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The Raydir Sultanate, Commonwealth of Dalem are both accepted. They are Great Powers.
That red commonwealth is best commonwealth


May I have your capital and 5 city names?
No one wants to border my orcs. :D
<Snipped quote by Theodorable>

I would just tone down your "220,000-300,000" estimation. That's awfully high for a European field army of the 16th ce. Renaissance period; most field armies reached 50,000 at most. Only in the following 18th century did 100k+ armies really come into being. The 16th century Italian Wars, being roughly comparable to the era in the RP, rarely saw armies of more than 20,000 go against each other.

But other than that, I like the concept a lot!


Sure!
@Theodorable I'd prefer not to keep to history too much. May I have "Italy"?


??
@bloonewb I don't wish to offend, but I noticed a few discrepancies in my sheet.

* The name should be Raydir Sultanate (missing the r at the end)

* In the income line, you treated it like 2 provinces, when I have 4

* I have 3 province 2s

* In army training, you put 21 + 5 as 27, not 26


Sorry, I'll fix these. Is your map location adequate?
ACCEPTED NATIONS


RULES TO REMEMBER:
-- Every Nation can Build once per turn and Recruit once per turn. These are added to the end of your IC posts.
-- Only the Party in Majority can Pass Policies & Laws.
-- May use Political Support to accrue support for Policies & Laws. Need not be all spent at one time.
-- May use Pass Policies & Laws as much as you like so long as you have the Political Support to spend.
-- May only Build 1 Building per year.
-- May only build 2 Naval Squadrons per year.
-- May only build 50,000 Soldiers per year.
-- Endorse Politician costs $4. [Endorsed Politicians are added during Election Years.]

Liberal: Cultural Policies cost -2. Military Policies cost +3.
Monarchist: Political Policies cost -2. Cultural Policies cost +3.
Conservative: Military Policies cost -3. Diplomatic Policies cost +3.





Raydir Sultanate


Red: Monarchists, Orange: Liberals


Political Support: [Monarchists: 57] [Liberals: 3] [Conservatives: 0] [Elections in 1818]
Agendas
-- Monarchists: Win a War. [+10 Support or -15 Support if not Won]
-- Liberals: Build 2 Buildings. [+3 Support or -6 Support]
-- Conservatives: Expand the Navy (0/3 Naval Squadrons). [+5 Support or -8 Support]
Cultures: [Raydiran: 12,000,000]
Stability: 78%
Income: [12,000,000 Population x 2] = $24/Year
Treasury: $20.
Buildings:
-- Capital Province: [None]
-- Province 2: [None]
-- Province 3: [None]
-- Province 4: [None]
Policies: None
Election: 1818. [Lose 20% of Council].
Head of Army: Mazat al-Mahad [+5 Army Training]
Head of Navy: Unoccupied.
Foreign Minister: Unoccupied.
Army Training: 21 [+5] = 26
Navy Training: 17
Soldiers: 120,000 / 140,000
Navy: 2 Naval Squadrons (Constanti)
Policies & Laws
-- None




Commonwealth of Damel


Red: Monarchists, Green: Conservatives, Blue: Liberals


Political Support: [Monarchists: 21] [Liberals: 16] [Conservatives: 23] [Elections in 1815]
Head of State: King Noud Boek
Agendas
-- Monarchists: Win the Parliament [+6 Support or -2 Support]
-- Liberals: Maintain Colonies [+4 Support or -3 Support]
-- Conservatives: Expand the Army (0/30,000 Soldiers). [+5 Support or -8 Support]
Cultures: [Dalem: 10,000,000]
- [New Dealem: 500,000] [4/100 Nationalism (+3/Year)]
- [Sarya: 500,000] [4/100 Nationalism (+3/Year)]
Stability: 71%
Income: [11,000,000 Population x 2] - [3 (Colony) x 2] = $16/Year
Treasury: $20.
Buildings:
-- Capital Province: [None]
-- Province 2: [None]
-- Province 3: [None]
Policies: None
Election: 1815. [Lose 20% of Council].
Head of Army: Unoccupied.
Head of Navy: Unoccupied.
Foreign Minister: Unoccupied.
-- [Ali Babaccan (Initiative in Conferences). Costs +4 Support]
-- [Feridun Sinirlioğlu (+3 Liberal Support during Elections). Costs +7 Support]
-- [Ahmet Davutoğlu (+1 Army Training/Year). Costs +5 Support]
Army Training: 51
Navy Training: 0
Soldiers: 40,000 / 100,000
Navy: 0
Colonies
-- New Dalem: [Building Slot 1] [Building Slot 2] [Building Slot 3] (-$3)
-- Sarya: [Building Slot 1] [Building Slot 2] [Building Slot 3] (-$3)
Policies & Laws
-- None




Republic of Ibalia


Red: Monarchists, Green: Conservatives, Blue: Liberals


Political Support: [Monarchists: 19] [Liberals: 25] [Conservatives: 16] [Elections in 1819]
Head of State: President Mariano Melgar
Agendas
-- Monarchists:
-- Liberals:
-- Conservatives:
Cultures: [Ibalian: 10,000,000]
Stability: 4%
Income: [8,000,000 Population x 2] = $16/Year
Treasury: $20.
Buildings:
-- Capital Province: [None]
-- Province 2: [None]
-- Province 3: [None]
Policies: None
Election: 1819. [Lose 20% of Council].
Head of Army: Unoccupied.
Head of Navy: Unoccupied.
Foreign Minister: Unoccupied.
Army Training: 31
Navy Training: 25
Soldiers: 25,000 / 100,000
Navy: 3 Naval Squadrons
Colonies
-- None
Policies & Laws
-- None




