[h1][center][b][u]The World as We Know It[/u][/b][/center][/h1] [center][[b]Turn 5[/b] -- January, 1900 to March, 1900][/center] [center][b]Discord Chat[/b]: https://discord.gg/f6n4B8[/center] [hider=Great Power Privilege] 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-Redanian 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] [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 [2x 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] 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 perform according to the number of the [b]Global Economy Roll[/b]. [*][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=Waging War] [list][*][b]I.[/b] Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale. [*][b]II.[/b] Waging war will occur in the following timeline. [list][*]I. [b]Create Armies & Fleets based on Theaters[/b]. [list][*][b]Create Armies[/b]: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater. [*][b]Available Theaters[/b]: A theater of war where soldiers can actively be deployed to fight. [*][b]Potential Theaters[/b]: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.[/list] [*][b]II. Assign Commanders[/b]: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet. [*][b]Theater Objectives[/b]: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill. [*][b]IV. Military Points[/b]: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Turn you gain 4 Military Points. [b]Each Month, your nation will have 2 Issues/Crises/Decisions[/b]. [*][b]V. Military Points Timeliness[/b]: If a month is completed before your IC response is posted, the event is simply skipped. [list][*]Opening [i]Potential Theaters[/i] [*]Addressing [i]Commander Issues[/i] [*]Addressing [i]Military Crises[/i][/list][/list][/list] [code][b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed][/code][/hider] [center][img]http://i.imgur.com/F4wrRnI.png[/img] [i]The Continent, February, 1900[/i] [b][u]Global Economy Roll[/u][/b] 3 (-1 to [b][color=skyblue]Kapian Market Deregulation Act[/color][/b])[/center] [h2][u][b]February 1st-14th[/b][/u][/h2] [b][u]February 1st[/u][/b] [list][*]During December and January, an agreement between the [b][color=pink]Kingdom of Zellonia[/color][/b] and the [b][color=darkblue]Tsardom of Radena[/color][/b] is finished in Berolf, Zellonia. Initially, the Zellonians wished to admit nearly half of a hundred thousand Radenan volunteers--mostly Daichidan and Khümi minorities, who were promised citizenship after the war--into Zell as the [b]Radeni Volunteer Corps[/b]. In exchange, the Zellonians would pay a hefty sum of cash in exchange. A more harsh than normal winter stalled negotiations as the Radenan diplomats had difficulty reaching Berolf, considering there no explicitly paved roads in the region. The agreement was thus diluted. For a paltry $1,000,000 the Radenan [b]Volunteer Corps[/b] would be made up of 10,000, mostly Khümi and Radenan soldiers, carrying Kirov.86 breach loaders--rifles dated even further than the Zellonian Z.88. They made way through Sloslia to Berolf at the beginning of February and arrived at the front on February 14th. [center][img]http://www.ljplus.ru/img/l/e/lesnoy/1914-god.jpg[/img] [i]Radenan Volunteer Corps, 1900[/i][/center][/list] [b][u]February 2nd[/u][/b] [list][*]With the war reaching a turning point, Zellonian Armaments Minister Norvington tours the cities of Jovington, Zeel and Kenlth to improve morale. These cities--save for Zeel--are mostly untouched by the war, and the people there are in good spirits. Norvington gives several speeches, asking for donations and for each Zellonian "to do their part." - [[b]Event[/b]: [b][color=pink]Kingdom of Zellonia[/color][/b] recives [u]+18% Army Morale[/u].] [*][b]D'Surrais Protests[/b]: In the Veletian city of D'Surrais, Thecian workers who feel disenfranchised from Veletian workers in the North protest outside the city center, specifically Mayor Saveau's office. Mayor Saveau hesitated, failing to act, and the protests escalated to a minor riot that lasted throughout the day