[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 22nd to April 30th[/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 27th, 1900] [list][b][color=green]Osladian Empire[/color][/b][*]564,000 Supplies [-114,000/Week][/list] [list][b][color=skyblue]Kalpian Republic[/color][/b][*]23,650 Supplies [-10,675/Week][/list][/hider] [b][u]April 22nd[/u][/b] [list][*]Funds are set aside in the [b][color=yellow]Republic of Itherae[/color][/b] for a single rail line to be furnished between the cities of Diopolis and the capital. Heavy handed politicians, swooning to garner more funds for the war in Karum eventually strip the legislation of most of it's working power. The railroad is not expected to begin until the fall and completed sometime in the spring of 1901.[/list] [b][u]April 23rd[/u][/b] [list][*]In the [b]Karum War[/b], the city of Fetrograd falls. The Itharaen's there were battered but fled after only two weeks of fighting, retreating to well established Seronan lines. On the same day as the fall of Fetrograd, the diplomat Zhilin Pavlovich from the [b][color=maroon]Tsardom of Radena[/color][/b] arrives in Salaz. There, Pavlovich--who spoke fluent Karumi--met with not only Tsar Michel I, but also General of the Karumi Army Pasceuni and Foreign Minister Talnov. "Where the Slads of Oslad will reject you, the Slads of Radena will embrace you," Pavlovich allegedly said. By the end of the day, Pavlovich had effectively negotiated the [b]Karumi-Radenan Pact[/b], signing a non-aggression pact to last until April, 1905.[/list] [b][u]April 24th[/u][/b] [list][*]The newest company in the [b][color=beige]Empire of Tara[/color][/b], GLT Industries is awarded the private contract of a railway between the capital of Rigour and the port city of Gagarin. The company, fledgling at best, immediately gets to work on the project, with expectations to be completed in the next six months.[/list] [b][u]April 25th[/u][/b] [list][*]The [b]Zello-Osladian War[/b] had been a learning experience for the Zellonians and Osladians but especially the Kalpians. While their military prowess was initially lackluster, it was the domestic home front that saw more pronounced challenges. The [b]War at Sea[/b] was one that the Kalpians could not quite manage and found themselves hard at hand to keep their small force overseas well supplied. Minister of Economics Detlev Jost Rapp saw this as his opportunity to push his "A Rail in Every Town" initiative. His legislation was expected to have the support of the National Mirnist Party as well as the Kalpian Democratic Party. They offered the contract to the Kalpian National Rail Company to build a network of rails that would connect Karp, Liubeth, Herja and Tarist.[/list] [b][u]April 26th[/u][/b] [list][*]The [b]Tendo Sea Expedition[/b] begins from the [b][color=beige]Tarantese Empire[/color][/b]. The Imperial Geographical Institute set sail to explore the various--mostly uncharted--isles of the Tendo Sea. The [i]HMS basileis[/i] as well as destroyers [i]HMS Falcom, HMS Hawk, HMS Talisman[/i] and [i]HMS Marksman[/i] all set sail for the far fledged Tendo Sea. Key members of the expedition team, aside from Captain Lascelles, include Lord Julian Fenton, a renowned polyglot from the University of Vallefay leading the languages staff, Professor Jacques Saint-Emilion, a naturalist from the same interested in any exotic flora and fauna, and Yves Millenau-Taunton, a noted geologist and cartographer on secondement from the Surveyor-General’s office, interested in the inorganic resources of the areas under exploration and the geological nature of the world in general. Aside from the sailors and their own staff, they are accompanied by a 200-man company of Royal Marines, under the command of Major Seb Tourville. They are expected to arrive in the fall and be finished next year.[/list] [b][u]April 27th[/u][/b] [list][*]The [b]Marnish Offensive[/b] becomes political. King Sven IV of the Marnish Kingdom arrives in Confluence, Violette to hold a conference. There, he implores the great powers of the world--the Veletians, the Tarantese and the Tyro-Redanians to live up to their namesake and move to negotiate a peace and an end to the Zello-Osladian War as it has spilled now across the Marnish borders. "Not only do Zellonian soldiers trample our countryside, but Kalpians now stalk our mountaintops. It is only a matter of time before the Slads too trample upon Marnish lands. Additionally, King Sven IV requests permission from Empress Tsirina if the Marnish Royal Family may be relocated to Confluence until the fighting in Marnland has dissipated. [*]The second Kalpian convoy makes a delayed run at night, creeping across the channel. With several of it's merchant ships damaged, the Kalpian Navy decides to sends three merchant ships with a pair of destroyers as escorts during the night. They run the gauntlet and make the trip to Xerotith, unloading 9,000 supplies. [/list] [b][u]April 28th-April 30th[/u][/b] [list][*]The [b]Marnish Offensive[/b] is an indecisive affair. While Kalpians claim a 3.5:1 kill ratio with the Zellonians, they are unable to breakthrough due to the mountainous terrain. Even without the newfound machine guns, the Zellonians fought tenaciously for a war they believed they could still win. April 30th marks the end of the [b]Marnish Offensive[/b]. The [b][color=pink]Zellonian 6th Army[/color][/b], which began the offensive two months prior with 90,000 men has now been reduced to 35,000 men and ceased to exist as an effective fighting force. The soldiers dig in, forming a huge crescent shape from the Osladians in the South, the Kalpians in the West and the expected arrival of Marns in the North. In the South, the front remains mostly quiet, with Osladian and Zellonian soldiers enjoying a quiet respite. Efforts begin in Vorl by the Zellonian soldiers present to turn Vorl into a self-contained fortress. Barbed wire, embankments, entrenchments and the like are constructed. [/list]