[h1][center][b][u]The World as We Know It[/u][/b][/center][/h1] [center][[b]Turn 4[/b] -- October, 1899 to December, 1899.][/center] [hider=Great Power Privilege (1899)] 1. [b][color=green]Osladian Empire[/color][/b] - None 2. [b][color=skyblue]Kalpian Republic[/color][/b] - - Increased [b]Stability[/b] by 1. ([i]August, 1899[/i]) 3. [b][color=beige]Empire of Tara[/color][/b] - None 4. [b][color=purple]Tyro-Antarian Empire[/color][/b] - Increased [b]Die Roll[/b] of [b]Action[/b] by 1 ([i]October, 1899[/i]) 5. [b][color=lavender]Empire of Violette][/color][/b] - Increased [b]Stability[/b] by 1. ([i]October, 1899[/i]) [hider=Nations That Have Posted | November] - Violette - Zellonia - Itherae - Tara[/hider][/hider] [hider=Rules to Know] - 1. For your [b]Political Clout[/b] actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. [b]Declaring War[/b] without an [b]Event[/b] or [b]Cassus belli[/b] incurs -2 Stability.] - 5. All [b]Actions/Events[/b] are open to interpretation by the GM.[/hider] [hider=Game Mechanics] I. [b]Clout[/b] 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 Clout[/b]. 3. 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 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may receive an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use 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.) II. [b]Great Power Status[/b] [list][*]There are [b]5 Great Powers[/b] in [b]The World as We Know It[/b]. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure]. [b][u]Great Powers[/u][/b] 1. [b][color=beige]Empire of Tara[/color][/b] = [Army = 52 Points] + [11 Pre-Dreadnoughts = 275 Points] + [Zero Debt] + [30,890,000 Population = 30 Points] + [5 Colonies = 100 Points] + [85 Infrastructure] = [b]542 Prestige[/b]. 2. [b][color=green]Osladian Empire[/color][/b] = [Army = 58 Points] + [2 Pre-Dreadnoughts = 50 Points] + [Zero Debt] + [71,000,000 Population = 71 Points] + [0 Colonies] + [69 Infrastructure] = [b]248 Prestige[/b]. 3. [b][color=purple]Tyro-Redanian Empire[/color][/b] = [Army = 38 Points] + [0 Pre-Dreadnoughts = 0 Points] + [Zero Debt] + [91,000,000 Population = 91 Points] + [0 Colonies] + [42 Infrastructure] = [b]360 Points[/b]* (*+189 for [b]Wolfram Prestige[/b]. -1/Month). 4. [b][color=skyblue]Kalpian Republic[/color][/b] = [Army = 75 Points] + [0 Pre-Dreadnoughts = 0 Points] + [-17 for -$17,400,000] + [64,600,000 Population = 64 Points] + [0 Colonies] + [52 Infrastructure] = [b]174 Points[/b] [hr] 6. [b][color=lightgreen]Imperium of Hiron[/color][/b] = [Army = 13 Points] + [4 Pre-Dreadnoughts = 100 Points] + [Zero Debt] + [54,600,000 Population = 54 Points] + [0 Colonies] + [77 Infrastructure] = [b]144 Points[/b]* (*[b]Non-Continental[/b] -100) [*][b]Great Power Privileges[/b]: Once per Year, a Great Power may use one of the following: - May call a [b]Conference[/b] for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an [b]Innovation[/b] or [b]Major Success[/b]). - Increase/Decrease Relations by 1 with a non-Great Power nation. - [b]Mobilize[/b] or [b]Demobilize[/b] without the use [b]1 Clout[/b].[/list] III. [b]Designing Weapons of War[/b] [list][*]During the game, a nation may require new weapons of war. They may do this by using [b]1 Clout[/b] to [b]Request a Design Competition[/b]. [Only 1 Clout can be used]. [*][b][u]Request a Design Competition[/u][/b] [Only 1 Clout can be used]. * Please use the [b]Following Form[/b]: - [b]Type of Weapon[/b]: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - [b]Companies Involved[/b]: [Name of Company] [Skill of Category], [etc, etc] - [b]Design Requests[/b]: [What general specifications are hoped to gain with this design] [*][b]Design Process[/b]: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's [b]Skill[/b] and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the [b]Design[/b] of a Company who developed a [b]Weapon[/b] initially higher than their Skill, they will gain +1 Skill.