Current Turn: 3
Nation Registration is: Closed for the rest of the beta. Sorry, the number of people is just getting prohibitive. It will open again some time.
(Note: This is really more a forum game than a roleplay.)
The basic idea of this game is it is that it's April 15th, 1861. The Confederate States of America has just fired the first shots of the War Between the States at Fort Sumner. It is now your duty to choose the mantel of ANY nation existing in 1861, as this will NOT be an American Civil War centric game, it is merely the starting point. You are to simulate your country as it's Head of Government. You may pass laws, direct your military, pass reforms, and guide your nation through the turbulent Victorian Age. However, as any good leader - you must keep the consent of the governed in mind, otherwise you might face a Revolution on your hands, be it by the people or the army!
As this is a first beta thread, the game will only last around 10 turns or so, at which point I will either launch a longer beta with changed systems, or make the full game.
The rules are fairly simple. As the leader of your nation, you post your orders. The orders you choose are basically unlimited, your only restraints are the time period and your imagination. This means, if you want to hatch a crazy plan of trapping African Gorillas and letting them loose in Washington, D.C., go ahead. If you want to build a nuclear reactor in 1890, it's not going to happen. Keep in mind that you can trade with other nations, create secret treaties, wage war and all of that.
Each turn will constitute three months. Four turns will complete a year of gameplay. We start off in April 1861, giving us 3 turns before 1862 rolls around. Now, of course, this is to simulate the slower pace things went back in the Victorian Era. As the years progress and things seem to get faster, the rules shall be changed, otherwise it remains as it is right now. A turn has a maximum period of 3 days. Then it passes, like it or not.
Now, your main goal in this entire game? Guide your nation through the Victorian Era. This means building industry, infrastructure, Waging War for your nation, Diplomacy, Keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support. World in Revolution takes into account for your population. Although you can ignore rebellious movements and even suppress them, you should keep them in mind. This is to make sure the game is kept to a degree of realism. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. World in Revolution is built on the underlying factors, which the GMs take care of, don't worry. At any time you can ask the GM the "Mood of your nation", and you can request a run down from me.
Neros, as agreed offsite, is the War Mod. This means it is his job to mod war orders, and mine to be the over-moderator and peace moderator. My reason for this is that both of us have modded this game on another forum (Myself as the peace mod, and Neros as the Head Mod/War Mod.) My own posts regarding orders are in italics to make sure they are differentiated and noticed.
World in Revolution may have other mods in the future, if I pick them.
Each turn will constitute three months. Four turns will complete a year of gameplay. We start off in April 1861, giving us 3 turns before 1862 rolls around. Now, of course, this is to simulate the slower pace things went back in the Victorian Era. As the years progress and things seem to get faster, the rules shall be changed, otherwise it remains as it is right now. A turn has a maximum period of 3 days. Then it passes, like it or not.
Now, your main goal in this entire game? Guide your nation through the Victorian Era. This means building industry, infrastructure, Waging War for your nation, Diplomacy, Keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support. World in Revolution takes into account for your population. Although you can ignore rebellious movements and even suppress them, you should keep them in mind. This is to make sure the game is kept to a degree of realism. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. World in Revolution is built on the underlying factors, which the GMs take care of, don't worry. At any time you can ask the GM the "Mood of your nation", and you can request a run down from me.
Neros, as agreed offsite, is the War Mod. This means it is his job to mod war orders, and mine to be the over-moderator and peace moderator. My reason for this is that both of us have modded this game on another forum (Myself as the peace mod, and Neros as the Head Mod/War Mod.) My own posts regarding orders are in italics to make sure they are differentiated and noticed.
World in Revolution may have other mods in the future, if I pick them.
Orders: A Nation shall submit their orders by writing them in their posts. PLEASE either capitalize them or find a way to alert me to your orders so I don't miss them.The orders are fairly simple. Every nation is allowed to post 4 orders of any kind encompassing anything. However, there is a twist. If your nation is at war, you get supplemental "War Orders". You must clarify that your orders are War Orders and every nation is entitled to 4 of them. This way, a nation can submit a maximum of 8 orders if they are at war, 4 normal and 4 war orders.
Updates: There are three types of updates. A Normal Update is a 1-year time period of the year we are in. This is the largest update and most of the action takes place here. Wars, Diplomacy, Nation Building ect. The next type of update is a War Update. A War Update is only used to highlight a specific battle or a surprise attack by another nation. These will normally happen if there is a large war going on, and I feel the need to release the opening shots of the battle, and have the rest play out in the Normal Update. The last kind of updates are the Mini-Updates. These simply serve to move along the In Character discussion with various tidbits and facts that effect your nation.
