“So gorgeous was the spectacle on the December morning of 1910 when nine kings rode in the funeral of Empress Alissandre de Valle of Sessau that the crowd, waiting in hushed and black-clad awe, could not keep back gasps of admiration. In scarlet and blue and green and purple, three by three the sovereigns rode through the palace gates, with plumed helmets, gold braid, crimson sashes, and jeweled orders flashing in the sun. After them came five heirs apparent, forty more imperial or royal highnesses, seven queens - four dowager and three regnant - and a scattering of special ambassadors from uncrowned countries. Together they represented seventy nations in the greatest assemblage of royalty and rank ever gathered in one place and, of its kind, the last. The muffled tongue of Le Tour d'Or tolled nine by the clock as the cortege left the palace, but on history's clock it was sunset, and the sun of the old world was setting in a dying blaze of splendor never to be seen again.”
-- Excerpt from Salute to the Fallen (1910)
A game of colonization, nationalism, industry and politics.
Background
In Salute to the Fallen, you represent a nation, poised in the early 20th century of a fictionalized world similar to ours. Your nation will have colonies, industries, soldiers and a budget. You'll need to balance these, take risks, make alliances and start wars to fight. This is a game where you can be destroyed. You can expand. You can win, you can lose. The narrative here is crafted by the players and Seasonal Events created by me--the GM.
Some important facets of this game are Ethnicities, Militarism, Economics, National Politics and Technology.
Game Mechanics
Nation Creation: You are responsible for crafting the basis of your nation as a cultural and political entity. The intricacies of your nation however are generated with a Random Number Generator. This is a Play the Hand You're Dealt policy that forces you to play to your nations strengths.
Major Arms Company Name: Major Naval Shipping Company Name: Major Industrial Company Name: Nation's Major Bolt-Action Rifle: Nation's Primary Artillery Piece:
RULES OF THE GAME
- Population: This is how many people live in your nation. Measured in the millions. - Manpower: This is how many able bodies you have to recruit into your nation, begins as 1% of your nation and grows at +1,000 a month. - Prestige: How your nation is seen by others. Prestige effects the following: * Spheres: Prestige x 3 = Maximum number of Spheres. * Tech Boost: Every Prestige over 10 increases your chance for discovering a new tech. - Naval Tonnage: How much naval tonnage you can build at one time. - Naval Supply: How many ships each naval theater can supply.
1. There are five types of Population: Bureaucrats, Militarists, Laborers, Farmers and Specialists.
I. Bureaucrats are the political, possibly aristocratic class of your nation. They represent the upper class. For every 1,000,000 Bureaucrats in your nation you generate +1 Support.
II. Militarists are the jingoists, clambering for war and expansionism. For every 500,000 Militarists in your nation you generate +1 Militarism and +1,000 extra Manpower per month while at war.
III. Laborers are the workers in the factories all around your nation. For every 20,000 Laborers in your nation you can run 1 Factory Complex.
IV. Farmers are those who toil the land and fields for your nation. For every 500,000 Farmers in your nation you generate $5,000,000 and +1,000 Population growth.
V. Specialists are specific workers who are experts in their respective field. For every 10,000 Specialists you can run 1 Specialist Industry.
Your industrial base will start small. There are a plethora of different factories and companies, with a specific function and cost.
I. Armaments Factory ($42,000,000): This factory is used to build rifles, machine guns and artillery.
II. Railroad Consrtuction Company ($46,000,000): This is a company designed to expand your nation's rail network.
III. Automotive Factory ($61,000,000): With automobiles becoming all the rage, producing vehicles to sell is a lucrative idea. In times of war, this factory can easily be retooled to build armored variants. - Can build Armored Cars. [Requires Retooling] or - Can build Automobiles. Generates [$500,000 for every 1% Roads in your country]
IV. Colonial Charter Company ($26,000,000): If we expect our colonies to become profitable, issuing a colonial charter company is a good way to start. They manage and administer colonial resources, sending them back to the home country.
V. Aviation Mechanics Company ($71,000,000): So intricate and complicated are they, the engines of the aircraft must be designed and built separate from the aircraft. We can build those here. [Requires Specialists]
VI. Airframe Manufacturing Company ($90,000,000): Building the airframes of the aircraft that will be soaring above our skies is performed here.
VII. Basic Goods Factory ($38,000,000): Designing furniture, toys and basic appliances. These factories generate $20,000,000 a month.
VIII. Munitions Factory ($46,000,000): Manufacturing artillery and small arms ammunition will be essential to supply our soldiers for combat. [Requires Specialists]
Resources are extremely important. They are represented in the game in various amounts.