[/list] IV. [b]Building a Fleet[/b] [list][*][b]Design a Ship[/b] (Use the following form below) [Requires 1 Clout] [hider=Minelayer Designs] - [b]Name of Minelayer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - [b]Hull & Fittings[/b]: [-125 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-35 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - [b]Speed[/b]: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - [b]Engine Focus[/b]: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - [b]Mines[/b]: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - [b]Accommodations[/b]: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Destroyer Designs] - [b]Name of Destroyer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - [b]Hull & Fittings[/b]: [-175 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-105 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - [b]Colonial Service[/b]: [No.] [Yes. -35 Tons.] - [b]Speed[/b]: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - [b]Engine Focus[/b]: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - [b]Mines[/b]: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - [b]Accommodations[/b]: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] [b]Torpedoes[/b] - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Submarine Designs][/hider] [hider=Light Cruiser Designs][/hider] [hider=Armored Cruiser Designs][/hider] [hider=Pre-Dreadnought Designs][/hider] [/list] [list][*][b]Maintaining Fleets & Colonial Possessions[/b] - Every Ship has a [b]Tonnage[/b] listing. - Every [b]Overseas Possession[/b] requires X amount of [b]Tonnage[/b] on Station or it's shipping and citizens will be unprotected. Ending a turn without necessary Tonnage will incur a [b]Monetary Penalty[/b] of $500,000 for every [b]1,000 Tonnage[/b] missing. - Every [b]Overseas Possession[/b] can station 2,500 tons of ships there. This is assumed to be ships that are refueling at neutral or friendly sites. - Tonnage beyond 2,500 is required via [b]Naval Bases[/b]. - [b]Naval Bases[/b] are built using [b]Naval Clout[/b] and can support 1,000 Tons per 1d6 Rolled. It costs $200,000/Turn for 1d6 turns to build a Naval Base. - [b]Ships[/b] with [b]Cramped[/b] Accommodations lose -2% Morale per Season that they are on an Overseas Station. - [b]Ships[/b] with [b]Normal[/b] Accommodations lose -1% Morale per Season that they are on an Overseas Station.[/list] V. [b]Mobilization[/b] [list][*]There are three stages: [b]Demobilized[/b], [b]Partial Mobilization[/b] and [b]Full Mobilization[/b]. [*][b]1 Political Clout[/b] in [b]Army[/b] must be used to move from [[b]Demobilized[/b]] to either of the two forms of Mobilization as well going from [b]Mobilized[/b] to [b]Demobilized[/b]. [*][b]Demobilized[/b] is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists. [*][b]Partial Mobilization[/b] calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists. [*][b]Full Mobilization[/b] calls up your Reservists, turning them into Active Duty soldiers.[/list] VI. [b]Civilian Industry[/b] [list][*]Each Civilian Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Imperial & Royal Railways[/i] [1] ([i]Railways[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Civilian industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private Industries[/b] generate work based on requirement. - Every Turn, your Private Industries roll 1d10, subtract the [b]Global Economy Roll[/b] and perform according to that number. [*][b]National Industries[/b] generate work when ordered to. [*][b]Civilian Categories[/b]: [Shipping] [Heavy Industry] [Rail][/list] VII. [b]Armaments Industry[/b] [list][*]Each Armaments Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Guntherson & Co[/i] [1] ([i]Small Arms[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Armaments industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [color=0054a6][b]Creating a Private Company[/b][/color]: Every turn, roll 1d100 then subtract [b]Global Economy Roll[/b] and 1 for every [b][color=red]-$500,000[/color][/b] debt you have. Once you accumulate 400 points, you may spend [b]1 Clout[/b] to generate a [b]Private Company[/b] based on demand or spend [b]2 Clout[/b] to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. On a roll of 18-20, a [b]Private[/b] company will add an additional Category to its repertoire. [*][b]Nationalized[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [b][color=red]Creating a National Company[/color][/b]: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.] [*][b]Armaments Categories[/b]: [Small Arms] [Field Guns] [Machine guns*] * Requires that [b]Technology[/b] or an [b]Export License[/b].