before trickling out. - [[b]Event[/b]: [b][color=lavender]Veletian Empire[/color][/b] receives [u]-1 Thecian Minority Relations[/u].][/list] [b][u]February 3rd[/u][/b] [list][*]On Lake Mathilde, inventors Wolfheim Hamptmann and Suri Hamptmann attract a crowd of 300+ to test their [i]skyship[/i] invention. The Hamptmann's father Count Otto von Hamptmann had been devoting his energies to the design of large rigid-framed airships since his retirement from the Tyro-Redanian Army in 1890. In 1898 he established the Gesellschaft zur Förderung der Luftschifffahrt. The company had a subscribed capital of $800,000, of which Hamptmann contributed $300,000: the remainder was provided by various industrialists, including $100,000 contributed by Hermann Meckleburg, whose company provided the aluminum framework of the airship. The company first constructed a large floating shed to contain the airship. This arrangement was decided on firstly because Haptmann believed that landing the ship over water would be safer and secondly because the floating shed, moored only at one end, would turn so that it was always facing into the wind. The HSH.1 was constructed using a cylindrical framework with 16 wire-braced polygonal transverse frames and 24 longitudinal members covered with smooth surfaced cotton cloth. Inside was a row of 17 gas cells made from rubberized cotton. The airship was steered by forward and aft rudders and propulsion was provided by two 10.6 kW (14.2 hp) Imperial TR-1 internal-combustion engines, each driving two propellers mounted on the envelope. Pitch control was by use of a 100 kg (220 lb) weight suspended beneath the hull which could be winched forward or aft to control its attitude. Passengers and crew were carried in two 6.2 m (20 ft) long aluminum gondolas suspended forward and aft. Construction of the airship began on 17 December 1898, when the first sections of the framework were delivered from Meckleburg's factory and was completed by 27 January 1900. Inflation of the gasbags took place during June and the airship was first taken out of the shed on the evening of 11 October, with Hauptmann Hans Bartsch von Sigsfeld of the Tyro-Redanian Observation Battalion at the controls. The first civilian testing with the Haptmann brothers at the controls took place on February 3rd. The first flight revealed serious structural deficiencies in the framework, and an attempt to remedy this was made by incorporating the walkway between the gondolas into a rigid keel structure. At the same time the moveable weight was increased to 150 kg (330 lb), the aft rudders moved from either side of the envelope to below it, and an elevator fitted below the nose. - [[b]Event[/b]: The [b][color=purple]Tyro-Redanian Empire[/color][/b] invents the [i]Skyship[/i]. Receives [color=red]-$960,000[/color].] [center][img]https://upload.wikimedia.org/wikipedia/commons/c/c6/First_Zeppelin_ascent.jpg[/img] [i]The Haptmann Skyship (HSH.1) spectacle, 1900[/i][/center][/list] [b][u]February 4th[/u][/b] [list][*]The [b]Pinnacle Programme[/b] is passed in the [color=lavender][b]Veletian Parliament[/b][/color]. A comprehensive economic reform authored by Veletian Minister of Economics Marcelet Gavreau, the Pinnacle Programme seeks to partner with Veletian private industries and sponsor technological and economic innovation. Given the immense scope of the Programme, it's immediate success would not be seen for some time, it's effects undoubtedly trickling in through the next months and years. Plans assisted by the national government begin allocating aid for railways and new buildings, as well as colonial infrastructure in the coming months. [*]In the Zello-Osladian War, the [b]February Offensive[/b] is started by the Osladians, opening up the hostilities with a thunderous barrage of 42 field guns. 45,000 men total are committed to the assault, hoping to break through the line and encircle the [b]Zellonian 6th Army[/b] under General George Harrison.