On the 1st of every Month you Collect Homeland Resources and Colonial Resources.
1. Coal: This is required to run our industry. * Factories require 60 tons of coal per hour, or 720 tons/month. * Naval vessels require coal to use as well [Ship dependent].
2. Grain
3. Cattle
4. Rubber
5. Iron
6. Oil
7. Tea
8. Precious Stones
9. Coffee
10. Silk
Every month you'll need to choose how much to invest in your nation. - None requires 0% of your Monthly Budget. - Low requires 1% of your Monthly Budget. - Normal requires 2% of your monthly Budget. - High requires 3% of your monthly Budget. - Very High requires 4% of your monthly Budget.
Here's the sectors of research and growth.
NATIONAL TECH - Industry - Education - Agriculture - Business
ARMY TECH - Army Officers - Small Arms - Artillery - Army Tactics - Logistics & Supply
There are fifteen technologies, so by keeping them all at Low it requires 15% of your national budget. Instead of calculating each one individually. Calculate the overall percentage and add it up into a single, whole number.
This is how you conduct your nation at the beginning of every month.
Kingdom of Massau [2,100,000 Population | 1,000,000 Bureaucrats | 250,000 Militarists | 100,000 Laborers | 750,000 Farmers | 0 Specialists]
Political Support is generated by Bureaucrats and is used to govern politically. These are the following abilities that can be done via Political Support.
-- Guarantee Nation: (3 Support, multiplied by two for every additional nation after the first): This will guarantee a nation's independence against outside aggression.
-- Sphere Nation: (6 Support, multiplied by two for every additional nation after the first): This will add a nation to your political sphere, granting you access to 25% of all their resources.
-- Non-Aggression Pact: (5 Support, multiplied by two for every additional nation after the first): Lasting three years, both nations agree not to declare war on one another. Breaking this causes +8% Unrest and -5 Prestige.
-- Declare War: (1 Support): This will put you at a state of war with another target nation.
NAVAL ACTIONS -- Build Locally: Allows you to build a ship in your own local shipyard. Only limitation is your existing Naval Tonnage. You cannot build a ship heavier than your existing Naval Tonnage. First ship of a design costs 20% more.
-- Build Foreign: Allows you to build a ship in a foreign shipyard. First ship of a class costs 20% more. Foreign yards receives 20% of the profits.
-- Expand Naval Tonnage: Will allow you to build 1,000 more tons. Costs [Current Tonnage x $5,000,000] and requires 6 months.
-- Expand Facilities: Will allow you to supply more ships in a Naval Theater. Cost is [$25,000,000] for the first level. Each additional level costs an extra $5,000,000.
-- Mothball: Will allow you to mothball any number of ships. Maintenance costs is decreased by 75%.
-- Refit: Allows you to upgrade an existing ship. Cost is dependent.
ARMY ACTIONS -- Conscription (4 Militarism): Can Conscript 50,000 ($25,000,000) or 100,000 ($75,000,000). Finishes in 30 Days + -30/+30 Day Modifier. Generates 3% Unrest.
-- Recruitment Campaign (1 Militarism): Will recruit X,000 of men. Modifier is 1d20 - Unrest and + Prestige.
-- War Plan (3 Militarism, multiplied by two for every additional nation after the first: Select a target nation. This creates a War Plan in the event of war against that nation. It starts at 50% and degrades 1% a month until dissolving at 0%. If war is declared between these two nations, whatever state the War Plan is at, adds that same percentage to your nations Preparation bonus.
NAVAL DESIGN -- [Class Name]: What will this class of ships be called -- [Ship Names]: Minimum of 3. -- [Classification]: Minelayer, Destroyer, Light Cruiser, Armored Cruiser, Battlecruiser, Battleship, Merchant] -- [Tonnage]: See Tonnage* below. -- [Main Gun]: Select [Light, Medium, Heavy, Super Heavy] -- [Secondary Guns]: Select [Light, Medium, Heavy, Super Heavy] -- [Intended Range]: [Short, Normal, Extreme] -- [Engine]: [Reliability, Normal, Speed] -- [Armor]: [Light, Normal, Heavy] -- [Accommodations]: [Cramped, Normal, Luxurious]
TONNAGE -- Minelayer: Between 250 and 550 tons. -- Destroyer: Between 550 and 850 tons. -- Light Cruiser: Between 4,000 and 5,200 tons. -- Heavy Cruiser: Between 8,000 and 12,000 tons. -- Battlecruiser: Anything above 16,000 tons and your Naval Tonnage. -- Battleship: Anything above 16,000 tons and your Naval Tonnage.