Updates: There are three types of updates. A Normal Update is a 1-year time period of the year we are in. This is the largest update and most of the action takes place here. Wars, Diplomacy, Nation Building ect. The next type of update is a War Update. A War Update is only used to highlight a specific battle or a surprise attack by another nation. These will normally happen if there is a large war going on, and I feel the need to release the opening shots of the battle, and have the rest play out in the Normal Update. The last kind of updates are the Mini-Updates. These simply serve to move along the In Character discussion with various tidbits and facts that effect your nation.
1. Country- Gives you the name of your country
2. National Bank - This is exactly what it says it is. It is how much money you have resting in your national bank. Money is used for basically everything. You need money to wage war, create infrastructure, and foster industrial growth. You may go into debt, but there is a point where it starts to become a major damper on your economy, and if left unchecked could spiral out of control. There are little "reoccurring" expenses, but they would only be the result of an order. They are covered in point three.
3. Income - This is how much money is added to your National Bank after each turn. This constitutes how much money you make in taxes, revenues, and tariffs. Your money supply naturally raises over the years, slightly, as your population grows. You may raise taxes, tariffs, and other ways to get revenue as you wish, keep in mind the population though. You may lower you income by supporting an Army and a Navy, or other orders. Construction of infrastructure and industry comes out of your National Bank.
4. Trade Balance - This is nothing more than a modifier. Your goal is to import and export goods with other nations (Player or NPC), to maintain a positive trade balance. It will speed up the process in gaining resources, increasing growth faster. If you have a negative trade balance, you are either vastly importing goods or exporting goods-or not trading at all. A negative trade balance will cause construction of things to slow down.
5. Stability - Fairly simple. This is the stability of your government. It runs on a scale of 0 - 15. A 0 means your nation is almost guaranteed a revolution, while 15 means you are united and almost hive-mind like. Stability may increase or decrease. It is influenced by your population's support, as well as how good you manage your nation. It is always good to get the populations support.
6. Industry - This is the industrial output of your nation. The higher the score, the better you are able manufacture goods and the high your income is. It is simple as that. A nation's industry will grow naturally, slowly, but you may make an order expanding it.
7. Infrastructure - This is a measure of your nation's railroads, telegraph lines, roads, public works, government buildings, bureaucracy, ect. This is directly reflective of how fast you can do things. Your orders will have a better chance of succeeding with a higher infrastructure. Unlike the other categories, this does NOT grow naturally and it must be increased by player action. However, you may be specific or vague in your order. (Build Infrastructure or Build Telegraph line from City A to City B. Both are fine.)
8. Army - Size of your nation's armed forces. They are divided into two categories. Regulars and Conscripts. Regulars are the highly trained, but slow moving and take a fair amount of time to create. Conscripts are simply volunteers or draftees. These should only be used in times of war and can be raised very quickly, but are also inexperienced fighters.
9. Navy - Your nation's navy. This is divided into Large Ships and Small Ships. They are reflective of the time, so if it's 1870, a large ship will be an ironclad and a small ship would be a frigate or a commerce raider. They are essential to establish a Merchant Marine, can be used in blockades and naval warfare.
2. National Bank - This is exactly what it says it is. It is how much money you have resting in your national bank. Money is used for basically everything. You need money to wage war, create infrastructure, and foster industrial growth. You may go into debt, but there is a point where it starts to become a major damper on your economy, and if left unchecked could spiral out of control. There are little "reoccurring" expenses, but they would only be the result of an order. They are covered in point three.
3. Income - This is how much money is added to your National Bank after each turn. This constitutes how much money you make in taxes, revenues, and tariffs. Your money supply naturally raises over the years, slightly, as your population grows. You may raise taxes, tariffs, and other ways to get revenue as you wish, keep in mind the population though. You may lower you income by supporting an Army and a Navy, or other orders. Construction of infrastructure and industry comes out of your National Bank.
4. Trade Balance - This is nothing more than a modifier. Your goal is to import and export goods with other nations (Player or NPC), to maintain a positive trade balance. It will speed up the process in gaining resources, increasing growth faster. If you have a negative trade balance, you are either vastly importing goods or exporting goods-or not trading at all. A negative trade balance will cause construction of things to slow down.
