The day is June 1st, 1861, and America is now in a state of war. Two sections of the Union have pitted themselves against each other, one fighting to preserve the Union, and another to leave it. Since the shelling of Fort Sumter, President Lincoln called for 75,000 volunteers to put down the rebellion, resulting in the secession of the upper south. With leaders on both sides acquiring arms, and mobilizing their populace, some foresee a quick victory, while others only see a long, terrible war of attrition. Which war shall this be, which nation shall we finally see?
THREADS
Military Thread
Civilian Thread
Chatrooms, TG for passwords
Confederate Chatroom
http://www.chatzy.com/15162660297587
Union Chatroom
http://www.chatzy.com/32695737647241
Factions
United States of America
Once a nation united, the USA is now divided into two, fighting for control, or secession. Formed in the revolution, the northern section of it has developed industrially more than the southern section, and is now a major competitor in international industry. However, political differences have resulted in the secession of its southern section, which it views to be illegal. Following the shelling of Fort Sumter, it called for 75,000 volunteers, prompting the secession of more southern states. Now knowing that a war is on their hands, they wish to recover the seceding southern section.
Confederate States of America
Formed from the seceded southern states, the CSA was a response to the election of Abraham Lincoln, who defied the views of the south. Being a mainly agrarian nation, and comprising of 11 of the 15 slave states, the CSA relies on its exports for economic prosperity. Though the Confederacy is agriculturally strong, it lacks major industry, infrastructure, and manpower when compared to the north, giving them certain disadvantages
Important Stuff
Civilian Information and Applications
Civilian Classes:
Politician - May rally the populace for the war and thus low war weariness and create increases in Corps Campaign Equipment levels through prudent policies [Starting wealth $5,000 - $25,000, Income of $100 - $300 per work action]
Agriculturalist/Industrialist - Begin game with farms or factories. Produce 200 Supply (Agriculturalists) or Arms (Industrialist) to sell or donate to war effort [Starting wealth $5,000 - $20,000]
Spy - May work to decrease Corps Campaign Equipment or reveal battle plans. [Starting wealth $500-3,000, Income of $50 - $150 per work action]
Journalist - May increase or decrease effects of campaigns on their side's war weariness (Note you may be a hostile journalist opposed to the war on your side) [Starting wealth $500-2,000, Income of $25 - $100 per work action]
Citizen - Generally just an ordinary person living through the war. [Starting wealth $0-1,500, Income of $5 - $50 per work action]
Civilians may take two strategic actions once every week to provide a boost to their side. Civilians may designate 2 "Civilian Skills" to help distinguish them and their role in the world.
Civilian Skills
- Wealthy (Begin the game with $100,000)
- Elite Family (Must choose wealth also, Replaces Wealthy, begin game with $1,000,000. Strategic actions 5% more successful)
- Well Connected (Strategic actions are 10% more successful)
- Influential (War weariness actions 15% more successful)
- Green Thumb (Supply investments are 15% more successful)
- Industrial Tycoon (Arms investments are 15% more successful)
- Cloak and Dagger (Espionage actions are 15% more successful)
- Plantation (Supply output increased to 1000 instead of 200)
- Major Factory (Arms output increased to 1000 instead of 200)
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Strategic Actions:
- Donate to the Effort: Purchase supplies or arms for a Corps (1 Supply = $20, 1 Arms = $50) (Every 5000 Equipment cumulatively donated reduces War Weariness by 1%)
- Business Investment: Develop your wealth (Investment yield 5% increase each time)
- Sell Equipment (1 Supply = $20, 1 Arms = $50)
- Donate Equipment (Send equipment to your boys at the front)
- Publish an article (Journalist only - affect war weariness from a recent even positively or negatively by 10%)
- Push for Reforms (Politician Only - Increase Corps Campaign Equipment by 1%)
- Rally the Populace (Politicians & Journalists - Decrease war weariness by 1%)
- Espionage Action (Spies Only - Collect Information (10% chance of providing battle plans to one corps from other side, if unsuccessful, 20% chance of getting caught),\ or Sabotage a Corps (20% chance to reduce one Corps Campaign Supplies or Arms by 5%, 20% chance of getting caught)
- Borrow Money: Borrow the funds you need! May not borrow more than 4x your Starting Wealth (or current wealth, whichever is higher). Each loan has a 10% interest rate (interest is applied at the time of the loan and does not change). 5% of total loan must be repaid[/b]
- Work - Produce an income for yourself
Commander Sign Up
Players signup as corps commanders, aside from flavor and background, players may designate 2 "Command Skills" that help distinguish them.