[/list] [b][u]February 5th[/u][/b] [list][*]The [b]Siege of Fetrograd[/b] begins in the [i]Karumi War[/i]. The second largest industrial city in Serona, the [b]Karumi 4th Army[/b] under Prince Vladimir Vatoskov, encircles the city and unleashes a devastating night and day barrage; sparing no quarter. Civilians: women, children and the elderly are mauled. [*]An agreement between the [b][color=purple]Tyro-Redanian Empire[/color][/b] and the [b][color=green]Osladian Empire[/color][/b] concludes with the sell of 100 M1899 Prager machine guns. Initially for $100,000; savvy Osladian diplomats arranged for their purchase overlooking a field test, skimming nearly $20,000 dollars off for a price of $80,000. - [b]Event[/b]: [b][color=green]Osladian Empire[/color][/b] receives [b]100 M1899 Prager Machine Guns[/b] for [color=red]-$80,000[/color].][/list] [b][u]February 6th[/u][/b] [list][*]In the [b][color=green]Osladian Empire[/color][/b], a production order of 10,605 Otto.89 rifles is finished and sent to the front. - [[b]Event[/b]: [b][color=green]Osladian Empire[/color][/b] receives [u]+8% Army Supply & Logistics[/u].][/list] [b][u]February 7th[/u][/b] [list][*]The first Continental and Meungese immigrants begin entering the [b][color=lightgreen]Imperium of Hiron[/color][/b], reacting to the loosened immigration laws. The government has offered a three month stipend in order to pay for these workers, many of whom are scientific and academic leaders seeking new opportunities. Seronan physicist Casimir Świętosławski is among the most important figures to emigrate to Hiron, citing the war as his reason. He immediately joins the Yufutsu School of Chemistry, with a position expected at the Senryu International University when it opens next year. - [[b]Event[/b]: [b][color=lightgreen]Imperium of Hiron[/color][/b] loses [color=red]-$1,750,000[/color]. Gains +$68,000/Year Income. Gains +14,500 Population. Gains [b]+1 Stability[/b].] [*]The [b]Siege of Fetrograd[/b] continues. Along the Northeastern Front, Seronan soldiers dig in, hoping to hold fighting outside of the city. While across the left, the front has flexed so as to let the Karumi soldiers break open into the flat lands there. The Seronans have given their flank to protect the city. [center][img]http://www.japantimes.co.jp/wp-content/uploads/2014/09/f-marne-a-20140906.jpg[/img] [i]Seronan soldiers preparing fortifications, February 7th, 1900[/i][/center][/list] [b][u]February 8th[/u][/b] [list][*]The [b]Itheraen Volunteers[/b] reach the Seronan Front. They enter the city of Fetrograd during heavy bombardment and join their brethren there at the front lines. Their impact on the war is uncertain, but they are about to receive their first taste of combat. "[i]We're here to retake Wietr,[/i]" one of them told a Seronan commander. "Go right ahead," he told them. The Itheraen's quickly learned the better of their idealistic mistake, set down their rifles and got to digging. [center][img]http://www.thetoc.gr/images/eng/articles/0/article_1579/upl530f3483b2af9.jpg[/img] [i]A squad of Itherae Volunteers pose for a photo in Fetrograd, 1900[/i][/center][/list] [b][u]February 9th[/u][/b] [list][*]The [b][color=brown]Grand Kingdom of Meung[/color][/b], after repeated attempts to foster a more centralized pro-Meungese government in the Kingdom of Gojong, releases the nation to self-governance for the first time in three hundred and sixty years. The government set up it's provisional capital at Zhumei, and was led by King Yi Ja-chun, a 28 year old former Gojong emigrant from Hiron. Ja-chun's regime was [u]pro-Hironese[/u] and immediately requested an embassy to be established in Zhumei. [center][img]http://i.imgur.com/MJdjxhw.png[/img] [i]The independence of Gojong, 1900[/i][/center][/list] [b][u]February 10th[/u][/b] [list][*]The [b][color=yellow]Republic of Itherae[/color][/b] passes the [b]Company Tax Act[/b], which allows the government to reap certain taxation of privately owned companies. While this does bring into question the legitimacy of the Republic's ability to "stay the course," the much needed