5. Stability - Fairly simple. This is the stability of your government. It runs on a scale of 0 - 15. A 0 means your nation is almost guaranteed a revolution, while 15 means you are united and almost hive-mind like. Stability may increase or decrease. It is influenced by your population's support, as well as how good you manage your nation. It is always good to get the populations support.
6. Industry - This is the industrial output of your nation. The higher the score, the better you are able manufacture goods and the high your income is. It is simple as that. A nation's industry will grow naturally, slowly, but you may make an order expanding it.
7. Infrastructure - This is a measure of your nation's railroads, telegraph lines, roads, public works, government buildings, bureaucracy, ect. This is directly reflective of how fast you can do things. Your orders will have a better chance of succeeding with a higher infrastructure. Unlike the other categories, this does NOT grow naturally and it must be increased by player action. However, you may be specific or vague in your order. (Build Infrastructure or Build Telegraph line from City A to City B. Both are fine.)
8. Army - Size of your nation's armed forces. They are divided into two categories. Regulars and Conscripts. Regulars are the highly trained, but slow moving and take a fair amount of time to create. Conscripts are simply volunteers or draftees. These should only be used in times of war and can be raised very quickly, but are also inexperienced fighters.
9. Navy - Your nation's navy. This is divided into Large Ships and Small Ships. They are reflective of the time, so if it's 1870, a large ship will be an ironclad and a small ship would be a frigate or a commerce raider. They are essential to establish a Merchant Marine, can be used in blockades and naval warfare.
This is the basic template for a nation. To sign up, select which country you want and I will fill this out for you (if it is not already filled out as is) to ensure things stay balanced.
Note 1: These are not the only nations to choose from. Choose any nation from the Victorian Age.
Note 2: Do not claim Great Britain. It is the Superpower of the Game.
United Kingdom - NPC
Bank: 2,050
Income: +550 per turn
Trade Balance: +40
Stability: 9
Industry: 30
Infrastructure: 4 (0 Colonial)
Regulars: 220,000
Conscripts: 0
Large Ships: 40
Small Ships: 160
Second France Empire - Played by: Bordurian
Bank: 860
Income: +300 per turn
Trade Balance: +30
Stability: 9
Industry: 22
Infrastructure: 5 (2 Colonial)
Regulars: 300,000
Conscripts: 0
Large Ships: 14
Small Ships: 92
United States of America- Played by:
Bank: 1530
Income: +350 per turn
Trade Balance: +35
Stability: 8
Industry: 26
Infrastructure: 4
Regulars: 80,000
Conscripts: 0
Large Ships: 15
Small Ships: 55
Confederate States of America - Played by: Republic of Hell
Bank: 240
Income: +45 per turn
Trade Balance: -10
Stability: 7
Industry: 5
Infrastructure: 3
Regulars: 25,000
Conscripts: 245,000
Large Ships: 2
Small Ships: 5
North German Confederation (Prussia, Hanover, Rhineland)- Played by: United commonwealth of ayrshire
Bank: 860
Income: +160 per turn
Trade Balance: +28
Stability: 8
Industry: 17
Infrastructure: 4
Regulars: 275,000
Conscripts: 0
Large Ships: 4
Small Ships: 11