[/list][/hider] [hider=Current Wars] 1. [b]Wauwanti War[/b] ([i][color=beige]Empire of Tara[/color][/i] vs [i]Wauwanti Empire[/i]) 2. [b]Zello-Osladian War[/b] ([color=pink][i]Kingdom of Zellonia[/i][/color] vs [i][color=green]Osladian Empire[/color][/i], [i][color=skyblue]Kalpian Republic[/color][/i]) 3. [b]Karumi War of Aggression[/b] ([i]Tsardom of Karum[/i] vs [i]Principality of Serona[/i])[/hider] [hider=Army War Form] Please fill out and submit this form at the beginning of every [b][u]Month[/u][/b], if at war. [h2]Army War Form[/h2] 1. Once war is announced, so will the [b]Fronts[/b]. A front is where your soldiers oppose enemy soldiers. Fronts may be opened or closed depending on events/actions. Please fill out and submit this form at the beginning of every [b][u]Month[/u][/b], if at war. [code][[b]Army Training[/b]: [% Here] - [[b]Army Supply & Logistics[/b]: [% Here] [b][Name of Front Here][/b] [list][*][b]Name of Army[/b] [list][*]Name, Rank and Age of Commanding Officer [list][*]Description of Commander Officer [*]Preferred Tactics & Strategies of Commanding Officer [*]Weaknesses of Commanding Officer[/list][*][Name of Division #1 of Army Here] - [Men in Division] - [Equipment in Division] [*][b]Objectives of Army[/b]: [*][Name of Division #2 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #3 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #4 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #5 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #6 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #7 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][etc][/list][/list] [b]Garrison Duty[/b] ([i]These will be deployed in strategically important areas to protect from naval invasion and internal sabotage[/i]) [list][*][b]Name of Army[/b] [list][*]Name of Commanding Officer [list][*]Preferred Tactics & Strategies of Commanding Officer [*]Weaknesses of Commanding Officer[/list][*][Name of Division #1 of Army Here] - [Men in Division] - [Equipment in Division] [*][Name of Division #2 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #3 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #4 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #5 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #6 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #7 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][etc][/list][/list] [b]Colonial Garrison[/b] ([i]These will be deployed in your colonies to protect from naval invasion and internal sabotage[/i]) [list][*][b]Name of Army[/b] [list][*]Name of Commanding Officer [list][*]Preferred Tactics & Strategies of Commanding Officer [*]Weaknesses of Commanding Officer[/list][*][Name of Division #1 of Army Here] - [Men in Division] - [Equipment in Division] [*][Name of Division #2 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #3 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #4 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #5 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #6 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][Name of Division #7 of Army Here] - [Men in Division] - [Name and Number of Equipment in Division] [*][etc][/list][/list][/code][/hider] [hider=Naval War Form] [h2]Naval War Form[/h2] [center][img]http://i.imgur.com/BKNxwRB.png[/img] [i]Sea Zones in [b]The Continent[/b][/i][/center] [code][b][u][Location Here][/u][/b] [[b]Navy Training[/b]: [% Here] - [[b]Navy Supply & Logistics[/b]: [% Here] - [b]Active Fleet[/b] ([i]Ships engaged in seeking out enemy combatant ships[/i]) * [Ship Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 2 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 3 Here] [Ship Type] [Ship-class] [Maximum Speed] - [b]Commerce Raiding[/b] ([i]Ships engaged in rooting out and sinking merchant ships[/i]) * [Ship Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 2 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 3 Here] [Ship Type] [Ship-class] [Maximum Speed] - [b]Convoy Escort[/b] ([i]Ships engaged in protecting merchant and transport ships[/i]) * [Ship Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 2 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Ship Name 3 Here] [Ship Type] [Ship-class] [Maximum Speed] - [b]Submarines[/b] ([i]Submersibles engaged in attacking enemy