[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, May, 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]May 8th to May 14th[/b][/u][/h2] [hider=Zello-Osladian War Decisions (1900) -- May Choose as Many as Desired] [b][color=green]Empire of Oslad[/color] (15 Military Points)[/b] - [b]Establish the Osladian Supply Corps[/b] ([i]7 Military Points[/i]): [+5,000 free Supplies/Week]. - [b]Operation Hanhault[/b] ([i]7 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]7 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] (16 Military Points) - [b]Request Supplies from the Osladians[/b] ([i]10 Military Points[/i]): [50% Chance that Oslads hand over -10,675 Supplies]. - [b]Form an Allied Army[/b] ([i]16 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] (19 Military Points)[/b] - [b]Request Additional Forces from Memoital[/b]: ([i]13 Military Points[/i]): [50% Chance that Memoital sends additional forces.] - [b]Establish Defensive Line[/b]: ([i]10 Military Points[/i]): [Establishes defensive front for April.][/hider] [hider=WAR SUPPLIES | Updated to May 1st, 1900] [list][b][color=green]Osladian Empire[/color][/b][*]336,000 Supplies [-114,000/Week][/list] [list][b][color=skyblue]Kalpian Republic[/color][/b][*]2,300 Supplies [-10,675/Week][/list][/hider] [b][u]May 8th[/u][/b] [list][*]Five submarines are finished from local shipyards in the [b][color=lightgreen]Imperium of Hiron[/color][/b]. The Hironese submarines included many features that submarines of Continental design also displayed. There was a conning tower from which the boat and her weapons could be directed. Also, she had all the necessary ballast and trim tanks to make precise changes in depth and attitude underwater. Her crew was six men and maximum diving depth was 75 feet. For armament, she had a reloadable 18 inch (457 mm) torpedo tube with three torpedoes and an 8.425-inch (214.0 mm) pneumatic dynamite gun in the bow (the dynamite gun's projectiles were called "aerial torpedoes"). They had both an internal combustion engine (specifically, a 4-stroke Osladian Otto gasoline engine of 45 bhp (34 kW)) for running on the surface and an Senryu-99 electric motor of 50 shp (37 kW) for submerged operation, with one shaft. A 66-cell Exide battery powered the electric motor when submerged. This allowed speeds of 6 knots (11 km/h; 6.9 mph) surfaced and 5.5 knots (10.2 km/h; 6.3 mph) submerged. Surfaced range was 200 nmi (370 km; 230 mi) at 6 kn (11 km/h; 6.9 mph), while submerged range was 30 nmi (56 km; 35 mi) at 5.5 kn (10.2 km/h; 6.3 mph). There is significant variation in references as to the vessel's horsepower and speed, for example the Register of Ships of the Hironese Navy. Navy gives horsepower figures of 45 bhp (34 kW) surfaced and 75 shp (56 kW) submerged, with 8 knots (15 km/h; 9.2 mph) surfaced and 5 knots (9.3 km/h; 5.8 mph) submerged. Unfortunately, Submarine 6, so called because they were unnamed, was accidentally rammed by a civilian ship that had been cut loose from it's mooring. With her stern punctured, the ship sunk right there at the dock. She was written off later that day. The remaining four submarines begin working up, their sailors taking them out for basic sailing operations. Another seven submarines are finishing the final touches in drydocks in Senryu. [center][img]https://upload.wikimedia.org/wikipedia/commons/1/10/USS_Holland_%28SS-1%29_-_Scientific_American_1898.jpg[/img] [i]The unnamed submarine, nicknamed "[b]The First Loss[/b]." Photo taken 3 hours before the incident, May, 1900[/i][/center] - [[b]Event[/b]: [b][color=lightgreen]Imperium of Hiron[/color][/b] may allow 5 [b]Submarines[/b] to [u]Finish Working Up[/u] or [u]Press into Service[/u].][/list] [b][u]May 9th[/u][/b] [list][*]At the annual convention of the Itheraen Pharmaceutical Association in Itherae, the first organization of pharmacy schools was created. The Itheraen Conference on Pharmaceutical Facilities later was renamed the Itheraen Association of Colleges of Pharmacy. [*]With difficulties during the [b]Zello-Osladian War[/b], the Kalpian government has decided to take several liberties in establishing new rail lines in Kalpia to ensure that getting supplies to the ports allows for the greatest efficiency. Minister of Economics Detlev Jost Rapp personally penned the [b]Rapp Act[/b], which commissioned the contracts for the Kalpian National Railways to begin construct on the [b]Start Hub[/b], which would connect much of the nation in a singular rail network. The Rapp Act was fille with nonsensical bureaucracy, not slowing the process but irrevocably increasing it's cost. A task considered to cost about $4,000,000 was now going to cost the Kalpians nearly $11,500,000 with an expectation to finish in early 1901. The passing of the [b]Rapp Act[/b] meant that the Kalpian rail system would get passed that much quicker from the decision earlier in the month.