[h1][center]The World as We Know It[/center][/h1] The [b]World[/b], the Year of Our Lord, 1899. Industrialization, imperialism and of course war have driven themselves as front page news for much of recent memory. With the turn of the century at hand, a great many nations see to it that with the new century comes new fortunes and new frontiers. [b]The World as We Know It[/b] is a political, economical, social and military simulator where you take on a single nation and attempt to steer it towards greatness. You will represent that nation's people, it's ideology and its leaders while navigating random events by the GM, as well as other players aspirations. [b]TWaWKI[/b] has basic mechanics that allowed for complex situations to arise and is easily managed for even the newest members to Roleplayers Guild. [center][img]http://www.shorpy.com/files/images/SHORPY-4a09017a.jpg[/img][/center] [hr] [hider=Sending Orders] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Political Clout[/b]. 3. Political Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may choose either a [b]Major Success[/b] or an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)[/hider] [u][b]Mechanics / Ideas[/b][/u] - [b]Military[/b]: Nations will have available to them a very realistic slew of soldiers in an easily accessible fashion. Combat will be managed on the strategic level with attention paid to logistics, training and strategy. - [b]Politics[/b]: Demographics and political parties will represent your nation's inner workings. Paying attention here will contribute to a stable nation. - [b]Economics[/b]: Nations will have available to them a randomized series of resources that will provide bonuses to various characteristics of your nation. - [b]Technology[/b]: Developing industrial and military technologies is an essential function of your nation. Falling behind could have disastrous consequences. [hr] [hider=Sending Orders] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Political Clout[/b]. 3. Political Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may choose either a [b]Major Success[/b] or an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)[/hider] [hider=Game Mechanics] When you begin, you have the following stats: 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1. 6 is the best and 1 is the worst. [b]I.Nation[/b] - [b]Population[/b]: How many people live in your nation. - [b]Stability[/b]: How stable your nation is. - [b]Landmass[/b]: How much territory your nation takes up. - [b]Demographics[/b]: The amount of cultural minorities in your nation. - [b]Civilian Industry[/b]: The development of civilian industry that grows your economy. - [b]Armaments Industry[/b]: The development of armaments industry that powers your military. - [b]Infrastructure[/b]: How developed your territory is. - [b]Naval Industry[/b]: The development of your shipbuilding industry. [b]II. Military[/b]: - [b]Army Size[/b]: - [b]Army Training[/b]: - [b]Army Technology[/b]: - [b]Navy Size[/b]: - [b]Navy Training[/b]: - [b]Navy Technology[/b]: [b]III. Economics[/b]: - [b]Rare Resources[/b]: - [b]Common Resources[/b]: - [b]Luxury Resources[/b]: - [b]Bureaucracy[/b]:[/hider] Interested? Questions? Comments? Suggestions? Go. [hider=Sending Orders] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Political Clout[/b]. 3. Political Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may choose either a [b]Major Success[/b] or an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)[/hider] [hr][hr] [b][u]Nation Application[/u][/b] [code][b]Official Government Name[/b]: (Kingdom of, Republic of, etc. It is 1899, be mindful) [b]Head of State[/b]: (Position, Name, Age) [b]Capital City[/b]: [b]National Language[/b]: [b]Basic Demographics[/b]: (What is the geography like?) -------------------------------------------------- When you begin, you have the following stats: 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1. 6 is the best and 1 is the worst. [b]I.Nation[/b] - [b]Population[/b]: How many people live in your nation. - [b]Stability[/b]: How stable your nation is. - [b]Landmass[/b]: How much territory your nation takes up. - [b]Demographics[/b]: The amount of cultures in your land (6 is homogeneity, 1 is culturally diverse). - [b]Civilian Industry[/b]: The development of civilian industry that grows your economy. - [b]Armaments Industry[/b]: The development of armaments industry that powers your military. - [b]Infrastructure[/b]: How developed your territory is. - [b]Naval Industry[/b]: The development of your shipbuilding industry. [b]II. Military[/b]: - [b]Army Size[/b]: - [b]Army Training[/b]: - [b]Army Technology[/b]: - [b]Navy Size[/b]: - [b]Navy Training[/b]: - [b]Navy Technology[/b]: [b]III. Economics[/b]: - [b]Rare Resources[/b]: Resources such as oil, chromium, rubber, or gold. - [b]Common Resources[/b]: Resources such as metals, grains or coal. - [b]Luxury Resources[/b]: Resources such as sugar, tobacco, tea or diamonds. - [b]Bureaucracy[/b]: How effective your nation's ability to trade, import and export is.[/code] [hider=Sending Orders] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Political Clout[/b]. 3. Political Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Political Clout on a single action, you roll 1d6. - If you spend 2 Political Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Political Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may choose either a [b]Major Success[/b] or an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Political Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.)[/hider]