Command Skills:
- Offensive Doctrine (Bonus when conducting assault)
- Defensive Doctrine (Bonus when defending stationary positions)
- Gunnery School (Bonus to artillery under your command)
- Quartermaster (Armies consume Supplies and Arms at a 75% rate)
- Inspiring Presence (Units begin with higher morale)
- Cavalier (Cavalry provides better intelligence and performs better in combat)
- Veteran Officer (Slight overall improved performance) [May be earned through the RP]
- Legendary Officer (improved overall performance) [Must be earned in game]
- Fearsome Reputation (Slight decrease in enemy performance) [May be earned through RP]
- Legendary Reputation (greater reduction of enemy performance) [Must be earned in game]
Negative Traits: You may take up to 2 negative traits. Every negative trait taken unlocks an extra command skill slot, on top of the two initial positive traits.
- Poor Attacker (Disadvantaged when conducting assault)
- Couldn't Hold a Line Against the Wind (Disadvantaged when defending stationary positions)
- Failed Math (Disadvantage to artillery under your command - Must have an artillery unit under your command to take it)
- Loose with the books (Armies consume Supplies and Arms at a 125% rate)
- Hated Among the Men (Units begin with lower morale)
- Riding Backwards (Results of Cavalry actions are limited - must have cavalry under your command)
- Incompetent Subordinates (Slight overall disadvantaged performance)
- Laughable Reputation (Slight increase in enemy performance) [May be earned through RP]
- Unpopular with Superiors (-1000 Corps Campaign Supplies and Arms)
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[b]ORBAT (Refer to below for instructions):[/b]
Utilizing a point system players may generate a corps of quality, quantity, or a mixture of the two. For example, players are given 18 points to spend. Infantry brigades (3,000 men in 3 regiments) cost 1 point, Artillery/ Horse Artillery battalions (30 guns, 400 men) cost 3 points, and Cavalry brigades (3,000 horsemen) 3. Any unit may be declared as "Elite" for an additional point. Cavalry costs so much because cavalry became organized as independent organizations and players shouldn't fall into the trap of using cavalry too much in combat. Cavalry had great strategic and operational value for scouting and harassing, but not as much tactical value. Engineering Companies may be purchased for 1 point. They can assist greatly in border & river crossings, fortifications, etc. Maximum 10 Infantry units per corps. Remember, larger forces are harder to supply.
Theaters of War
The East (East Coast States)
The Center (Kentucky, Tennessee, Ohio, etc. line of states)
The West (California to Mississippi)
To Win the War
To win the war, each side has their own special circumstances, and their own special methods of victory. The first method of victory, which applies to both sides, is to bring the opposition to 100% war exhaustion. The capture of control points, losses in battle, raids on one's territory, the destruction of property within one's borders, and any other military action which will logically1 bring war exhaustion shall add to one's war exhaustion. However, counteracting the aforementioned shall remove some, or all (to be decided by Battlemods) of the gained war exhaustion. However, the Union will automatically gain 3% war exhaustion every single month, which must be counteracted by Union war successes, while the failure of Lincoln in the 1864 election, the acquisition of a Copperhead supermajority in both houses of Congress in 1862 2, or the success of Copperheads in creating an independent midwest 3 will also bring ruin to the Union cause. In conclusion, the Union will automatically lose in June of 1863 if they are unable to acquire military successes, making it imperative for them to invade the CSA
Some disclaimers:
1: All war exhaustion inflictions shall be decided by Battlemods
2: Success of the Copperheads will depend on the success of the Union in the war, the less successful, the higher the chance the Copperheads will win a supermajority
3: A crisis will appear sometime in game, in which the Chicago Tribune will be shut down, and if the situation isn't stopped, the Copperheads will take over the governorships of the Midwest, recall its troops, and declare independence, basically making the Union cause very hard to salvage
4: The capture of control points in the border states don't add war exhaustion points to the other side, they merely remove the war exhaustion of the party which captured it, but they are more imperative because of their manufacturing abilities
5: Some actions against the enemy will only add to their war exhaustion, while some will both add to their war exhaustion, and also remove the party's war exhaustion, but that is, per rule 1, to be decided by Battlemods.
