[center][b]The Age of Steam[/b][/center] [center][url=http://www.roleplayerguild.com/topics/59069/posts/ooc?page=1]Nation Dump[/url][/center] [i]Industry. The world of Edoniras is built on and around it. Where in the past the wind was harvested to turn the mill, a hulking machine that spits out steam and smog turns tens of mills. However even in this time of innovation and invention very little is still known of the world that surrounds Edoniras. Whilst nations have fought over this piece of land for centuries now perhaps it is time for the men and women of influence to go out in search of new places to explore, and exploit. Whilst the armies of the world march and fight, their homelands grow from home businesses into vast swathes of factories and smog. Even with all the advances though people still suffer, more so now than ever, as populations spike and housing can’t keep up. Families live out in alleys and gang make their way around at night. Not every nation has embraced the new technologies though; there are still some fabled lands where green pastures and golden fields take priority over the advances in machines. Whilst some business men agree that this is a waste of time others see the potential of mass exporting food to countries that are to industrialised to support themselves now. Can you lead one of these nations to glory and power? Or will you be forgotten by time?[/i] Major Power: The Most Holy Reich of United Lancia-Duck55223-Grey The Empire of Corustaria-Darkwolf687-Blue Grand Fellswick-MrFoxNews-Lime The Principality of Kamalao-Sadko-Yellow Holy Kovalkan Empire-Commodore Robot-Black Beleky Kurzan-Mantido-Maroon Alackian Kingdom-WilsonTurner-Green The Imperium of Valm-Asura-Light Blue The Nation of the New Dawn-Azimuth-Brown United Vanjanan Empire-Keyguyperson-Purple Minor Power: Map:[img=http://i.imgur.com/2owEsrB.png] Rules 1: Basic guild rules, let’s be sensible people. 2: Keep arguing out of the OOC, if it’s to do with the RP then let me know and I shall mediate between both parties to find an outcome, if it’s personal then just leave it out altogether. 3: My decision, or Duck’s, is FINAL. I will not have people argue with me or make snide comments, I am happy to listen to suggestions and your opinion but actually if you don't like our decisions that much, leave. 4: I’m happy for there to be some language and some gore but nothing over the top, angry characters swearing is fine, swearing for the sake of swearing is a no go. 4: Enjoy. Mechanics: Okay, so you are the ruler of a nation of your own design. It can be a nation of war craving morons or exalted traders, a home of culture or the base of a tyrannical despot. Who knows? From there you are in the position to change laws, invade others and conduct diplomacy with the other powers, though before you begin that you need to create a Nation Sheet. Your sheet will use the skeleton provided below, from this you create your people’s world. In regards to rules your nations stats will come from the traits you choose. Some are positive and some are negative with a score next to them. The rule is you can have as many as you want but the traits must add up to zero or more. You also get a start of +4 points to give you something to work from. Once all the nations are in we can begin. In the IC updates will arrive per season and so that is the time frame I will use. In real time we will move seasons when it is appropriate rather than like ‘once a week’ or something. Finally recruitment, combat and other actions based on some luck will be rolled for. Some traits provide bonuses to these rolls and others require investment. GDP is your money to invest from and this is affected by the traits you choose as well as the size of your army. Please feel free to ask questions and if things aren’t clear I can give you a link to a previous, similar, RP I ran so people have an example. As a side note, I would prefer not to see pages of 2 guys having diplomats talk back and forth. Either do a collab meeting and post that or do it in the IC and just assume it will take a while for messages to arrive. Also could people please put a summary hider at the end of their posts so as to save me reading through everyone’s stuff for specific orders on days when both I and Duck have little time. [hider=Traits]Traits Army Large Army: Your nation maintains an army of many men that can dwarf many of the smaller nations. -2 Professional Army: Your nation’s army is well trained and equipped with good weapons, performing better in battle. -3 Small Army: Your nation maintains a relatively small number of troops, when fielded in battle against another nation your forces are almost always outnumbered. +2 Outdated Army: Your men carry weapons not even your grandfather remembers, muskets misfire more than usual and your training deals with tactics not used in many years. +2 Conscription: Your army conscripts men from the countryside to fill out it’s forces. You have large numbers of men that can overrun positions however they have next to no training and break very easily. -1 Militias: Local town and cities employ militias meaning that during times of war they are able to provide a small garrison of men in their defence. -1 Ambitious Generals: Your generals all want a piece of glory, sometimes even going to backstabbing each other and arriving to another’s aid ‘late’. +1 Never been out of the village: Your men have almost all never been outside their own borders. Other countries lands and environments are almost alien, especially those on another continent. They will suffer from not being able to deal with weather and being unable to forage as well. +1 Decentralized Army: You have an official head of the army however apart from troop allocation he controls very little. Men fall, under the complete command of their own general and whilst this means that they may react to local problems much faster when trying to organize full scale invasions your army is slow and takes a long time to ready. +/-0 Navy King of the Seas: Your nation has a glorious Maritime history and a navy that matches, many grand ships fill your docks and sailors are viewed as heroes in the eye of the public. -3 Sealegs: Your sailors have spent some time at sea and so can deal with storms and rough weather better than those of other nations. -1 Landlubbers: Your sailors don't exactly train on a boat or airship, boarding and marine forces perform slightly worse due to the moving deck on airships and naval vessels. +1 (This affects both naval and air vessels.) Ships of Line: The largest ships to sail the seas are expensive and vast undertakings however your nation has viewed this as a needed expense. Your fleets have a number of these ships.