shipping[/i]) * [Submarine Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Submarine Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed] * [Submarine Name 1 Here] [Ship Type] [Ship-class] [Maximum Speed][/code] [hr] [b][u]Example[/u][/b] [b][color=crimson]Empire of Mille-Sessau[/color][/b] [list][*][b][u]North Sea[/u][/b] [b]Active Fleet[/b] [list][*][i]Massim[/i] [Pre-Dreadnought] [Savieux-class (1894)][/list][b]Commerce Raiding[/b] [list][*][i]Taveau[/i] [Light Cruiser] [Taveau-class (1899)][/list][/list] [/hider] [center][img]http://i.imgur.com/VYRYrUP.png[/img] [i]The Continent, November, 1899[/i][/center] [h2][u][b]November[/b][/u][/h2] [b][u]November 1st[/u][/b] [hider=Zello-Osladian War][center][img]http://i.imgur.com/5dHY7oF.png[/img] [i]November 1st, 1899[/i][/center] The 6,500 man force of [b]Memoital I Corps[/b] digs in at Kreogen, entrenching their field guns and establishing mounted breastworks of frozen earth. They await the arrival of the [b]Zellonian Royal Army[/b], so mired in incompetence that conflicting orders are slowing their advance to the front.[/hider] In the [b][color=yellow]Republic of Itherae[/color][/b], the insurgency and intelligence gathering [i]Operation Forsworn[/i] has come to a fruitful conclusion in the [b]Tsardom of Karum[/b]. While moderately poor, the Tsardom has managed to mobilize a great swathe of it's available reserve forces into an army numbering nearly 200,000. The fully mobilized Seronan Army however is a meager 120,000 men. Interestingly enough, the Seronan Army--following a monetary transaction with the Kalpian Republic--is extremely well equipped, though it will take some time for these shipments to reach the front. [b][u]November 2nd[/u][/b] In the [b][color=brown]Grand Kingdom of Meung[/color][/b], the Crown Prince Hu Shihuang follows up with the [i]Shihuang Edict[/i], which has a single--and terrible governmental change. It forcibly criminalizes any political or military agent from accepting a government bribe. On the first day of it's enactment, Chief Foreign Financial Minister Mao Huyuan and Minister of Taxation Cui Hong are both arrested, taken outside and summarily executed for taking underhanded payments from warlords in the South. [[b]Event[/b]: [b][color=brown]Grand Kingdom of Meung[/color][/b] loses [color=red]-$11,850,000[/color]. Gains [b]3 Stability[/b].] [b][u]November 5th[/u][/b] In Sindao, the military tribunal of Commander Droulez begins in earnest. Droulez is loved among the native Veletian population as well as the garrison there. He is detested among the Kikitomi population for his efforts to dehumanize them in support of a sex trafficking ring. His trial, taking place over 11,000 miles away, remain front page news in the [b][color=lavender]Empire of Violette[/color][/b]. His trial will be conducted expeditiously and is expected to finish before the year is up. The result however, is anyone's guess. [[b]Event[/b]: Trial of Commander Droulez can be decided in favor of the [b]Kikitomi[/b] or [b]Veletians[/b]. IC response required.] [b][u]November 6th[/u][/b] In Rigour, the capital of the [b][color=beige]Empire of Tara[/color][/b], a private security meeting goes over the details of [i]Operation Halder[/i]. [[i]Please see PM entitled [u]Operation Halder[/u][/i].] [b][u]November 7th[/u][/b] A single delegate from the [b][color=lightgreen]Imperium of Hiron[/color][/b] arrives in Aetoria from Hiron after nearly three weeks of sea travel. There, he covertly buys 376 M1899 Prager machine guns. A deal originally for 400, it was discovered that some two dozen had become unusable after poor maintenance. Furthermore, the Tyro-Redanian diplomat squeezed several "customs fees" onto the docket, engorging the price to $650,000. While an exorbitant price, the Hironese delegated understood that returning without the weapons would be a death sentence. [[b]Event[/b]: [b][color=lightgreen]Imperium of Hiron[/color][/b] purchases 374 M1899 Prager machine guns for $650,000 from the [b][color=purple]Tyro-Redanian Empire[/color][/b].] [b][u]November 10th[/u][/b] In the [b][color=yellow]Republic of Itherae[/color][/b], the institution of a logistics company attached to existing infantry units seeks to raise the supply capacity for the Itheraen Republican Army. [[b]Event[/b]: [b][color=yellow]Republic of Itherae[/color][/b] gains +4% [b]Supply & Logistics[/b]]. [b][u]November 14th[/u][/b] The [b][color=darkblue]Tsardom of Radena[/color][/b] sends a diplomat to the Marnish Kingdom, north of Zellonia. The diplomat returns heavy handed, as the Marnish Kingdom's diplomats are fiercely neutral in their political ideology and wish to keep it that way. [b][u]November 18th[/u][/b] The [b][color=lavender]Veletian Empire[/color][/b] has a handful of boats, escorted by a single destroyer the [i]VX Rapport[/i], arrive at Cap Émeraude in Masilia. The tropical coast line is a paradise, but the men understand the hard work ahead of them. Expectations for the completion of the colony to a livable standard are about 12-15 months. [b][u]November 20th[/u][/b] The [b][color=skyblue]Kalpian Republic[/color][/b] passes legislation to help with tax reform and close bureaucratic loopholes in their mixed market economy. Tariff reforms helps standardize trade laws. [[b]Event[/b]: The [b][color=skyblue]Kalpian Republic[/color][/b] income increases +$760,000/Year.] [b][u]November 26th[/u][/b] [b][color=skyblue]Kalpian Republic[/color][/b] asks the [b]Leikarp Co.[/b] to design a bicycle capable of military service. The manufacturer promises a prototype design in the next 6 months. [b][u]November 28th[/u][/b] Only two days after passing the [b]Tariff Reform Act[/b], the [b][color=skyblue]Kalpian Republic[/color][/b] passes the [b]Market Deregulation Act[/b], which seeks to promote growth in private industry. This however does not seem to have the same overarching promise that the [b]Tariff Reform Act[/b] held. [-1 for [b]Global Economy Roll[/b] in [i]1900[/i].] [hr][hr] [hider=Zello-Osladian War][center][img]http://i.imgur.com/pB6IX0x.png[/img][/center] [b][u]Western Front[/u][/b] The [b]Zello-Osladian War[/b] slowed down in November, as an additional two and a half inches of snow across the entire country. By November 10th, battle lines between the Zellonian Royal Army and the Voskreya Army Group North of Oslad around the town of Kreogen, which had been held now for two weeks of the [b]Memoital I Corp[/b] ([i]Crowder, 6,500/6,500 Z.88[/i]). Only meager offensives from the Osladians in the North were tried, thrown back by a combination of Zellonian counter fire and the growing snowfall. [b][u]Eastern Front[/u][/b] On November 12th, the Kalpian Republican Navy successfully deposited 6,500 men of the [b]62nd Brigade[/b] onto the shores of Jovington. The initial [b]Landing at Jovington[/b] seemed in doubt by the Kalpians, who--in their landing craft--were estimated to be going up against the 1st Jovington and 1st Raddington Divisions. While hitting the snowy and semi-frozen beaches, the Kalpian soldiers realized a strange fact. Return fire was sparse. After a two day long firefight, the plot thickened. The majority of these soldiers were unarmed. Only one in ten carried a rifle. [center][img]http://i.imgur.com/6VJBzNw.png[/img] [i]Zello-Osladian War, Eastern Front[/i][/center] The good fortunes of the Kalpians turned quickly, however. On November 14th, with the entire [b]62nd Brigade[/b] deployed, the Kalpian Republican 7th Fleet (7 CL, 5 DD) set sail south from Jovington to return to Liubeth when they spotted an incoming Zellonian fleet (1 CA, 3 CL, 1 DD, 3 B) from the southwest. The Republican 7th Fleet was faster, with a maximum speed of 24 knots compared to 16 of the Zellonian Coastal Fleet. It was an unfortunate realization then by the Kalpian admiral that the Zellonian fleet had outmaneuvered him. The ensuing [b]Battle of the Sennau Bay[/b] was a short, five hour affair that saw 2 Kalpian destroyers and a single light cruiser sunk, with no losses on the Zellonian side. The 62nd Brigade, without their knowing--was effectively stranded. The Zellonian fleet loitered in Sennau Bay, hoping to keep the Kalpians from their supplies and cut them off long enough to throw them back into the sea.[/hider] [hider=Casualties] - [b][color=pink]Kingdom of Zellonia[/color][/b] - 14,500 Soldiers - 4,600 Rifles ([i]Z.88[/i]) - [b][color=skyblue]Kalpian Republic[/color][/b] - 3,100 Soldiers - 3,100 Rifles ([i]KR.99[/i]) - 2 Destroyers [Sunk] - 1 Light Cruiser [Sunk] - [b][color=green]Osladian Empire[/color][/b] - 19,200 Soldiers - 19,200 Rifles ([i]Otto.98[/i])[/hider] [center][End of [u]November[/u]][/center]