[/list] [b][u]May 10th[/u][/b] [list][*]Monrutaine Steel, that monolith of Taran business, has stagnated. It makes steel by the ton, by the great gross of tons, but its equipment is old, its methods outdated, its practices byzantine with the weight of Tradition. Inefficiency is rampant, and only the corporation’s great size has enabled it to keep up with demand thus far. With new shipbuilding programmes in the pipeline and more and more steel being ordered by GLT Industries, the Company Board, spearheaded by the Director of Production Sir Gilbert Holles-Malet, meets in Rigour and votes on sweeping changes, modernizing blast furnaces, tweaking chemical formulae to produce newer, better, harder steels at lower costs, streamlining the process from start to finish and cutting out the institutional deadwood which has crept in since the company’s founding. With GLT Industries now requiring additional steel for it's rail construction, Monrutaine Steel has expanded an additional two foundries just outside of Rigour. Its blast furnaces are improved with regenerative heat exchangers and rigged for continuous production rather than batch processing. Most of its Bessemer converters are also replaced by Siemens open-hearth regenerative furnaces, which are – if not faster – much more easily controllable, allowing for better production of different steel grades and more exotic alloys, and also less expensive, slashing fuel costs dramatically due to their regeneration process. Less finicky equipment and streamlined processes mean far fewer men are necessary; the company lays off thousands of workers, both to amortize the enormous cost of modernization and to reduce unnecessary pay packets in the future. All is not lost for the displaced steelworkers, however – GLT Industries is driving its railway tracks forward at breakneck pace, and there is an almost-insatiable demand for navvies to work the new railways. Steelmen, strong-thewed from heavy labour and a meat and beer-rich diet, are ideal for the gruelling job of clearing the way, installing the sleepers and laying the steel track itself. - [[b]Event[/b]: The [b][color=beige]Empire of Tara[/color][/b] company [u]Monrutaine Steel[/u] increases by [u]+1[/u].][/list] [b][u]May 10th[/u][/b] [list][*]At sea, the Zellonians maintained a narrow superiority due to a fragmented command between the Kalpians and Osladians. On land, the Zellonians attempted to push back. The [b]Marnish Offensive[/b] had failed and 20,000 Marnish soldiers now pressed hard in the North against the entrenched Zellonians. They conducted no offensive, instead slowly mobilizing and perhaps hoping that the Osladians and Kalpians could finish what they started. In Vorl, King James visited the people there, soldier and civilians alike. The mere presence of King James himself boosted the morale of the soldiers there. [center][img]http://www.worldwar1archive.com/wp-content/uploads/2015/01/Canadian-Soldiers-Cheering-the-King.jpg[/img] [i]Zellonian soldiers cheer King James, Vorl, 1900[/i][/center] He offered no speech, but instead met personally with soldiers at the front. He stayed for three days before retiring east to Zeel, his advisors concerned the filthy Kalpians may attempt to assassinate the King once they realized how close he was to the front. - [[b]Event[/b]: [b]Zellonian Army[/b] receives [u]+15% Morale[/u] for 6 months.][/list] [b][u]May 11th[/u][/b] [list][*]The Zellonian theater, for the first time in ten months, is quiet. Neither the Osladians nor Kalpians prompt an offensive, and the Zellonians begin to believe that the two forces have begun a rapid spiral into chaos, as no new supplies have arrived in nearly three weeks. On the Kalpo-Osladian side, negotiations for a single united command finally begin to finalize. The [b]Kalpo-Osladian Allied Army[/b] begins basic integration practices, with a single unified supply chain and a single two tier command hierarchy.[/list] [b][u]May 12th[/u][/b] [list][*]Negotiations between the [b][color=purple]Tyro-Redanian Empire[/color][/b] and the [b][color=lightgreen]Imperium of Hiron[/color][/b] begin over new naval blueprints. The Redanian embassy, who had only lackluster communication with Aetoria, ended up handing over $9,500,000 to the Hironese in exchange for the blueprints. - [[b]Event[/b]: [b][color=purple]Tyro-Redanian Empire[/color][/b] gains [b]600 Ton Destroyer[/b]. [b][color=lightgreen]Imperium of Hiron[/color][/b] gains $9,500,000.][/list] [b][u]May 13th[/u][/b] [list][*]Zellonian Foreign Ambassador Ben Tarnish arrives in Confluence, Violette. Ben Tarnish, a former cruiser captain, was selected by King James to "sell Zellonian steel for Veletian crowns." He espouses the possibility of Zellonian shipyards construction Veletian ships at a premium. The Veletians, while considered a Great Power who might not enjoy having their weapons of war built by a much smaller power, realize that while more costly, Zellonian shipbuilding was effective. - [[b]Event[/b]: [b][color=lavender]Empire of Violette[/color][/b] receives [u]Zellonian Shipbuilding Invitation[/u] (Any Veletian ship built by Zellonia increases Veletian Naval Training by 2% for 5 years).][/list] [b][u]May 14th[/u][/b] [list][*]Political negotiations in Liubeth, Kalpia begin with the Zellonian foreign ambassador, requesting a ceasefire in the [b]Zello-Osladian War[/b]. The ceasefire request is given a one week timeline. If the Zellonians do not agree to a ceasefire by May 21st, the Kalpians and Osladians will continue the war. - [[b]Event[/b]: The [b][color=pink]Kingdom of Zellonia[/color][/b] must [u]Accept[/u] or [u]Reject[/u] [u]Temporary Ceasefire Request[/u] (by May 21st).][/list]