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Age of Imperialism - Conscription Thread

21K views 454 replies 22 participants last post by  Midge913 
#1 · (Edited)
Age of Imperialism
As a new century dawns on the people of Europe; a new age: an age of empires, new governments and new world comes with it. The 19th century will be one of new technology, industry and of course; new empires. It is time to lay down your sword, and pick up your gun; the age of Imperialism is here.
~~~~~~~~~~
Although Heresy may be quite against conquest Role plays but I have given this one a lot of time, thought and effort. I am determined to make this work and go well. The Age of Imperialism is a Role play set in the mid/early 19th century where the player will take the role of the leader of a fictional nation and guide it through the era. In this case the players will be leading a country that never existed, and the other countries that did: Great Britain, Germany, France etc will not be around in this role play. However that does not mean that some cultural and locations won’t be in the game. For example you could have The Empire of salsquas, the ethnic groups in that empire being the salsquas and Spanish, if the empire had territory in parts of Spain.
In short the map, the area of the role play is set is Europe, has been wiped clean of nations and it’ll be your job to put some new ones in there.

The Rules
1. Respect the choices and decisions of the other players, if they feel the need to massacre an entire culture don’t rant on about it, declaring war is a lot easier.
2. If you find another nation has moved troops inside your border, don’t get angry; you can declare war on them and because the said empire attacked you without a formal declaration of war none of their allies may help them. This is because they have shamed themselves with such a dishonourable move.
3. Although it’s a little difficult in this game, no god modding at all.
4. If you’re not accepted into the game then don’t about it.
5. You’re not a nation of hardened veteran super soldiers, you have your limits and war isn’t the only way to achieve power or territory.
6. Do some role play, don’t just say “my guys are moving here” actually role play it: give detail about the event from the account of your nation’s leader, a civilian at the scene or perhaps one of the soldiers.
7. Enjoy yourself.

Creating a Nation & its leader
Below is an example of how to design a nation and a leader to go with it. All examples will be in Italics. Please note that due to death, abdication and rebellion that you will be lucky to keep the same leader throughout the game.
Name: King Wolfgong Erberstack II (The name of your chosen leader, make it fit with the culture he comes from and what government your nation has. For example: a kingdom would have a king/queen a democracy would have a president)
Age: 59 (I shouldn’t need to explain this bit)
Background: Erberstack was often bullied when he was much younger, out of the large royal family he was the weakest and with four brothers in front of him, there was no way he would take the throne. However they all died from a mysterious virus he was named the next king. (That should be the minimum amount of info in this section, but feel free to include as much as you want)
Ideals: Unlike his father, who still had he head stuck in the Old ways of the monarch and feudal systems. Erberstack has allowed modern ideals into his nation, meaning it can grow and prosper. However he is still a keen Monarchist. (Basically explain how your leader thinks the nation should be run)
Appearance: (you may use pictures and/or text in this section)



There is an example of a leader in this role play, now I’ll show you a nation. The government and ideals of this nation can also change due to the reasons above.
Name: The Kingdom of Austro-Germany

Flag: (every nation has their flag, describe yours with text or pictures. You will need some kind of flag to distinguish you on the map)
Government:Kingdom (Governments avaidable: Kingdom, Empire, Republic, Communist dictator, Facist Dictator, United States, Federation, Tribal Nation, Revolutionary. If you want more detail of the government types just ask, however these are somewhat vague because each type has a sub-category which you may explore. Or create your own!)
Background:The Kingdom of Austro-Germany was offically created when wolfgang Erberstack’s father: Hans Erberstack III managed to get a claim to the throne of Austria and absorbed it into his own kingdom. However a series of nationalist rebellions rose up, Hans was forced to destroy every one of them; causing discomfort within the nation. To aviod the same happening he renamed to the country to the Kingdom of Autsro-Germany, thus making the Autrians feel much more wanted. (describe the history of your county, prehaps it’s a long-standing empire? Or a newly formed republic? Explain!)
Current state: Despite the unification of the two people there is still unrest within the nation, and without Hans III to guide them the entire country could split into two. (What is the current state of your nation? Please note it won’t always be in a state of economic growth or something nice, mass rebellion perhaps? An oppressed population maybe? You decide)

A note on Government types: Just because your government is an empire doesn’t mean your leader will be in favour of that government. Perhaps he/she wants the country to become a democracy? By the way, in case you don’t understand a few government types, here they are.
