[h1][center][b][u]The World as We Know It[/u][/b][/center][/h1] [center][[b]Turn 6[/b] -- April, 1900 to June, 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] *By definition a light cruiser must be between 2,000 and 8,000 tons and have a minimum speed of 17 knots* - [b]Name of Light Cruiser 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. Minimum is 2,000. Starting maximum is 5,000 Tons.] - [b]Hull & Fittings[/b]: [-1,120 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-430 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +320 Tons.] [Short. No Change] [Long. -460 Tons.] - [b]Colonial Service[/b]: [No.] [Yes. -350 Tons.] - [b]Belt Armor[/b]: [Belt armor is a layer of heavy metal armor plated onto or within the outer hulls of warships] - 0" [0 Tons] - .5" [-73 Tons] - 1" [-143 Tons] - 1.5" [-217 Tons] - 2.0" [-283 Tons] [-1 ton to +1 Speed. So it becomes -29 tons, -58 tons, -87 tons, etc] - 2.5" [-315 Tons] - 3.0" [-449 Tons] [-2 tons to +1 Speed. So it becomes -30 tons, -60 tons, -90 tons, etc] - [b]Deck Armor[/b]: - 0" [0 Tons] - .5" [-190 Tons] - 1" [-384 Tons] - 1.5" [-580 Tons] - 2.0" [-714 Tons] - [b]Turrets[/b]: - .5 [-16 Tons/Gun] - 1" [-38 Tons/Gun] - 1.5" [-58 Tons/Gun] - 2" [-81 Tons/Guns] - [b]Speed[/b]: [Base Speed is 17 knots. +1 Speed is in increments of 28 Tons. +1 = -28. +2 = -56, etc] - [b]Engine Focus[/b]: [Reliable. -41 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.] [48 Mines. -60 Tons.] - [b]Accommodations[/b]: [Cramped. +314 Tons] [Normal. No Change.] [Luxurious. -465 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) [-44 Tons][/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 Month you gain 4 Military Points. [b]Each Month, your nation will have 3 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] - [b]TOTAL[/b]: [Total Here][/code] [b][u]Supplying your Troops[/u][/b] I. All [b]Colonial Troops[/b] and [b]Overseas Troop[/b] (during war), require [b]Supplies[/b]. II. These Supplies can only be sent via [b]Convoys[/b]. III. Convoys are sent via [b]Merchant Ships[/b]. A Merchant Ship is a 3,000 ton ship. [b]1 Merchant Ship[/b] can send 1,000 tons a week. IV. While at [b]Peace[/b], you must simply assign Convoys to keep your colonial ships supplied. V. While at [b]War[/b] you must send Convoys. [b]Convoy Form[/b] (You may fill out as many of these as necessary) [code] 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA][/code][/hider] [center][img]http://i.imgur.com/XNKXEZb.png[/img] [i]The Continent, April, 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]April 8th to April 14th[/b][/u][/h2] [hider=Zello-Osladian War Decisions (1900) -- May Choose as Many as Desired] [b][color=green]Empire of Oslad[/color] (11 Military Points)[/b] - [b]Establish the Osladian Supply Corps[/b] ([i]6 Military Points[/i]): [+5,000 free Supplies/Week]. - [b]Operation Hanhault[/b] ([i]6 Military Points[/i]): [Launch a [b]Major Offensive[/b] that lasts 45 days. +25% Morale. +5% Training during that time.] - [b]Marnish Aid[/b] ([i]6 Military Points[/i]): Divert troops to the Marnlands. [25% Chance Marnish Kingdom becomes [b][color=green]Pro-Osladian[/color][/b].] [b][color=skyblue]Kalpian Republic[/color][/b] (12 Military Points) - [b]Request Supplies from the Osladians[/b] ([i]9 Military Points[/i]): [50% Chance that Oslads hand over -10,675 Supplies]. - [b]Prepare for a May Offensive[/b]: ([i]5 Military Points[/i]): [+10% Morale, +4% Training for [b]23rd Division[/b]. Cannot fight in April.] - [b]Form an Allied Army[/b] ([i]15 Military Points[/i]): [Forms the [b]Kalpo-Osladian Army[/b] with shared control. +20% Morale. +12% Training for available forces.] [b][color=pink]Kingdom of Zellonia[/color] (20 Military Points)[/b] - [b]Request Additional Forces from Memoital[/b]: ([i]12 Military Points[/i]): [50% Chance that Memoital sends additional forces.] - [b]Establish Defensive Line[/b]: ([i]9 Military Points[/i]): [Establishes defensive front for April.] - [b]Fortress Vorl[/b]: ([i]5 Military Points[/i]): [Turn Vorl into a nigh impenetrable fortress with the 8th Army.] [/hider] [hider=WAR SUPPLIES | Updated to April 8th, 1900] [list][b][color=green]Osladian Empire[/color][/b][*]792,000 Supplies [-114,000/Week][/list] [list][b][color=skyblue]Kalpian Republic[/color][/b][*]3,300 Supplies [-10,675/Week][/list][/hider] [b][u]April 8th[/u][/b] [list][*]The ships of [b]Task Force A[/b] of the [b][color=green]Osladian Empire[/color][/b] continue the colossal effort to keep the [b]Voskreya Army Group North[/b] supplied deep in Zellonian territory. The fourteen kilometer stretch of land between Xerotith and Voskreya was a parade ground of ships running the gauntlet back and forth between the two cities. Captains at the helm were pulling two and three day shifts, rotating only out of the line up long enough for clogged boilers and fouled propellers to be cleared. The Task Force was protected by the [i]OIN Gerzog[/i], a powerful armored cruiser, two light cruisers and a destroyer. They ran individual escorts or flanked a trio of merchant ships as they crossed the distance. - [[b]Event[/b]: +30,000 Supplies to the [u]Zellonian Front[/u].] [*]At 0955 hours, observers from the destroyer [i]OIN Chesma[/i]--headed north while escorting the convoy ship [i]Yotka[/i]--spot a flotilla of ships from the East. Given that the Kalpians had run only a single supply convoy in the last month, the sailors assume it is a Kalpian merchant fleet inbound to Xerotith. [*]At 1014 hours, the same observers realize that the inbound ships are warships. Sailor Madic Sedov reports: "[i]three battleships, an armored cruiser, six light cruisers, three destroyers. All Zellonian,[/i]" to the captain. The [i]OIN Chesma[/i], several kilometers away from a corresponding escort, maintains her course and orders all battle stations. The Zellonian [b]1st Fleet[/b] under Admiral Arman Oxferd continues her intercept course on a north-northeasterly route. [*][b]First Battle of the Strait[/b] occurs at 1044 hours. The [i]OIN Chesma[/i], under weathering fire is sunk by the [i]ZRN Kingdom Come[/i], a Zellonian pre-dreadnought. The 10" shells ripped into the [i]Chesma's[/i] forward magazines, causing her to erupt almost instantly. The [i]Yotka[/i], cruising at 11 knots, was sunk fourteen minutes later by the [i]ZRN Wolf Pack[/i], a light cruiser. [center][img]https://upload.wikimedia.org/wikipedia/commons/b/b2/Italian_battleship_Ammiraglio_di_Saint_Bon.jpg[/img] [i]Zellonian battleship[/i] Kingdom Comes[i] sees her first action of the war.[/i][/center] [*]The [b]Zellonian 1st Fleet[/b] loiters in the area for several hours, spotting ships to the South near Voskeyra but maintaining the position until nearly 1855 when she retires back toward Vorl. The [b]First Battle of the Straits[/b] is a tactical Zellonian victory. [b][u]Casualties[/u][/b] -1 Merchant, -1 Destroyer ([i]OIN Chesma[/i]) [[b][color=green]Osladian Empire[/color][/b]][/list] [b][u]April 9th[/u][/b] [list][*]In a session of the Academie des Sciences in Confluence, physicist Reynault Farriet presented the paper "[i]Sur la reflexion et la refraction des rayons cathodiques et des rayons deviables du radium[/i]", describing, for the first time gamma rays, radiation that penetrated through shielding. [*]The [b]Second Battle of the Straits[/b] occurs at 1402 hours when the [b]Zellonian 1st Fleet[/b] intercepts a convoy headed from Voskeyra to Xerotith. Three merchant ships escorted by the armored cruiser [i]OIN Gerzog[/i], the light cruiser [i]OIN Riasanovsky[/i] and the destroyer [i]OIN Vzryv[/i]. The assembled 1st Fleet was nearly all there to engage in a single, decisive battle. The immolation of the [I]OIN Vzryv[/I] was a spectacle that even Osladian sailors couldn't turn their eyes away from. The Osladian fleet, outgunned and outnumbered turned and headed south toward Voskeyra. The three merchant ships escorted were left for dead, a fact that was left off the after action report of the captain of the [I]OIN Gerzog[/I] when he returned to port. [b][u]Casualties[/u][/b] -3 Merchant, -1 Destroyer ([i]OIN Vzryv[/i]) [[b][color=green]Osladian Empire[/color][/b]][/list] [b][u]April 10th[/u][/b] [list][*]In 1881 the general consensus was thus: "[I]If ever there was a man with a rifle not to be trifled with, he was a Kalpian and if ever there was a man to trifle with a Kalpian, he was Veletian.[/I]." The quote was attributed to Tarantese playwright, philosopher and statesman Harold Wilnes. Made with no ill-will toward the Kalpians, who undoubtedly possessed the most effective fighting machine on the Continent, the statement was instead a gesture toward the spectacular level of organizational and strategic specialization the [b][color=lavender]Veletian Gendarmerie[/color][/b] employed. The Kalpians had created an army to beat any other land based force in proximity. The Veletians had built a force to defeat the Kalpians. The Kalpians an Veletians held no bad blood--save for when the Kalpians tried unsuccessfully to colonize the Sumayan Strait in 1717 and forced a six month long trade war--and the Veletians often point to their army in response. The Veletian Gendarmerie of 1900 was not the same indomitable machine of elan and espirit de corps of old. In fact, while well equipped, a severely underfunded army had begun to sag under the pressure of modernity. Among the many discrepancies that cost the [I]Armee Nouveau[/I] to pale in comparison to it's older counterpart was that the food, once considered by a Veletian cavalry officer to be held in higher priority than rifle bullets, had waned in quality considerably. No longer did the nation's most prestigious cooks enlist in the Army. The variety had dropped from fourteen items in 1897 to just six in 1899 and to five in 1900. For an Osladian or a Radenan, a meal was a meal. To a Veletian, serving cold meat alongside canned vegetables was cause for mutiny. Minister Hebert of the Army reported that in April, 1900--the beginning of the fiscal year for the Veletian armed forces, that a significant portion of the new budget was to be placed to the dietary needs of the soldier. The announcement alone was cause for celebration. - [[b]Event[/b]: [b][color=lavender]Empire of Violette[/color][/b] receives [u]+9% Army Morale[/u].][/list] [b][u]April 11th[/u][/b] [list][*]In the [b][color=maroon]Tsardom of Radena[/color][/b], developments for a replacement for the aging Kirov.86 had been ongoing. Yevstingey Rifles, an inordinately small and mostly incompetent (at least as viewed by the Tsar's personal council. The design requirements were simple, almost childlike: "[i]The design of the rifle should focus on reliability and ease of use[/i]." Nonetheless, they submitted their initial prototype for testing on April 11th, 1900. The [i]Yevstingey Vintovka Model 1[/i], or YV.1 The YV.1 was a 7.2mm bolt action rifle with a six round cartridge. Designed with a simple, almost archaic loading breach similar to the Kirov.86, the YV.1 was designed to be robust; able to take punishment in the field. Yevstingey Rifles' YV.1 design was based off the Osladian [i]Otto[/i] slick breach, which could be retracted and adjusted in a single motion, as opposed to tradition three point breach loaders. The YV.1, in testing at the Dachne testing fields was proven to be effective approximately 60 meters, at which point the imprecise rifling caused significantly drop in sustained fire accuracy. Enlisted soldiers however noted that the rifle was a pound and half lighter than the Kirov.86. - [[b]Event[/b]: [b][color=maroon]Tsardom of Radena[/color][/b] receives the [u]YV.1 Prototype ([i]Bolt Action Rifle[/i])[/u]. May [u]Put into Service[/u] or [u]Delay[/u] (1d6. 