Hidden 9 yrs ago 9 yrs ago Post by Theodorable
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That was from the first map. Sorry, sorry! It's been fixed. Check the last post in the IC, a few new things have happened.

PLEASE EVERYBODY POST YOUR APPLICATION IN "CHARACTERS"

This way I can refer to it when making/updating the dossiers. GO GO GO.
Hidden 9 yrs ago Post by Boop_Im_A_Dragon
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That was from the first map. Sorry, sorry! It's been fixed. Check the last post in the IC, a few new things have happened.


It is ok. I hope I'm not giving you a hard time over it.
Hidden 9 yrs ago Post by Murtox
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@TheodorableYou need to add my own colonies in the Sarelian Islands e.e
Hidden 9 yrs ago Post by Murtox
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@TommyToledo Vatannia should have 62,000,000 of population with eight points
1x Thank Thank
Hidden 9 yrs ago Post by TommyToledo
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@TommyToledo Vatannia should have 62,000,000 of population with eight points


Done and done
Hidden 9 yrs ago Post by Chairman Stein
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Hi everyone, sorry for being so late. I kind of got a cold and passed out for like, 13 hours... Yea partying isn't all it's cracked up to be sometimes.

Anyway here are some cities for Theo, I'll get my budget up in a bit once I've properly woken up and taken all the meds I need.

Capital: Beiqling

- Xizaolin
- Changtan
- Ta-meng
- Shangwu
- Jinqianpo
Hidden 9 yrs ago Post by Theodorable
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Zell and Murtox send me 1 PM with Orders and Order of Battle.

1 PM.

Anything added after that 1 PM will not be accepted.
Hidden 9 yrs ago 9 yrs ago Post by Theodorable
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World Tension will be the new mechanic, replacing DiploPoints.
* This will allow nations to be good or bad at their own pace.
* Every nation can perform 2 Tension Actions per Turn/Year.

WORLD TENSION 0-15%:
- All unaligned nations have +5% National Unity.
- All unaligned nations have +10% GNP boost.
- All Status Quo nations have +20% GNP boost.
- Status Quo nations have +10% National Unity.

WORLD TENSION 15-40%:
- All unaligned nations have +0% National Unity.
- All Status Quo nations have +10% GNP boost.
- Status Quo nations have +5% National Unity.

WORLD TENSION 40-60%:
- All unaligned nations have -5% National Unity.
- Status Quo nations have +0% National Unity.
- Expansionist nations have +5% National Unity.
- Expansionist Nations receive one time use of $8,000,000,000.

WORLD TENSION 60-85%:
- All unaligned nations have -10% National Unity.
- All Expansionist nations have +10% GNP boost.
- Status Quo nations have -10% National Unity.
- Expansionist nations have +10% National Unity.

WORLD TENSION 85%-100%:
- All unaligned nations have -50% National Unity.
- All Expansionist nations have +20% GNP boost.
- Status Quo nations have -15% National Unity.

TENSION
LOWERING TENSION
-- Demobilize: To decrease tension, our troops will be put on standby. (-2% World Tension). Must have troops Mobilized.
-- Denounce: The militant actions of a nation are deplorable. (-5% World Tension, Targeted Nation grants CB against you).
-- Guarantee: We must guarantee a nation's sovereignty, lest it be overtaken. (-5% World Tension, +1 Prestige). One Nation limit.
-- Embargo: Trading with this country would only support their villainous endeavors. (-4% World Tension, +8% National Unity).
-- Defensive Alliance: Allying with a smaller power will help preserve the existing balance of power. (-5% World Tension).
-- Puppet Nation: Following a war we can install a government friendly to us in the territory we have conquered, so they remain some autonomy. (-4% World Tension).
-- Release Nation: A nation that has long sought independence in our nation will have it. (-5% World Tension, +6% National Unity). Select home provinces and create new nation.
-- Restore Status Quo: We must intervene in a war to ensure the balance of power is maintained. Intervene in defenders side. (-10% World Tension. If failure, +15% World Tension).
-- Trade Agreement: Free trade will mellow the waters. Select a Nation. (-3% World Tension, +10% GNP for Home Nation & Selected Nation)
-- Arms Treaty: Weapons of war must be reduced if there is to be peace. (Agree to limitation on 1 Weapon Type or Navy Unit. Every Nation that signs treaty -2% World Tension).
-- Join FACTION: Status Quo: We must maintain the empires at all cost. (-4% World Tension, +5% National Unity, +2 Prestige). (THIS REQUIRES BOTH TENSION ACTIONS)