Tribal Nation: Usually ruled by the most powerful tribe these nations are kept in place with family, religious and ethnic ties. They are generally considered to be uncivilised counties who have yet to establish and official Government.
Revolutionary: The best example of this is probably post-revolutionary France when the monarch had been removed and no one really knows what they want. The country is usually led by whoever can control it for the longest. There is no telling how long this will last; it could end with the country being split in separate states or until a one group managed to defeat the rest.

Armed forces
Although war isn’t always the way forward you’ll need soldiers to protect your country. Each army in the game will have the same strength and numbers and it will be down to military tactics, terrain and morale to win a battle. If you feel like you need to use two armies together to win a battle go ahead. Each Army consists of 10,000 soldiers; this number is only for the purposes of battle losses. There are four types of army you can build in this game, here they are.
Cavalry Division: 6000 Cavalry, 4000 infantry. The speed and brute that a cavalry Division provides it excellent in attack, this meanings they gain +2 bonus when attacking an enemy army. (See the next section on how combat works)
Artillery Division: 4000 Engineers, 6000 Infantry. Because of the effectiveness of Heavy Artillery defending locations is now easier. They gain a +2 bonus in defence.
Infantry Division: 7000 Infantry, 2000 Cavalry, 1000 Engineers. An even balance of defence and offense, this division gain +1 bonus; in attack or defence.
Conscript Division: 10000 Infantry, in the time of great urgency every province of land, under the orders of their leader, can hastily assemble an army of Conscripts. To protect their homeland, however they have poor morale and barely any training, as a result they gain -2 to the score of the battle.





The Battlefield
In this section I will describe how a battle is fought, battles in this game are won with tactics, terrain, troops and leaders. For the sake of simplicity and the understanding of players the battle system isn’t to complex, and works on Variables. Firstly we have the two armies and the terrain they’re fighting on. In this battle we have the Kingdom of Austro-Germany versus the Republic of examples.
Kingdom of Austro-Germany – II Infantry Corps
Stance: attacking Division: Infantry Division Morale: 100%
Republic of Examples – 1st Artillery Regiment
Stance: Defence Division: Artillery Division Morale: 100%
Terrain: Hills
Firstly we need to establish the variables of the battle, this is the way you decide the winner of the battle. The aftermath and the casualties will be decided by me depending on how well, or badly the battle went. Blue variables will only apply to defenders, and red variables will only apply to attackers, green applies to both.
Terrain Variables
Plains: +2 to Cavalry Farmland: +1 to Infantry
Forest: -1 to Cavalry, +1 to Infantry Hills: +1 to Artillery
Desert: +2 to Infantry Mountains: -1 to Infantry and Cavalry
Beach: -1 to Cavalry, +1 to Infantry Urban: +2 to Infantry, +1 to Artillery
Other Variables
Morale below 50%: -1 to all Morale below 25% -2 to all
Cavalry Division: +2 to all Artillery Division: +2 to all
Infantry Division: +1 to all Conscript Division: -2 to all
Overwhelming force: +1 to the bigger army
The Battle
II infantry Corps: +1 Infantry Corps
Total Score: 1
1st Artillery Regiment: +2 Artillery Division, +1 Hills
Total Score: 3
As you can see the 1st Artillery Division won that battle by 2, so the battle Report would look something like this:
II Infantry Corps
Morale: -30% Casualties: 1488 Infantry, 221 Cavalry, and 290 Engineers.
Total Casualties: 1992
1st Artillery Regiment
Morale: -2% Casualties: 289 Infantry, 65 Cavalry, 79 Engineers
Total casualties: 433
The losing army would then retreat into friendly territory and after a period of time they would regain morale and lost troops.

Occupation
If an army manages to hold an enemy territory for one turn then it is occupied, if one nation manages to occupy all of another nation’s lands then the occupied country is beaten. Meaning the invaders may demand pretty much anything from the defenders; such as land, soldiers, colonies; be imaginative! However, later on another country (if part of the defenders nation has been taken or the entire country annexed) may fight to free the defenders meaning they are their own country again.
Colonies
Colonization is the passive way to claim land, and it’s a lot easier. During your post simply say: “I want to colonise here” and wait two turns, then you’re done! It’s that simple. However you can only colonise one province of land at one time.
Diplomacy
During your post you will have a chance to carry out diplomacy with other countries. The most common actions you can take will be declare war and form an alliance. However there are not set limits with this, you can request just about anything; you could request some land, or armies to help you in a war. However for the diplomacy to work you need the other nation to accept.