Heldemar Commonwealth


Red: Monarchists, Blue: Conservatives, Orange: Liberals


Political Support: [Monarchists: 40] [Liberals: 4] [Conservatives: 16] [Elections in 1819]
Head of State: Ferdinand II
Agendas
-- Monarchists: Reconquer Haugesend [+10 Support or -15 Support]
-- Liberals: Grant Danmarans Rights [+12 Support or -9 Support]
-- Conservatives: Expand the Army (0/30,000 Soldiers). [+5 Support or -8 Support]
Cultures: [Heldemarian: 7,000,000]
- [Swadaran: 1,000,000] [4/100 Nationalism (+3/Year)]
- [Norder: 2,000,000] [4/100 Nationalism (+3/Year)]
- [Danmarans: 4,000,000] [4/100 Nationalism (+4/Year)]
Stability: 61%
Income: [14,000,000 Population x 2] = $28/Year
Treasury: $20.
Buildings:
-- Brondholm: [None]
-- Ceda: [None]
-- Narberg: [None]
Policies: None
Election: 1819. [Lose 20% of Council].
Head of Army: Kegan Heinrich [+8 Army Training.]
AVAILABLE:
-- Leopold Gratz [Army Reform costs -20% Less. Costs 8 Support]
-- Jörg Haider [-2 Nationalism Growth when at War. Cost 12 Support.]
-- Joseph Ferstel [All cities receive 5,000 Garrison troops. Cost 4 Support]
Head of Navy: Josef Klaus [1 Free Naval Squadron/Year. -3 Army Training/Year.]
AVAILABLE:
-- Franze Jonas [Heldemarian Army has Initiative where Naval Support is present. Costs 4 Support.]
-- Bruno Keisky [Heldemarian Navy has Initiative in battle. Costs 10 Support.]
-- Leopold Donitz [1 free Naval Squadron per Colony. Costs 3 Support.]
Foreign Minister: Carl Krauntiz. [Select Culture has -1 Nationalism/Year]
-- Karl Leuger. [Liberal policies cost -2 Support. Costs 8 Support.]
-- Bruno Pittman [Selected foreign Culture has +1 Nationalism/Year. 10 Support.]
-- Rudolf Nork [Initiative in Conferences. Costs 8 Support.]
Army Training: 51 + 8 = 59
Navy Training: 16
Soldiers: 60,000 / 180,000
Navy: 1 Naval Squadron
Colonies
-- None
Policies & Laws
-- None
Torguth Orc Clans




Torguth Orc Clans


Nation Intro
The Torguth are a fragmented society of orcs, with over a hundred and fifteen different clans, living in what is known to the world as the Torguthi Highlands. The Orcs, once considered a great threat to the world under the reign of Mognosh the Fyrbrand, fractured with his death on a raiding party in the Deep South. Fragmented, they spend their lives pillaging, murdering and attacking one another. United, they are a threat second to none.

Geography
The Torguthi Highlands cover over twenty-eight hundred square kilometers of fertile pastureland and grassy fields. Due to the sprawling location, the Torguth Orcs breed and expand often without incident. There is also a rather apparent absence of wood here, making it difficult to fabricate any sailing vessels to move out of the Torguthi Highlands. Along the southern edge of the highlands is the Mundath Mountains, which have created a natural boundary between the Highlands and the nations to the south.

History
(Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)

Society
The tribalism of the Torguth Orcs is primitive even by basic worldly standards. A genuine form of Machiavellianism exists in that the strongest rule, and any orc who feels he may be a better leader need do nothing less than challenge a ruler to a duel. Entire clans have risen and fallen on this sole premise alone. Orcs inhabit clans ranging from a few dozen to a few million, and new clans rise and fall with the seasons.

Economy/Industry
The Torguth orcs utilize a base form of Agrarianism and self-sustenance. They expand when necessary, but barter for goods back and forth. One tribe may trade a thousand bundles for two hundred axes, or a thousand slaves for a thousand mounts. This primitive economy has made it difficult for other nations to utilize any form of trading with the Torguth orcs.

Military
The Torguth Clans have four different states: Feuding, Fragmented, United and Warring.
-- Feuding: While feuding, the clans are actively raiding and attacking one another. This is their general disposition and during it, military strength is localized to the various clans.
-- Fragmented: When two weaker clans desire to survive, they may strike an alliance and fight against a third. This form of fragmentation provides unity, but the stress is still internal.
-- United: When a orc warchief rises to prominence, he may possess the cunning or raw and brute strength to unite the clans. United, they are tentatively at peace with one another and the outside war. These periods tend to last for 3-10 years depending on the political climate.
-- Warring: In times past, the Torguth Clans have remained unity and waged war on an external enemy. The average orc stands six and a half feet tall and weighs almost four hundred pounds. Not only are they physically stronger than the average human, elf and dwarf, they outnumber their potential rivals as well. Past historians have noted that if united for long enough and turned against their enemy, few would ever be able to resist the stream of orcish hordes into their territories. Luckily, such states rarely exist for long.

The Torguth Orc Clans number around 6,500,000 warriors at any given time. Though this would be in a Warring Period, and fragmented, the Torguth would only be able to call up around 2,000,000 at best.
With the Sultanate added:

@bloonewb YOU CAUGHT ME.
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