tax revenue for the 1900 fiscal year is already looking promising. - [[b]Event[/b]: [b][color=yellow]Republic of Itherae[/color][/b] receives Income of [u]+$91,000/Year[/u].][/list] [b][u]February 11th[/u][/b] [list][*]The [b][color=pink]Kingdom of Zellonia[/color][/b], fighting to hold a meagerly held line during the Osladian [i]February Offensive[/i], sends a diplomat to the Marnish Kingdom to appeal for aid. The Marnish Foreign Minister Lennart Oesch refused to let the Zellonian diplomat on the premise, instead sending a military police to tell him. "[i]We are aware the Zellonians on the verge of collapse. We will not be accepting refugees[/i]." The Zellonian diplomat, Stuart Matherson, forcibly signed his resignation later that day.[/list] [b][u]February 12th[/u][/b] [list][*]With war on their border, the [b][color=darkblue]Tsardom of Radena[/color][/b] orders several garrisons and much of it's reserve army on basic training exercises. In a nation still wracked by poverty, these exercises pull many reservists back to their local garrisons in the dead of winter, angering thousands who did not wish to be called up for training. - [[b]Event[/b]: [b][color=darkblue]Tsardom of Radena[/color][/b] receives [u]+6% Army Training[/u] and [u]-2 Relations with Daichidan Minority[/u].[/list] [b][u]February 13th[/u][/b] [list][*]With the war in it's favor, but the Kalpians having effectively failed both of it's military endeavors in Zellonia, resident Reimund Braun travels from Arsech to Liubeth and and Tarist to give speeches to military personnel and civilians alike on the continuing war. Overlooking Kalpia's basic military participation, President Braun promised that "victory was near at hand." - [[b]Event[/b]: [color=skyblue][b]Kalpian Republic[/b][/color] receives [u]+1 Stability[/u].][/list] [b][u]February 14th[/u][/b] [list][*]After action reports of the events of the night of February 14th are, at best, inconclusive. The [i]Fallou Naval Dockyard[/i] at Sund, Veletian Settumu was home to the [u]Flotte Veletian Settumu[/u]. At approximately 0413 hours, the destroyer [i]VX Amourstar[/i] was returning from a night time patrol when her crew spotted flashes of gunfire occurring near the shore of one of many small islands near Sund. A party was sent to shore, where they found three officers of the Gendarmerie Colonialé, all dead, but none by gunshot. A fourth officer was found critically wounded. A search of the area revealed that the intruder was still present. Sailor Edwin Mathieu, in his interview by the Kikitomi military police was thus: "[i]We thought perhaps a tiger had been loose on the island. There was no way a man could have done that, to another human.[/i]" Of a shore party of eleven, Sailor Edwin Mathieu all stayed close to the shore until another squad of Gendarme's showed up in a skiff, more heavily armed. With the [i]Amourstar[/i] circling the island, her spotlights turning the island bright, the hunt for this "loose tiger," lasted only hours. The man--who was not identified--was shot and presumably killed while swimming out into the ocean. The gendarmes reported that at one point he visibly dove beneath the water. His body did not resurface. An extended search of the island eventually revealed a small alcove where the man was apparently living. Among the small amount of gear there was an assortment of entirely up to date schematics of Veletian naval bases, coastal patrol times and pictures of colonial garrisons and their troop strength. No body was recovered, save for the three Veletian officers who were killed. In a hastily conducted interview in a Sund military hospital, Lieutenant Emmanuel Auch reported one very interesting fact. Having suspected the man of potential saboteur activity at Sund, he and four officers followed him, then attempted to apprehend him. He resisted. Lieutenant Auch believed the man to be Hironese. - [[b]Event[/b]: This Event requires an [u]IC Response[/u] by the [b][color=lavender]Empire of Violette[/color][/b].][/list] [b][u]February 