Not-so-random events
The not-so-random events are a little way of making the game a bit more interesting; every update you’ll be given a not-so-random event that has been tailored to your country. For example if you have a population of say, Swedish people that you have oppressed and generally ground into the dirt, then they might rise up against you or stage a rally. You could react to this in different ways: kill off the ringleaders, send in soldiers or ignore it. Whatever you choose will have an effect on your country and its people.
World events may take place that require your attention and effect every nation, not just your own.
The World Map
Here is the world map, if you nation is allowed into the role play then I will choose three suitable provinces for you to start off with. You may request certain areas if you like, that does not mean you will get them.

(world map to be added shortly)
Well that just about covers it…
I hope I’ve managed to cover everything I hoped to put it, by the time this goes on heresy I’ll probably have realised I’ve missed out an important aspect of the game. Things like how posts will work and other details will go up onto the action thread, anymore writing will just bore people to death!

This thread currently supports: link

Update 1.1! (this overrules any previous statements)

Industry

Having gone over the requisition system I decided to add a form of industry for the game, instead of gaining requisition from provinces they will be gained from farms and railroads. As standard you will get a few areas of farm which will provide a basic supply of Requisition, from there it’s up to you what you spend it on.

Farmland will provide one requisition every turn, where as a railroad will provide two every turn, simple. Now led me show you what you can buy with your requisition:

2 requisition – upgrade any province (excluding desert, mountains, farmland and urban) to farmland.
3 Requisition – Upgrade any farmland to a railroad
2 Requisition - Fortify any province, which will add 20% more morale to friendly troops. (Please note that fortifications can be destroyed)
3 Requisition – upgrade any fortified province to a Fort, any friendly troops stationed there will get an extra 1+ to battle score. . (Please note that fortifications can be destroyed)
2 Requisition – Build a port on any coastal province (allowing you to build transport fleets at this province)
3 Requisition – Build a Naval base at any port (allowing you to build Combat fleets at this Province)
3 Requisition – Build any land Division
2 Requisition – Build a transport fleet (only at port or naval base)
3 Requisition – Build a combat fleet (only at port or naval base)

As you can see the different building types come in two ‘tiers’ with each providing a bonus in different ways, the third ‘tier’ will become available later and will provide a unique bonus. With the old system of everyone just getting requisition from provinces wouldn’t work because: everyone begins with the same amount of provinces and colonises at the same rate. So everyone would get the same amount of requisition and become evenly matched. Whereas with this different people will follow different routes, one player might focus on railroads while the other on forts, and of the course someone else may split between them. Nifty, right?

Naval Warfare

Ok, so naval warfare is here and works the same way as war on the land, with combat scores. If you look at the new map then you should notice that the sea has been sectioned off into ‘seas’ so you won’t all be moving around in the same messy blob. But now it’s time to introduce the ships and we have two: Transport and combat fleets:

Transport Fleets
They do exactly what they say on the tin; these fleets can quickly transport land armies across the ocean but are incapable at fighting sea battles, although they are quicker than combat fleets, Contains 20 ships.
-1 when fighting combat fleets

Combat Fleets
Your primary fleet for blockading (‘see’ below, ha ha) and sea battles and are much tougher than transport fleets, Contains 20 ships.
Combat fleets only take -1 modifier when fighting in the open ocean.
Modifiers:
Less than 10 ships: -1 to attack and defence
Open Ocean: -2 to attack and defence
If a combat fleet is blockading: +1 to defence

Overseas Colonies

Before your nation had to adjacent to an unclaimed province to colonise it, well I’ve scrapped that rule and introduced a new one. Firstly send a transport fleet to the colony you wish to claimed and thereafter it will be ‘stuck’ there for one turn and after that one turn the land will the claimed and the ship can move freely. If you happen to be in a war situation and an enemy army moves onto the said land, the colonisation stops and the fleet is free to move.

Government focus scrapped

I have decided to scrap the government focus, it’s not all that good to be frank but colonisation only takes one turn, yay!

Occupation rules changed
Well, they haven’t really been changed but the occupiers can now smash things, but to prevent them from totally ruining your economy they have to pay requisition to smash certain stuff. Say player A wanted to destroy Player B’s fort, it would cost him half the requisition used to pay for it. If it’s a decimal then round it to the highest number; 1.5 is half of three so it would be 2, if it turns out to be a 0 then just add one, simple! However, you can only smash one thing per turn. However, if you want to claim the said land via war then I advise not to smash anything.