1 as a regression. 2-3 as no improvement. 4-5 as a minor improvement. 6 as a major improvement.)][/list] [b][u]April 12th[/u][/b] [list][*]The [b]Pinnacle Programme[/b] continues in the [b][color=lavender]Empire of Violette[/color][/b]. The first Veletian railroad between Confluence and the local city of Nerrard is completed, a total distance of 144 kilometers. The track is a single rail with change links only at the Confluence hub. A pair of locomotives, each with four cars attached make daily runs between Nerrard and Confluence. One is a passenger locomotive and the other is a cargo train hauling supplies and non-perishable goods. Empress Tsirine the train as an "honor to Veletian modernity." - [[b]Event[/b]: The [b][color=lavender]Empire of Violette[/color][/b] gains [u]+3% Infrastructure[/u].][/list] [b][u]April 13th[/u][/b] [list][*]Another convoy departs the [b][color=lightgreen]Imperium of Hiron[/color][/b]. The diplomat aboard the [i]Tashikaru Maru[/i] was escorted by the destroyers [i]TES Desishun, TES Dzutsun[/i] and [i]TES Abiotsu[/i]. They expected to arrive in Liubeth, Kalpia in just a few short months. [*]The [b]Marnish Offensive[/b] sees it's most bloody day, with 1,600 Zellonian soldiers dying in the span of six hours from the new Osladian machine guns. Cloudless skies and roving plains make the Marnish Lowlands into a certified killing ground. The offensive, nowhere near a breakthrough, begins to slow down.[/list] [b][u]April 14th[/u][/b] [list][*]In the [b][color=brown]Kingdom Zengid[/color][/b], a disenfranchised Seljuk minority continues to cause domestic issues in the sovereign Zengid's outlying cities. The administration under King Akbayar Bahar understood that with every passing day, the Seljuk minority continued to grew spiteful of their political oppression. The Caliphate--the nickname of the Seljuk Empire--did little. The Zengid believed the Caliphate to nudge dissidents to activity, but there was little reason to believe they were actively undermining Zengid sovereignty. On April 14th in the village of Kamun near the Seljuk border, the [i]Suman Uprising[/i] begin. Nearly a hundred dissidents--calling themselves freedom fighters--stormed the local barracks, overpowering the guards and stealing over a hundred rifles. These men did not dally, nor did they delay. They rounded up the women, the child and men. Those who spoke Seljukii based on geographic proximity were not spared. Those that believed the Caliph was divine but whose blood was Zengid were not offered reprieve. They marched East, toward Seljuk. [center][img]https://www.thestar.com/content/dam/thestar/news/world/2015/04/19/armenian-genocide-a-timeline/the-march.jpg[/img] [i]April 14th, the Fourteen Mile March under Suman Pasha[/i][/center][/list] Many believed they were going to be held ransom, and that these Seljukii--led by Suman Pasha (b.1861)--were soldiers who had crossed the border. After nearly fourteen miles, Pasha ordered the 1,400 Zengid stopped. They were lined up and forced to kneel. Historians who visited the site later hypothesize the executions took nearly seven hours in total to complete. After running out of ammunition, knives and sabers were used. No holes were dug. The small town of Ruman, quite literally became a ghost town. - [[b]Event[/b]: The [b][color=brown]Kingdom of Zengid[/color][/b] suffers [u]-1 Relations with Seljuk Minority[/u].]