The Russian Empire - Played by: Spetsnaz GRU
Bank: 390
Income: +100 per turn
Trade Balance: +7
Stability: 12
Industry: 5
Infrastructure: 7
Regulars: 369,500
Conscripts: 0
Large Ships: 7
Small Ships: 25
Austrian Empire - Played by: Heraghlum
Bank: 1025
Income: +185 per turn
Trade Balance: +9
Stability: 9
Industry: 14
Infrastructure: 6
Regulars: 160,000
Conscripts: 170,000
Large Ships: 0
Small Ships: 0
Kingdom of Italy - Played by:
Bank: 150
Income: +150 per turn
Trade Balance: +10
Stability: 7
Industry: 11
Infrastructure: 2
Regulars: 85,000
Conscripts: 0
Large Ships: 3
Small Ships: 15
Empire of Mexico - Played by: Durra
Bank: 140
Income: +25 per turn
Trade Balance: +0
Stability: 9
Industry: 7
Infrastructure: 7
Regulars: 21,000
Conscripts: 10,000
Large Ships: 6
Small Ships: 10
Kingdom of Sweden - Played by:
Bank: 125
Income: +60 per turn
Trade Balance: +5
Stability: 9
Industry: 9
Infrastructure: 1
Regulars: 55,000
Conscripts: 0
Large Ships: 20
Small Ships: 11
Spanish Empire - Played by: Anitgrum
Bank: 530
Income: +65 per turn
Trade Balance: +1
Stability: 11
Industry: 2
Infrastructure: 6
Regulars: 100,000
Conscripts: 15,000
Large Ships: 8
Small Ships: 15
Empire of Brazil - Played by:
Bank: 140
Income: +50 per turn
Trade Balance: +0
Stability: 8
Industry: 6
Infrastructure: 0
Regulars: 31,000
Conscripts: 0
Large Ships: 6
Small Ships: 15
Kingdom of Bavaria - Played by: Former Soviet Socialists
Bank: 575
Income: +125 per turn
Trade Balance: +12
Stability: 7
Industry: 5
Infrastructure: 5
Regulars: 101,000
Conscripts: 0
Large Ships: 0
Small Ships: 0
Dutch Republic - Played by:
Bank: 90
Income: +50 per turn
Trade Balance: +10
Stability: 9
Industry: 5
Infrastructure: 1
Regulars: 70,000
Conscripts: 0
Large Ships: 7
Small Ships: 20
United Islands of the Maldives - Played by:
Bank: 50
Income: +40 per turn
Trade Balance: +3
Stability: 9
Industry: 0
Infrastructure: 1
Regulars: 5,000
Conscripts: 0
Large Ships: 0
Small Ships: 15
The Papal States - Played by: The Patrimony of Saint Peter
Bank: 400
Income: +70 per turn
Trade Balance: +10
Stability: 6
Industry: 10
Infrastructure: 4
Regulars: 15,000
Conscripts: 0
Large Ships: 1
Small Ships: 10
Denmark- Played by: Reselia
Bank: 190
Income: +65 per turn
Trade Balance: +10
Stability: 15
Industry: 10
Infrastructure: 6
Regulars: 40,000
Conscripts: 10,000
Large Ships: 7
Small Ships: 40
Romania- Played by: HorusLand
Bank: 205
Income: +50 per turn
Trade Balance: +10
Stability: 7
Infrastructure: 4
Industry: 8
Regulars: 70,000
Conscripts: 35,000
Large Ships: 3
Small Ships: 15
Ottoman Empire- Played by: Viagra
Bank: 390
Income: +90 per turn
Trade Balance: +15
Stability: 6
Infrastructure: 4
Industry: 10
Regulars: 300,000
Conscripts: 50,000
Large Ships: 20
Small Ships: 150
Qing Empire - Played by: Neros
Bank: 415
Income: +165 per turn
Trade Balance: +0
Stability: 5
Industry: 4
Infrastructure: 4
Regulars: 2,500,000
Conscripts: 1,500,000
Large Ships: 8
Small Ships: 42
Switzerland- Played by: Caeltia
Bank: 460
Income: +150 per turn
Trade Balance: +10
Stability: 11
Industry: 5
Infrastructure: 7
Regulars: 95,000
Conscripts: 0
Large Ships: 0
Small Ships: 3 (Your navy is shit, being landlocked and all. )
Note 1: These are not the only nations to choose from. Choose any nation from the Victorian Age.
Note 2: Do not claim Great Britain. It is the Superpower of the Game.