Players:
Farseer Darvaleth - The Holy Kingdom of Winterreise led by Crusader-King Donatus von Blacke

Rems - Akkadian Empire led by God-King Sargon of the Akkadian Dynasty, fifty first of that name, King of Kings, Regent of Heaven, Divine Vessel, Celestial Son, Namer of Men, Keeper of Truths, High Judge of Law Satrap of Akkad, Babylon and Syria, Master of a Million Men, Master of Horses, Commander of the Chariots, Guardian of Akkad.

Thebluemage2 - The Realm of Izgurka led by Heffin the Logical

Bane_of_kings - The English Empire led by
Emperor Mycroft Northwinson II

Romero's Own - The United States of Caledonia led by
President Alexander Grovinsky

Jackinator - The Religious Republic of Equas led by
President-Cardinal Thomas Marechal

Akatsuk13 - The Darcsen Empire led by
Voivode Konrad Siegfried Vykos

Yru0 -
Empire of Hiigara led by Emperor Oda Nokubura

brendxb -
Illyrian empire led by Supreme Commander Johansson Mclanahan

Anilar -
Kingdom of Vendsyssel led by King Andrew Anchor Olsen the 3rd
 
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3
#2 ·
An interesting idea. Will have to give this some thought. Just reading your introduction, im thinking there is missing some fortification options, which is paid for using requisition.
 
#3 · (Edited)
Ok, as of the 16th June 2012, I have converted this post into something useful. Hopefully Anilar will delete his post above. :grin:

A quick rundown of Cultures - these are all the cultures currently present in AoI

Parisans
Parisans are the name given to the people who live in the area around and in the Paris Committee, They can be compared to the real-life French and generally have real-life French names and suchlike.

Turkmen
The Turkmen people AoI's equivilant of turks, although they are not exactly the same. Turkmen are a friendly race of people who generally don't ask for much, because of this they opt for simple lifestyles. They are found in the Turkmen Federation, the Darscen Empire and the Akkadian Empire.

Gauls
They are the dominant culture throughout western europe, living in every nation in that area. These Gauls are essentialy the same people who ceaser fought against over 2000 years ago, although in real-life it is a dead culture here they are one of the oldest races of people in Europe.

Celts
The word Celts is a term used to group the people of Scotland and Ireland into one culture, in AoI they share alot of similaties which is why they decided to form one nation, the Cletic Union. The Celtic language is extremely similar to Gaelic welsh.

Estonians
Suprisingly, Estonians live in Estonia which, currently is a colony of the Kingdom of Vendsyssel. Unlike many cultures in europe they are not sueing for independance from there colonial masters. Instead they strive to please all they meet and aid them in whatever way possible.

Izgurkans
A long time ago the Izgurkans were struggling for indepedance, and now they live in a fledging empire. Izgurkans hail science as if it was a god, while all other relgions now part of the Realm of Izgurka face discrimination.

English
The English, typically, live in England. The rich enjoy an easy lifestyle with fine wine and good food while the poor sweat their backs over hard labour. One the whole the English have alot of faith in their royal family, but that was only thanks to Mycroft Northwinson II.

Kierrans
The Kierran people reside within the safe confines of the Religious Republic of Equas, they are the decendants of wealthy europeon missonaries who came to Africa many years ago. They are profoundly christian, and consider themselves above the hundreds of minoroity groups in Equas.

More to be added soon! PM me if you have any information on your culture!
 
#5 ·
I'd love to join up, always desperate for one of these types of RPs to get off the ground; but I've already taken on more than I think I can chew :( all the same praise for the setting and the thought put in.
 
#9 ·
YES!!!!

Things are happening!!!

I know its a lot to take in but just keep going. If your having trouble google some of the nations from the 19th century. If you have any specific questions PM me or post here.
 
#12 ·
This RP is set around the 1850s, give or take a decade or so. All the nations will be entirely fictional but you can base them off exsisting nations, or ones that did exsist. I could put another example up for you if it helps.