The Battle
Battles will take place generally between two corps from each side, however given maneuvering and numbers, it could be any combination. These Corps v Corps battles will be considered "Sections" of the battle. Each "Section" will be determined by a Battle Mod. Battle Mods may be players from either side who's Corps is not part of the army engaged in the fighting. Ideally, Battle Mods will be proportional .To keep the fog of war, I believe that players should TG the first half of their battle strategies post first to a Battle Mod with how they set up their forces. The Battle Mod then tells each player what information they know about the other. How much they are told depends on terrain, IC considerations, but especially Cavalry. Then each player sends their intended strategies and contingency plans for the section of the battle. Once posts and strategies are received, players may post their setup post. Then the Battle Mod using RNGs, considerations for player's strategies, and quality of player's rp post, determines an outcome, tells it to the players who may then post their rp about how the outcome happened from their point of view. The Battle Mod then updates the situation (Considered one day of fighting IC) and players may engage again if feasible to commence another day of fighting. Battle Mods must then switch what section of a battle they are moderating.
Civilians
- Jefferson Davis - CSA President: Republic of Coldwater (Will relinquish if experienced, or otherwise good RPer applies for this position
- Abraham Lincoln- USA President:
- Mason Blanchard - The Flame Dawn - Industrialist
- Stand Watie - Politician and Plantation owner - Stolen Idol
- Sherwood Clyde Studwick - Danish Confederacy
- Thaddeus and Jeremiah Tripp - G-Tech Corporation
- Elizabeth Lorraine "Bloody Liz" Delacroix - Rudaslavia
Generals
USA
Eastern Theatre- Army of the Potomac HQ: Baltimore, Maryland
Overall Commander: Irwin McDowell (Empty)
-I Corps (Johna Cornelius - Orson Empire)
-II Corps (James Peterson - Western Pacific Territories)
-III Corps (Empty)
Appalachia-Mississippi Theatre- Army of Ohio HQ: Dayton, Ohio
Overall Commander: Don Carlos Buell (Empty)
-I Corps (Empty)
-II Corps (Empty)
-III Corps (Empty)
West-Midwest Theatre- Army of the West HQ: Kansas City, Missouri
Overall Commander: Samuel R. Curtis (Empty)
-I Corps (Georges Charles du Motier, Third Marquis de Lafayette - Carlia)
-II Corps (Empty)
-III Corps (Empty)
-Native American Division (Empty)
CSA
Eastern Theatre- Army of Northern Virginia HQ: Richmond, Virginia
Overall Commander: Joseph E. Johnston (Empty)
-I Corps: (Kyrian Camlin (Application in Example) - Coldwater)
-II Corps (Empty)
-III Corps (James Robert Wilson - Austria and Bavaria)
Appalachia-Mississippi Theatre- Army of Tennessee: HQ: Corinth, Mississippi
Overall Commander: Albert Sidney Johnston (Empty)
-I Corps (Empty)
-II Corps (Empty)
-III Corps (Empty)
West-Midwest Theatre- Army of the West HQ: Fayetteville, Arkansas
Overall Commander: Edmund Kirby Smith (Empty)
-I Corps (Empty)
-II Corps (Empty)
-III Corps (Empty)
-Native American Division (Tekamthi "Little Osceola" - Nuxipal) (Watie's Brigade - Stolen Idol)
Santa Anna and his men (West-Midwest Theatre)
-I Corps (Antonio Lopez de Santa Anna- Pimps Inc)
Rules
-Apply common sense
-No god-modding
-Be realistic to the time period, refer to rule 1 for any further elaboration
-What battlemods say happens, you can appeal their decision, but you must act according to their decisions
Example Application:
Credit to Christstan for making the system of this RP