Leader's Name: General Francisco Franco
Government Type: Dictatorship
Traits (0): Dictatorship (2), Tiny Size (-1), Normal Development (0), Adequate Army(0), Militaristic (2), Secret Project (2)
Capital Province #: 63
National Color: #E96812
History: What would the world have been like if General Franco had been around in a little earlier?
Name: Russian Empire
Leader's Name: Pervyy minister Stolypin (a1s)
Government Type: Republic (Constitutional monarchy based on the British model)
Traits (0 Points left): Enormous (4), Modernized (2), Traditional (-1), Adequate Army(0)
Capital Province #: SaintPetersBurg (#14, which on your map would be all of Ingria, Karelia and Kola).
National Color: Olive
History: Having survived the assassination attempt, Alexander II has introduced a more democratic system of government, while funding railroad construction. Although this course of action has somewhat slacked after his death in 1893, it's effects can still be seen today.
Name: The State of Eastern Prussia
Leader's Name: Ulrich Adalbert von Eisenbaum-Braunschwert (Haspen)
Government Type: Dictatorship
Traits (5-[2-1+0+1+2+1] = 0!): Tiny, Developed, Adequate, Militaristic, Enlightened
Capital Province #: Pomerania, Northern Poland (#75)
National Color: As close as to this color (RGB: 7799BB)
History: With the Empire in shambles, the eastern prussian landlords have united under the leadership of proggressive industrialist, Adolf Roteschwein. Unfortunately, he was also a power-crazy man and quickly developed own militia and secret police, changing a republic of few into a state of One. When Adolf suddenly died (rumors of arsenic poisoning ran around for a while), Ulrich Adalbert von Eisenbaum-Braunschwert, Chief of Homeland Affairs and Security, was choosen as the new leader. With more moderate approach on internal politics, he gained support of those previously terrified of Adolf; intellectual elites, foreign capitalists and ethnical minorities. He still maintains discipline amongst citizenry and officials alike, as well as militaristic - even expansionist - outlook on continental politics and the future of Europa itself.
Past CountriesName: The democratic states of Arluen
Leader's Name: President Tntey
Government Type: Democracy
Traits (0): Tiny, Adequate Army, Enlightened, Industrial Power.
Capital Province #: 29
National Color: Cyan
History: A small country with a taste for science and a pallet for industry
Succumbed to the Janissaries in August 1900
Name: Republic of Southern Europa
Leader's Name: Rom Kinley
Government Type: Republic
Traits (Points left): Republic(0),Huge(+3),Developed(+1),Numerous(+1)
Capital Province #: 53
National Color: pink
Was dealt with by the Ottomans in February 1901, after showing some naval prowess.
Name:Scandinavian Free State
Leader's Name: Nils Jakobson
Government Type: Democracy
Traits (0) Small Army, Modernized, Enlightened
Capital Province #: 11
National Color: Gray
History: The Scandinavian Free State was theorized by the head of state of Sweden, realizing that, on a world stage, the small, bickering Scandinavian countries were of little import. He realized that, if you could unite Scandinavia under one flag, they could be a superpower, making a grand impact on the world stage. However, before this plan could be proposed to the other Scandinavian heads of state, Pax Napoleonia happened, and the plan was scrapped. Now that Napoleon is gone and the empire is weak, the Plan has resurfaced, and Scandinavia is prepared to take it's place on the world stage.
Killed by its erstwhile ally Albion.