ARMY DESIGN - Weapon Type: (Rifle, SMG*, Machine Gun*, Field Gun, Heavy Artillery, Armored Car*, Landship*) - Weapon Name: (1 Name for each 1 Arms Company you have) - Development Window: Select 1, 4, 6 or 12 months. - Reliability: Select [High, Normal, Low] - Simplicity: Select [High, Normal, Low] - Quality: Select [High, Normal, Low]
Naval Theaters - Inner Sea: The sea comprised of the Blutlander Peninsula, Thecia and the North Coast of Serranthia. - Open Northern Sea: The sea comprising the Northeast coast of the Continent and the Republic of Zellonia. - Northern Faresian Sea: The sea comprised of the Empire of Fusan and the frigid waters of the North. - Southern Faresian Sea: The sea comprised of the Faresian Islands. - Southern Serranthian Sea: The sea south of the Serranthian continent.
Naval Supply Every Theater has a Naval Supply indicating how many ships it can support. Your ships will suffer if they can not be properly supplied. Use the ActionExpand Facilities to increase your Naval Supply.
ASW & Shipping Patrols Each nation with a navy also has a ASW & Shipping Patrols: For every 5 Merchants you have in Free Trade you must allocate at least 1 Destroyer or 1 Light Cruiser.
Commerce Raiding You may assign any amount of ships, including submarines, to Commerce Raiding in any of the five Naval Theaters.
Assignment A ship is assigned Active Fleet, Mothballed, ASW & Shipping or Commerce Raiding.
Fronts: During a land war with enemy nations, certain fronts will exist. If you share a land border, this will certainly be one of them. Each Front will have the following assignment:
- Armies: The forces present in this front. - General: The man in command of these armies. - Doctrine: The selected doctrine on this front.
You also have the following actions during a Land War:
-- Invasion: This will create a naval invasion to open a new front. For every 5,000 troops involved, you must dedicate 1 Merchant as a troop ship.
The following doctrines are among those you may select. These may be changed once per month:
-- Offensive: A general call to attack. A preliminary artillery barrage followed by an offensive march across the front. -- Advance at All Costs: A shorter, more intense artillery barrage is met by a concerted attack with the majority of our forces. While taking more casualties, we run a much higher chance of defeating the enemy positions. -- Dig In: Our troops at the front will dig in, placing defensive fortifications where necessary. We overload the front here, ensuring the rear is protected. -- Defense in Depth: -- Scorched Earth: -- Active Resistance: -- Counterattack:
Nation Name Valais -- Valleyland (in commontongue).
Ethnic Peoples The Valais, or the People of the Valley.
A common slur is the lowpeople.
Ethnic Description The Valais are a fair people, though nondescript. Known for an exotic accent uncommon in the rest of the land, their exterior is a combination of those neighboring lands, and through mixtures of these genes come anomalous different physical looks. The Valais, thus, are a boring people, of plain complexion.
Culture This should be your biggest section. The cultural customs, imports, exports, styles of dress, favored foods, art, music, and other facets of your nation. Include everything from the customs (Raising hands instead of shaking them) to the reasons behind them (Originally to prevent disease, now simply customary.) If any districts of your culture are particularly different from the others, include that in indents, as well as any particular stereotypes or common views of your people. The more detail, the better.
History The history of your nation -- Roots, involvement in The Great Uprising, the great house's founding, and so on. The seven kingdoms were originally divided up by Ardall's seven generals, though since then many have been usurped by a lesser house, so go with either backstory.
House Name House Arlais.
House Members The house members we’ll see. Don’t worry about listing any quadruple-removed half-cousins.
House Words "For Love and Laughs"
The Valais are a culturally hedonistic people--preferring the taste of grapes over the work of crushing wine and the luxuries of reading great works as opposed to fighting over their mean. While not all who live in the Valleyland are of House Arlais, the house words have always uttered true. The world has many meanings but few purposes. "While we're here," a lowperson might say," "might as well have fun." Among these are love--the romantic connection, the penultimate chase and laughs--the cheerful seconds where all is right, at least for a little while.
House Sigil
House Seat The Great Chambers is where House Arlais resides, built into the city of Jardin. They are a warm, cozy establishment that serves as both the military garrison of the city as well as it's political headquarters. Rumor is that it has a myriad of secret passages built into the mountain as well.
House Heirloom "Les Jardins d'Arlais" are an encased arrangement of vividly red roses. They reside in the Great Chamber at Jardin themselves, and they are unique in that they wither and bloom seasonally without any external aid. "So long as the flowers bloom," the tales say, "House Arlais will bloom as well." They are enraptured within an embellished glass jar and have not moved in many years.