 
#13 ·
Leader

Name: Crusader-King Donatus von Blacke

Age: 36 years

Background: Donatus is the current monarch in a long line of von Blackes, all of whom have born the title "Crusader-King". This title was granted to the first monarch of Winterreise when the kingdom was founded, as a recognition of his divinity. The Crusader-Kings are both heads of the state, and heads of the religion in Winterreise, which is devoutly Catholic. Donatus' father was just as popular as every monarch of Winterreise, for the Crusader-Kings rule not only with the mantle of a king, but also with the mantle of God, thus almost guaranteeing the order of the Crusader-King's subjects. Donatus' father died in a terrible accident whilst touring one of the cities. The entire kingdom mourned his loss, and the Churches and Cathedrals were flooded with grief-stricken people; Donatus himself leading the ceremony.

Upon his coronation, Donatus' first official act was to marry Lahnea Herselle, who became Queen Lahnea von Blacke. Whilst the Queen cannot rule alone and his little in the way of royal power, the two support each other, and Lahnea has already birthed two children, both sons, to continue the von Blacke line.

Ideals: Like his father before him, Donatus is highly devout and believes in the expansion of the Church and the establishment of a Catholic super-state. Donatus is unafraid to use the armies of God to achieve this goal, and will not hesitate to call a Crusade if he deems it necessary; even against other Catholic factions, if their faith is found wanting. Donatus is extremely determined, and has an unshakeable conviction, but also appreciates the need for diplomacy and the well-being of his subjects; and like his predecessors, he has found faith to be a powerful tool in keeping his kingdom loyal.

Appearance:



Nation

Name: The Holy Kingdom of Winterreise

Flag:


Government: Kingdom

Religion: Zealous Catholicism

Background: The Holy Kingdom of Winterreise has a proud history of loyalty and unswerving faith in the Lord. It was established in the 15th century by the first Crusader-King, Harman von Blacke, whose line has continued ever since. The people of the Kingdom are incredibly devout in their following of Catholicism, and many Churches and Cathedrals have been built to worship the Lord. Priests spread the Word of God through the towns and villages, and great conclaves of Bishops gather in the Ecclesiarchy of Cardinals, all of whom answer directly to the Crusader-King, as leader of the Church and State, as Pope and King respectively.

Current State: The Kingdom stands ready to carry out the wishes of the representative of Christ, be it a mighty Crusade across Europe, a push into greater heights of Industry, or the pursuit of peace and the spreading of God's Word through diplomatic channels and alliances. Whichever path the Crusader-King chooses, then his people will follow him.

--------------------------------------------------------------------------


I hope this is acceptable; will we have any starting forces available? If so I would prefer to have a majority of Infantry Divisions. Also, if I can have the choice, I would like to have the Southern half of what is, in our world, Italy, as my starting area.


Something went wrong with this post earlier... I hope this one won't get deleted!
 
#14 ·
I love it, your in for sure.

You are aware this is set in the time of muskets and brightly coloured uniforms rather than knights and there armour?

If yes then I undertstand, it took a long to time for the people of the world to come to terms with 'modern' combat, or to put it bluntly: "a gun is much better than a sword"

reguardless, your in.

btw, would you like to be around southern Italy (the 'foot' as it were) or Rome?
 
#15 ·
The "foot" if possible... I'm sure I'll conquer Rome in due course. :laugh:

Can we name/rename our provinces? And, as has been said, spend points on defences?

Oh, and yes, whilst my Infantry won't use guns (huzzah for swords) I'd like to think that their determination and faith will make up for it (so for the sake of simplicity we can just make them equivalent to other infantry, perhaps with a disadvantage in defending walls and suchlike but an advantage in terms of morale etc.)

Also, final query, will there be any possibility of Divine Interventions...? :biggrin:

EDIT: Oh yes, and thanks for accepting me! I look forward to calling a Waa...err Crusade.
 
#16 ·




Ye apostate, gaze upon the awesome visage of the God-King Sargon, king of kings and despair. Know that thou art nothing compared to his magnificence. His divine radiance shelters us, his humble servants and shall illuminate the world. Thou art singularly blessed to stand in his presence, listen well and be illuminated.

Name: God-King Sargon of the Akkadian Dynasty, fifty first of that name, King of Kings, Regent of Heaven, Divine Vessel, Celestial Son, Namer of Men, Keeper of Truths, High Judge of Law Satrap of Akkad, Babylon and Syria, Master of a Million Men, Master of Horses, Commander of the Chariots, Guardian of Akkad.

Age: His mortal flesh is 35 years old, though his divine soul shall always be.