INCREASING TENSION
-- Border Tension: Stationing troops on their border will very well show them our intention. (+3% World Tension, Targeted Nation grants CB against you).
-- Mobilize: Our troops have been ordered to standby. If we give them the order, it's time. (+2% World Tension).
-- Fabricate Claims: Our propaganda machines will give us a good reason to go to war. (+5% World Tension). Grants CB on selected nation. Requires 6 months to create.
-- Regional Alliance: Allying with another great power will aid us. (+8% World Tension, +5% National Unity).
-- Annex Region: This land has always belonged to us, and now we take it back. (+10% World Tension). Peacefully reclaims region bordering yours.
-- Colonial War: Over land that's distant and foreign, we will take what we have long desired. (+12% World Tension). Declares War for Colonial Land.
-- Conquest: We will take the land we have sought after. (+15% World Tension). Declares War for National Land in Varius.
-- Join FACTION: Expansionist: The old ways must be destroyed. (+7% World Tension, +10% National Unity, Permanent +5,000,000,000 GNP). (THIS REQUIRES BOTH TENSION ACTIONS)
Hidden 9 yrs ago 9 yrs ago Post by Zurajai
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TARIKHATE OF AKUR

Denonym: Akir
(Major Ethnic Groupings: Akir, Rakka, Yeab’Sra, Iyasu, Habtamu)

POPULATION:
61,000,000 (10,000,000 base + 5,000,000 from provinces + 46,000,000 for 8 points)

GOVERNMENT
Monarchy (free)
-- Current Ruler: Tarik Aman Melku Seydonkal (42 years old)
-- Regent (if Ruler dead/incapacitated): Tarik-Consort Aida Admas Petrokkal (37 years old)
-- Heir: Prince Noab Nazwari Seydonkal (13 years old)

Provinces:
Capital (Land)
3 Land Provinces in Serranthia (3 points)
6 Coastal Provinces in Serranthia (6 points)

Industry:
– 2 Major Factories (free)
– 1 Major Factory (7 points)
– 1 Minor Factory (4 points)
– 1 Minor Shipyard (2 points)

Army:
– 610,000 Regulars ((free))
– 200 Light Artillery ((2 points))

Navy:
– 18 Destroyers (free)
– 6 Light Cruisers (free)
– 3 Armored Cruisers (6 points)

Army Technology:

Weaponry
[Bolt Action Rifle (1895)] 1895 (4 points)
[Artillery (1885)] 1885 (4 points)
Firepower
[Indirect Artillery (1900)] 1900 (4 points)

DESCRIPTION:
The modern state of the Tarikhate has its roots in the ethnic group of Akir found originally in the lands currently incorporated into the Grand Survaek Empire; indeed, minorities with genetic and cultural connections to the Akir of the Tarikhate are still live in the Empire. Following a syncretistic, mystic form of Survaekom Aedak that combines the old pagan religions of the Akir and the beliefs and morals of Aedak, the Akir are organized into clan-like, patrilineal, Kabals founded by semi-legendary, possibly apocryphal founders. In the early 1750’s, during the Grand Empire’s decline under Waentaer, the Tarik (Warlord) Benyam Aurbu Seydonkal was designated the Chief Tarik of the Akir Kabals and given the freedom to conquer the Raethonite peoples outside the reach of the Empire. (Rest of description WIP but wanted to post up so as to not be left behind)


Hidden 9 yrs ago Post by The Nexerus
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I think I'll be observing this RP.
Hidden 9 yrs ago Post by Theodorable
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I think I'll be observing this RP.


Why not join us?
Hidden 9 yrs ago Post by The Nexerus
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Seems crowded.
Hidden 9 yrs ago Post by Theodorable
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Not at all my man! We got space on all the continents!
Hidden 9 yrs ago Post by The Nexerus
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I did a cursory glance over the OP and it doesn't seem to to explain exactly how this works. Is a lot done over PMs?
Hidden 9 yrs ago Post by Theodorable
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A nation has a budget every year. The nation's actions are sent via PM to the GM (me), and I record the information. So some things go on (like a nation researching a certain tech, or performing a military build up) are hidden from other players.
Hidden 9 yrs ago Post by The Nexerus
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Each year is a 'round', then, broken up by an update posted by the GM?
Hidden 9 yrs ago Post by Theodorable
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Yes sir.

1 Turn is 1 year. I intermittently chime in. So when a nation builds a railway from one province to the next, I jot the notes down with a completion date, then throw it up when it's ready.

The trump rule is: It doesn't happen unless it's on the timeline.

And players respond to conflicts on the timeline as they appear. Much of the research you see in the 1903 update on Page 2 of the IC was all started back in 1900.
Hidden 9 yrs ago Post by The Nexerus
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Decided I might as well join in.
Hidden 9 yrs ago Post by The Nexerus
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Do the regulars that a nation starts with each automatically have a rifle?
Hidden 9 yrs ago Post by Theodorable
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Yes. How ever many troops you start with is how many rifles you start with.
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