This is where the simulations are posted. Only GMs are allowed to post here. [hider=How to Read the Simulation] NOTE: The name structure is 'Prefix/Title Chosen-Name Given-Name House-Name Suffix/Title'. When making names, use this syntax. [hider=Sample Character] Chief Ulden Strongsaddle Horselord (-3 - 36) 1. Chilhood (Abusive) 2. Childhood (Ill-Bred) 3. War (Defensive) against Chief Gultuk Leathermane Bronzespear 4. Policy (Military (A-)) 5. Diplomacy (Trade Agreement) with Chief Argel Skullgate Tollscythe of the Deadlands 6. Death (Battle, Defensive (1-2)) against Chief Gultuk Leathermane Bronzespear Mil. V Eco. III Inf. I Civ. II. [/hider] [hider=Time Progression] Each generation (36-year time period) contains six phases, each of which is populated by an event. In addition, each character has a year of birth and death, as well as a status report on their domain. Each phase includes broadly what the character was doing (Childhood, Training, War, Policy, Diplomacy, Death), and a more specific categorization in parentheses (Policy (Military), War (Rebellion), Training (Civil)), and within nested parentheses the result (War (Territorial (2-1)), Policy (Infrastructure (A-))), and finally after that any other character involved (War (Defensive (1-0) against Lord John Quincey Smith, Diplomacy (Defensive Pact) with King Rainbow of the Unicorns). Occasionally, a phase will have a (*[Name]) after it. This means that you should refer to the character mentioned for the coinciding event during that phase. [/hider] [hider=War] [b]War[/b] A war has nine possible outcomes for a character, each one signified by a different numerical combination. (0,0) Both sides accomplished pretty much nothing. The war was pointless and practically no actual lives were lost. (1,0) The character came in with a sizable force and easily accomplished their goals with practically no resistance. (0,1) The character seriously underestimate the opposing force and sent only a ceremonial force to scare them off. The other side won easily. (2,0) The character absolutely massacred the opposing force with nothing stopping them. (0,2) The character was completely outmatched and annihilated by the opposing force with nearly no effort on their part. (1,1) Both sides put up a fair effort, which ended in a white peace. Lives were lost on both sides and mourned. (2,1) The character waged a vicious campaign, and at the cost of many lives, a bloody victory was assured. (1,2) After a long and brutal campaign, the character succumbs to the opposing force, but not before ensuring that many of their ranks are taken with them. (2,2) Both sides wage a grueling war with no real end and absolutely no real victory. [/hider] [hider=Policy] [b]Policy[/b] Every phase spent on policy is assigned a letter grade reflecting the outcome. Policy phases may be spent reforming the military (armament production, conscription, organizing command structures), the economy (tariffs, taxes, land redistribution, resource collection), infrastructure (building more roads, schools, forts, improving supply lines and communications), or civil policies (laws, culture, bureaucracy, government structure). These policy reformations in turn affect the military, economic, infrastructure, and civil levels of the domain of the character. F - The policy completely backfires, ending in complete failure. The sort of decision that brings about rebellion. D - The policy in ineffective at best and disastrous at worst, no gains are made and some progress may stand to be lost. C - The policy is utterly benign and makes no significant improvement. B - The policy is moderately successful, if not absolutely revolutionary. A - The policy absolutely revolutionizes the structure of the domain and is incredibly successful. [/hider] [hider=Domain Levels] [b]Domain Levels[/b] At the end of the generation character sheet is the domain power levels for the final year of the simulation. These are relative to the world at large, not the relative state of the domain, and range from one to six. 1 - This level is appropriate to a tiny, far-flung backward domain. A minor power. 2 - This level adequately expresses the development of a city state or smaller nation. A local power. 3 - This level places around the average capabilities of a smaller kingdom. A regional power. 4 - This level designates a well-developed kingdom or a weaker aspect of a smaller empire. A continental power. 5 - This level represents a standard empire. A world power. 6 - This level depicts an absolute global titan. A superpower. Domains have a level each for their military (Mil.), economy (Eco.), infrastructure (Inf.), and civil (Civ.) development. [/hider] [hider=Highlights] [b]Highlights[/b] Each generation includes highlights: Particularly interesting historical events that may be of interest to you as a chronicler. They're also a handy reference to flip through if you forgot the key events. [/hider] [hider=Republics] [b]Republics[/b] Republics have 'characters' very similar to standard monarchies, although they list the governing body as well as all heads of state that served in the generation time period. In addition to the other domain levels, they include and Authoritarianism score (Ath.), between one and six as well. A one implies a nearly perfect democracy whereas a six implies an autocracy. Events that occur during the period should be presume to have happened with the democratic or official consent of the full governing body. [hider=Sample Republic] The Council of Elders, High Elder Sandsplitter Deltis Goniger the Father (50-60), High Elder Thurteron Jubil Osericus (60-70), High Elder Farug Blackmane Horntower (70-80) 3. Succession (Peaceful Separation) from Baldugtagee 4. Policy (Civil (A-)) 5. Policy (Civil (A+)) 6. Policy (Infrastructure (B+)) Mil. II Eco. II Inf. IV Civ. V Ath. II [/hider] [/hider] Everything not included in a character profile is completely up to the historian to record [i]with perfect accuracy[/i]. [/hider]