[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 15th to April 21st[/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 15th, 1900] [list][b][color=green]Osladian Empire[/color][/b][*]678,000 Supplies [-114,000/Week][/list] [list][b][color=skyblue]Kalpian Republic[/color][/b][*]25,325 Supplies [-10,675/Week][/list][/hider] [b][u]April 15th[/u][/b] [list][*]With the [b]Zello-Osladian War[/b] continuing unabated. The Minister of the Navy Carrano--one of few who survived the governmental purge with Selidov's exodus--prompts a plan to expand the Osladian drydocks at Voskreya. The plan is signed off and in April, 1901 they are expected to be finished. [*]The Kalpian convoy KRC.Z3 departs Liubeth and heads toward toward Xerotith. With the Osladian [b]1st Fleet[/b] pulled back to the strait, the Inland Sea turns once again to a Zellonian lake. KRC.Z3 is escorted by 6 destroyers and a trio of light cruisers: [i]Tarist, Leikap[/i] and [i]Wittold[/i]. Originally three armored cruisers were slated to escort the fleet but for reasons known only to the Kalpian Navy, they were not listed in the final forms for rearming and refueling and thus remained at port when KRC.Z3 departed Liubeth.[/list] [b][u]April 16th[/u][/b] [list][*]The Hironese Embassy in Gojong is established to much fanfare. A massive display of the Hironese and Gojong flags hanging from the rafter (with the Gojong flag coming down shortly after) is celebrated by jeering crowds. On the same day, the [b]Crown Prince of Meung[/b] orders 10,000 armed soldiers to the Northern Gojong border, with a hand written note being delivered to the Hironese embassy in Yujin explaining it as a: "[i]precautionary measure, as necessary when dealing with new--and often unstable--nation states[/i]."[/list] [b][u]April 17th[/u][/b] [list][*][b]Third Battle of the Strait[/b]: The [b]Zellonian 1st Fleet[/b] ([i]7 CL, 3 DD[/i]) intercepts [b]Kalpian Convoy KRC.Z3[/b] ([i]3 CL, 6 DD, 15 MS[/i]) halfway between Liubeth and Xerotith. With more guns and nearly the exact same speed, the battle began at 1201 and lasted until 1665 hours. The Kalpians showed immense resolve under withering fire from the Zellonians who nearly "crossed the T" in entirety. At the end of the battle two Kalpian light cruisers were floundering, with a single Zellonian light cruiser entirely crippled--but still afloat. The Kalpians lost a third of their merchant convoys. Escorting them en masse made for an easier duty, but to the Zellonians, easier targets. - [[b]Kalpian Losses[/b]: 4 Merchant Ships, 2 Light Cruisers ([i]Leipak, Wittold[/i])] - [[b]Zellonian Losses[/b]: 1 Light Cruiser [Heavily Damaged] ([i]Staggering Bull[/i])][/list] [b][u]April 18th-April 21st[/u][/b] [list][*]The Kalpian [b]23rd Infantry Division[/b] arrives at the newly established [b]Marnish Front[/b] with orders to establish a counter attack against the Zellonians. General Gotthard Ulli Knef was a unique specimen. An educated die hard, he was the only college educated man in the entire theater, having completed a doctorate in Chemistry in 1891. With a penchant for intuitive thinking and two decades of Kalpian military thinking, Knef's one opportunity to move onto the offensive would not be wasted. The 23rd Infantry Division swept up the Oppland Plains, moved to the Northwest of the Zellonian offensive and descended from the plains on the morning of the 19th. The battle lines were not well established. Kalpians and Zellonians fought in pockets that were swallowed and broke out by the hour. Zellonians firing at Osladians from the front suddenly came at fire from the flanks. Zellonians who turned to engage the Kalpians found themselves targets to the Osladians from the South. By the end of the week, the Kalpians had forced a sizable salient into the Zellonian offensive, risking cutting it off at the head. [center][img]https://i.amz.mshcdn.com/z0cZcA-de4_80xCMbfOyL6UvzbQ=/1200x630/2016%2F11%2F27%2Fb6%2Fitalianfront2.e05dd.jpg[/img] [i]Kalpian soldiers fire down on Zellonians during the [b]Battle of Oppland[/b][/i].[/center][/list]