House Themes -- Roses -- Wine glasses -- Shades of red (preferred garment colors) -- Books/Writing
Capital City The capital city of Jardin is a nebulous cityscape surrounded on three sides by mountains. Often considered "L'etat de Jardin," it exists almost separate from Varlais as it is so isolated--linked by a single mountain road that goes up into the mountain crest.
Jardin is built into the mountain, where the Great Chambers reside. Some even suggest it goes all the through to the coast, but this is mere legend. Trading outposts and military barracks, housing and bathstations alike are all built right into the stone of the mountain.
Banner Houses House Loreaux: Lorded by the Count de Loreaux, House Loreaux is the militant arm of Valais, and Varlais is one of the few lands where the majority of its bannermen hail from Loreaux and not Valais. House Loreaux is also along the Estfront, where the lands are most endangered by other ambitious house.
House Recey: A small house that has cultured ties to Varlais, Recey is championed by the Hanged Man, Le Petit Roi Albert de Recey (the Small King Albert of Recey), who maintains the honorary title that his forefather once held in an uprising against Varlais. House Recey owns the Barren Keep, which is one of the primary defensive postures in the march to Varlais' hinterlands.
House Vieussan: House Vieussan is the longest reigning house in Varlais, usurped when the great wars ended and Vieussan emerged on the 'wrong' side. With their original lineage executed, House Vieussan is a loyal pledge, but many believe they are ambitiously waiting for their time to strike and retake what they consider was rightfully theirs. House Vieussan is a bull on a great yellow field and their motto is "Stronger Alone."
@Theodorable@ethanjory Alrighty, Theo gets the west and Ethan gets the southeast. Unless Terminal stays disappeared, then Ethan gets the lowercase x. I'll get started on that official map. If either of you have any questions, feel free to post 'em here or PM me. As of now, additional applications are closed.
Nation Sheet Template Name:Empire of Mille-Sessau Demonym: Sessauan Head of State: Empress Alisandre de Valle (age 71) National Religion: Mithian Modernism (practical, polytheistic materialism) Population: 79,000,000
Description:
Mille-Sessau stepped into the war's greatest military conflict as easily the most dominant nation in the known world. With over seventy-eight overseas colonies, departments and island holdings, Sessau carved a path through the world from the 16th to the 20th century with armed colonialism--the literal policy of planting flags in resource rich areas and maintaining order at the point of a bayonet. As nationalism ramped up however, Sessau turned to imperialism, installing viceroys and native governors to sustain her overseas territories.
Now, she maintains her far flung empire by the very skin of her teeth, employing the Sessauan Black Army and the Black Fleet, the latter of which is the largest and most competent--albeit aging--fleet in the world, to keep international trade lanes open.
Government:
A constitutional monarchy is a form of monarchical government established under a constitutional system which acknowledges an elected or hereditary monarch as head of state. Modern constitutional monarchies usually implement the concept of trias politica or "separation of powers", where the monarch either is the head of the executive branch or simply has a ceremonial role. Where a monarch holds absolute power, it is known as an absolute monarchy. The process of government and law within an absolute monarchy can be very different from that in a constitutional monarchy.
National Anthem:
A Land of Many, a Land of One
Economy:
(Just describe the major industries and how they are organized.)
Geography:
Demographics
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Notable Locations
(An overview of important cities, military bases, political prisons (if any) and World Conclave Historical Landmarks (which is to say, along the lines of the Taj Mahal or the Pyramids at Giza))
Regime Personalities and Factions
(Important people in your country; leaders and the such, people that factor heavily into your RP. At the very least, the leader, your WC delegate and major political parties/factions if one party state.)
Institutions
(Major institutions of the nations, such as legislative bodies, corporations and, most importantly, the military.)
Military Numbers
Active Duty Component Total: [UNDER CONSTRUCTIONS] Army: [UNDER CONSTRUCTIONS] Navy: [UNDER CONSTRUCTIONS] Air Force: [UNDER CONSTRUCTIONS] Other: [UNDER CONSTRUCTIONS]
It'd be nice to have a region of powers akin to China in there, because post WWII in Asia was a time of great tumult and it gets overlooked. If we get some superpowers that can have a really tough debate internally and internationally about what the policies should be, as well as some colonial history, we could probably have an RP right then and there with that as the focus.
We just need a France. A former imperial power holding on by the fingernails and unwilling to give up for reasons of economics and national pride.
Am I in for one of the two super powers? If so, I can be either communist or capitalist, although an Imperialist superpower would be interesting (Think if the U.K. remained a global superpower and the US isolationist?)