-2 Scared of water: Your nation has never been one for their sea legs. Many naval losses and ship disasters have left your people unsupporting of any venture in which they need to leave the sight of land. +3 Rotting Hulls: Your nation views ship maintenance as an unneeded cost and so many of your ships have weak wood and the sails are torn and with holes in them. They will not perform well at sea. +2 New Age Ship Construction: New ways of shaping the wood and newly discovered types of wood has led to advances in how ships perform. However these come at a cost, making ships more expensive than usual. +/-0 (This affects both naval and air vessels.) Airships King of the Sky: Your nation has been in the air since the discovery of flight and has had the best of times there. Glorious parades of the sky behemoths are common as well as treating the airmen as heroes. -3 Airlegs: Your sailors have spent some time in the air and so can deal with storms and rough weather better than those of other nations. -1 Dreadnoughts: The largest ships to fly in the air, vast hulks that require ungodly amounts of resources, but your nation decide to take these on. -2 Scared of Air: Your people are terrified of the sky. The idea that if man was meant to fly he would have wings is still a common one and every time you have even tried to get a basic ballon in the air it has resulted in a big black cloud and a burning field. +3 Deflated Balloons: Your nation views airship maintenance as an unneeded cost and so many of your airships have weak metal and the balloons are torn and with holes in them. They will not perform well in the air. +2 Economy/Industry Trading Hub: Your country is a nation of traders and merchants, many coins pass through the fingers of your citizens every day, especially through your own after taxes. -3 Strong Industry: Your craftsmen and labourers are good quality and hardworking making some of your nations goods very reliable, sometimes fetching a high price from a market. -2 Fertile Fields: Agriculture is what your nation is known for. Fields of golden wheat and barley run throughout your country. -2 Depleted Materials: After years of exploitation mines now run dry and woods no longer exist, your nation has to import its goods and anything that is made from your own raw materials is highly coveted and so expensive it’s not worth the cost. +3 Off the Beaten Track: Your nation rarely if ever sees a supply of merchants, only those that bring in the goods on order. Sometimes you wonder if it’s even worth an import tax. +2 Free market: Your economy is not controlled by the state, it can fluctuate completely freely. This means that it can rise incredibly quickly making you very rich, however you are vulnerable to recessions and collapses. -1 State Controlled: Your market is controlled by your ruler, every business is state owned and all works are employed by the state, you are less vulnerable to crashes in the market however with the lack of competition your country advances more slowly and the economy rises more slowly. +1 Empowered Companies: Certain companies are allowed to grow across nations and continents. You have one such company. For sums of money and aid in troubled times they are allowed to construct ports, towns and militias for their own ends. However in the future if you stand in the way of their profits they may have to power to replace you. Or aid you if you help them out. +/-0 Misc. Empire: Your lands are made up of conquered peoples and are vast. -4 Serfs: Whilst you live in luxury your peasantry works hard labouring all day for practically nothing. Whilst you have a large labour force that produces a lot, the people are unhappy and unsupportive. +/-0 “I’m not a racist but…”: Your people look down on those from outside their own street, let alone those from another country. If you wish to attack another group of people you will be backed 100% of the way however foreigners are very loathe to come into your country. +/-0 Natural Great Men: Great minds and people seem to spring up from your populace every day. The chances of an inventor or great person appearing in your nation are increased. -3[/hider] NS Nations Name: Flag: Form of Government: Describe the System: (Describe how your country is run in some more detail.} Location on Map Desired: WIP Capital: (Please point out where in your land you would like this and your other settlements to be otherwise I will put them all on your borders for easy access of an invading army.) Important Settlements: Description: (Describe an average city in your nation. Culture, language, currency etc.) Important Characters: Traits: Army: (I will roll this, navy,, airships, GDP and stability.) Navy: Airships: GDP: Stability: Population Percentage of Population in: (This will be rolled by me as well.) - Industry: - Farming: - Mineral Production: I will make an example NS for you all. [hider=NPC NS]Nations Name: Stomia Flag:[img= http://flag-designer.appspot.com/gwtflags/SvgFileService?d=7&c1=3&c2=1&c3=3&o=5&c4=0&s=8&c5=7] Form of Government: Republic Describe the System: Every 5 years the people of Stomia vote in a general election for their representatives who then go off to the Council of the Stom and the leader of the party with the most votes becomes the President of Stomia. The President then brings forward ideas for the council to vote on and if they pass they enter into law. Location on Map Desired: WIP Capital: Stomia Important Settlements: Coldharbour Ironskies Shef Fellowson Description: The cities of Stomia have only just gone through their industrial revolution. This means that their cities are currently a mixture of the classic stone and thatched buildings mixed with districts of smog pouring factories and terraced brick buildings. Etc. Important Characters: President Hillard Vice President Dickens Secretary of State Williams Foreign Minister Killagon Traits: Starting Traits: +4 Scared of the Air: +3 Free Market: -1 “I’m not a racist but…”: +1 Fertile Fields: -2 Militias: -1 Conscription: -1 Army: 35,000 Regulars 50,000 Conscripts Navy: 1 Frigate 5 Barques 9 Brigs 16 Galleys Airships: 1 Transporter 2 Frigates 3 Sky Runners GDP: 45,000,000,000 ($) Stability: Stable Population: 9,000,000 Percentage of Population in: - Industry: 8% - Farming: 25% - Mineral Production: 10%[/hider]