United Kingdom - NPC
Bank: 2,050
Income: +550 per turn
Trade Balance: +40
Stability: 9
Industry: 30
Infrastructure: 4 (0 Colonial)
Regulars: 220,000
Conscripts: 0
Large Ships: 40
Small Ships: 160
Second France Empire - Played by: Bordurian
Bank: 860
Income: +300 per turn
Trade Balance: +30
Stability: 9
Industry: 22
Infrastructure: 5 (2 Colonial)
Regulars: 300,000
Conscripts: 0
Large Ships: 14
Small Ships: 92
United States of America- Played by:
Bank: 1530
Income: +350 per turn
Trade Balance: +35
Stability: 8
Industry: 26
Infrastructure: 4
Regulars: 80,000
Conscripts: 0
Large Ships: 15
Small Ships: 55
Confederate States of America - Played by: Republic of Hell
Bank: 240
Income: +45 per turn
Trade Balance: -10
Stability: 7
Industry: 5
Infrastructure: 3
Regulars: 25,000
Conscripts: 245,000
Large Ships: 2
Small Ships: 5
North German Confederation (Prussia, Hanover, Rhineland)- Played by: United commonwealth of ayrshire
Bank: 860
Income: +160 per turn
Trade Balance: +28
Stability: 8
Industry: 17
Infrastructure: 4
Regulars: 275,000
Conscripts: 0
Large Ships: 4
Small Ships: 11
The Russian Empire - Played by: Spetsnaz GRU
Bank: 390
Income: +100 per turn
Trade Balance: +7
Stability: 12
Industry: 5
Infrastructure: 7
Regulars: 369,500
Conscripts: 0
Large Ships: 7
Small Ships: 25
Austrian Empire - Played by: Heraghlum
Bank: 1025
Income: +185 per turn
Trade Balance: +9
Stability: 9
Industry: 14
Infrastructure: 6
Regulars: 160,000
Conscripts: 170,000
Large Ships: 0
Small Ships: 0
Kingdom of Italy - Played by:
Bank: 150
Income: +150 per turn
Trade Balance: +10
Stability: 7
Industry: 11
Infrastructure: 2
Regulars: 85,000
Conscripts: 0
Large Ships: 3
Small Ships: 15
Empire of Mexico - Played by: Durra
Bank: 140
Income: +25 per turn
Trade Balance: +0
Stability: 9
Industry: 7
Infrastructure: 7
Regulars: 21,000
Conscripts: 10,000
Large Ships: 6
Small Ships: 10
Kingdom of Sweden - Played by:
Bank: 125
Income: +60 per turn
Trade Balance: +5
Stability: 9
Industry: 9
Infrastructure: 1
Regulars: 55,000
Conscripts: 0
Large Ships: 20
Small Ships: 11
Spanish Empire - Played by: Anitgrum
Bank: 530
Income: +65 per turn
Trade Balance: +1
Stability: 11
Industry: 2
Infrastructure: 6
Regulars: 100,000
Conscripts: 15,000
Large Ships: 8
Small Ships: 15
Empire of Brazil - Played by:
Bank: 140
Income: +50 per turn
Trade Balance: +0
Stability: 8
Industry: 6
Infrastructure: 0
Regulars: 31,000
Conscripts: 0
Large Ships: 6
Small Ships: 15
Kingdom of Bavaria - Played by: Former Soviet Socialists
Bank: 575
Income: +125 per turn
Trade Balance: +12
Stability: 7
Industry: 5
Infrastructure: 5
Regulars: 101,000
Conscripts: 0
Large Ships: 0
Small Ships: 0
Dutch Republic - Played by:
Bank: 90
Income: +50 per turn
Trade Balance: +10
Stability: 9
Industry: 5
Infrastructure: 1
Regulars: 70,000
Conscripts: 0
Large Ships: 7
Small Ships: 20
United Islands of the Maldives - Played by:
Bank: 50
Income: +40 per turn
Trade Balance: +3
Stability: 9
Industry: 0
Infrastructure: 1
Regulars: 5,000
Conscripts: 0
Large Ships: 0
Small Ships: 15
The Papal States - Played by: The Patrimony of Saint Peter
Bank: 400
Income: +70 per turn
Trade Balance: +10
Stability: 6
Industry: 10
Infrastructure: 4
Regulars: 15,000
Conscripts: 0
Large Ships: 1
Small Ships: 10
Denmark- Played by: Reselia
Bank: 190
Income: +65 per turn
Trade Balance: +10
Stability: 15
Industry: 10
Infrastructure: 6
Regulars: 40,000
Conscripts: 10,000
Large Ships: 7
Small Ships: 40
Romania- Played by: HorusLand
Bank: 205
Income: +50 per turn
Trade Balance: +10
Stability: 7
Infrastructure: 4
Industry: 8
Regulars: 70,000
Conscripts: 35,000
Large Ships: 3
Small Ships: 15
Ottoman Empire- Played by: Viagra
Bank: 390
Income: +90 per turn
Trade Balance: +15
Stability: 6
Infrastructure: 4
Industry: 10
Regulars: 300,000
Conscripts: 50,000
Large Ships: 20
Small Ships: 150
Qing Empire - Played by: Neros
Bank: 415
Income: +165 per turn
Trade Balance: +0
Stability: 5
Industry: 4
Infrastructure: 4
Regulars: 2,500,000
Conscripts: 1,500,000
Large Ships: 8
Small Ships: 42
Switzerland- Played by: Caeltia
Bank: 460
Income: +150 per turn
Trade Balance: +10
Stability: 11
Industry: 5
Infrastructure: 7
Regulars: 95,000
Conscripts: 0
Large Ships: 0
Small Ships: 3 (Your navy is shit, being landlocked and all. )