14th[/u][/b] [list][*]The [b]Radeni Volunteer Corps[/b] finally arrive at the front. Led by perhaps the most experienced commander in the entire war, General Leventy Gerasimov, the 10,000 strong force almost immediately sacrificed what power it had in the conflict by attempting to exact [i]hit and run[/i] attacks on the Osladian positions. [center][img]https://cdn.static-economist.com/sites/default/files/images/2012/11/blogs/eastern-approaches/20121110_eup508.jpg[/img] [i]Photograph of the RVC in the Zellonian Western Front, 1900[/i][/center] The first attack on a defended position was ordered by the 2nd Platoon of the 1st Brigade of the Radenan Volunteer Force, a 40-man strong force attempted to navigate just north of Kreogen to attack a thinly held position of Osladians. The rampant return fire was unlike anything any soldier in the history of warfare had truly experienced. Two men, Vasily Markov and Ilya Alexandrovich survived to tell the tale of the firepower that met them in the frozen February air. [hider=Casualties] [b][color=darkblue]Radenan Tsardom[/color][/b]: 38 men.[/hider] [hider=Request from the Zellonian 6th Army (Radenan Army Decision/15 Military Points) -- IC RESPONSE] The [b]Zellonian 6th Army[/b] has requested that the [b]Radenan Volunteer Corps[/b] be transferred to the Northern Front where the February Offensive has threatened to break through the Zellonian line. While the Osladians are not focused here, any offensive in the South would be carried by the Radenan and the I Memoital Corps. - [b]Transfer to the Northern Front[/b] (-10 Military Points) - [b]Conduct an Offensive on the Southern Front with the I Memoital Corps[/b] (-7 Military Points) - [b]Dig in on the Southern Front[/b] (-4 Military Points)[/hider] [center][img]http://i.imgur.com/NGKdSNr.png[/img] [i]Zello-Osladian War, February 1900[/i][/center] [*]The [b][color=skyblue]Kalpian Republic[/color][/b] deploys the [b]23rd Infantry Division[/b] under Gotthard Ulli Knef, who arrive at Xerotith on February 15th. The infantry division--part of the formerly proud Kalpian Republican Army--faces some ridicule from the Osladian soldiers there. The Sladic soldiers, once seen as a second rate army, consider themselves pulling their own weight while the Kalpians landed at an Osladian held city and have done little since the war started. They marched toward the front with all due haste. [hider=Kalpian Republican Army Decisions (20 Military Power) | Can be taken at any time | IC RESPONSE] I. [b]Reclaim Glory for the Republican Army[/b]: We have been ridiculed since this war started. From nearly ending the war in a single stroke to having our landing operations devastated, we have not lived up to our proud traditions. Now though, is the time to change that. - [u]Northern Front[/u] - [b]Assault on Kreogen[/b] (14 Military Power): The city of Kreogen stands on the verge of collapse. The February Offensive is nearing it's apex but the the Osladians are tiring themselves out. The Kalpian 23rd Division will assault the town of Kreogen and take it from the Zellonians. We may not have started this war, but we will finish it. - [u]Southern Front[/u] - [b]The I Memoital Corps[/b] (16 Military Power): The Memoitals have proven to be a thorn in the side of the Osladians since they arrived. Where they stand, Osladians die. The 23rd however, does not share the Osladians fear. We will assault, and break, the I Memoital Corps and be remembered for all time. Once the Southern Front is broken, the race to Vorl will be on. - [u]Reinforce the Northern Front[/u] - (0 Military Points) The February Offensive is going strong. We need not interfere when Osladian soldiers can do the dying. We will move to the Northern Front and reinforce there, as the Osladians advance. - [u]Reinforce the Southern Front[/u] - (0 Military Points) The February Offensive is going strong. We need not interfere when Osladian soldiers can do the dying. We will move to the Southern Front and reinforce there, anticipating a possible counterattack.[/hider][/list]