Appearance: Strong as the lion, swift as the ostrich, canny as the crocodile. The golden son of heaven stands tall above men, his voice the echo of thunder and his eyes the scales of heaven. Lo and behold him, sublime in perfection.

Background: God-King Sargon the fifty-second of that name, brother-son to God King Sargon the fifty-first of that name ascended the throne of the world in the thirtieth year of his mortal flesh. Upon his ascension the people did rejoice as did the Pantheon of the God’s welcome their son.

It is his blessed line that has delivered our ancient people from ruination, who have made our empire strong who shelter and protect us to this time. Lo it was they who drove back the western heathen and their weak god. So blessed son of heaven Sargon the fifty-second to bear that name shall continue. His will shall guide our mighty armies and his words shall cow our enemies. Rejoice ye sons of Akkad and welcome thy masters hand.

Ideals: The God-king is wise and his wisdom benefits us all. He hath decreed expansion, so our people may populate the earth and grow prosperous. He hath favoured our brave warriors who stand in glittering ranks with new devices of war. Though he knows our ways are culturally superior, purer, he hath also the wisdom to see that the wheel of time marches on and the sons of Akkad shall adapt and prosper. The world shall tremble to the march of armies, give up now apostate or see thou kingdom fall to ruination.







Nation: Akkadian Empire

Government Type: Celestial Monarchy

Religion: Imperial Cult

Background: The lands of Akkad hath existed for time immorial. Here humanity began and here it shall end. We who gave birth to civilisation may snatch it away again. Our kingdom is old, old and mighty though it is true the borders are no longer as large as they once were, nor do subject nations quake at our whims. But we are still the centre of the world and our achievements are immortal. It was we who brought writing to the world, we whom mastered bronze and iron. Our ziggarauts pierce the sky. Temples to the Divine Akkadian dynasty dot the land, blessing the people by their very presence. We have the great gardens of Babylon and fields of endless bounty given life by the twin rivers Euphrati and Tigris. Our peoples are plentiful, a hundred times a thousand times a thousand hearts belong to the great Sargon. Once our ancestors sat astride the middle of the world, lords of all. So it shall be again.

Current State: The people labour to see the God-Kings wishes for expansion fulfilled. Second sons march for the barracks whilst families are allotted colonisation tickets. The Satraps are brought to heel, their ambitions curbed. The farmer, the artisans, the blacksmiths, the millers, all labour for Great Sargon, the entirety of Akkad is mobilised and the world shall once again tremble.

-May i have starting provinces in Mesopotamia Turkey, Syria/Iraq please?

How big are the provinces?
 
#18 ·
Seal thy lips foolish churl. Thine foppish ruler is naught to his noble eminence the King-of-Kings. He permits thou to live for now but his patience is limited. Oh despair ye mortal!

(But yes it does seem like that. Two competing, fanatic states; what good could come of that?)
 
#19 ·
oooh, my mind is already whirring to what mischief I can cause between you two. provinces vary in size but aware that bigger isn't always better.

Nice one Rems, your in too.

@Farseer Daraleth You wanna stick with swords and suchlike, thats cool and yes you can name provinces, seeing as they don't really have any names to begin with.
 
#20 ·
@Farseer Daraleth You wanna stick with swords and suchlike, thats cool and yes you can name provinces, seeing as they don't really have any names to begin with.
Great, Winterreise would likely be more tentative when it comes to technology anyway, being so religious and more on the faith-side than the science-side of things. And thanks for letting us name provinces! :grin:

EDIT: Will there be real-world locations for us to explore and use? So if I got to where Rome *should* be, would I be able to have an epic city filled with lovely artefacts, statues, and millions of churches...? Also, would this give me the power of Papacy over any Catholic faction/ the power to call a Crusade which could cause dissent in Catholic-minority factions? Such mischief! :laugh:
 
#22 · (Edited)
:p Out of curiosity, what's the stance of events and the like outside of europe? I get the idea that it would just make running this thing a tad ridiculous ;) but what about events beyond the map that you could include in you faction's history? For example, a mighty empire that has been sent reeling following the revolt of a number of it's colonies in the new world? I'm just throwing this out there ;)

Edit: Actually, another question :D Is this set on a world map with the empires simply starting in Europe? Or is it just a european map, a la 'Diplomacy'?
 
#23 ·
Well, the map i'm using includes north africa, turkey, parts of Russia and Iceland. If you like you can include the history of your nation to involve places outside europe, for example the said nation might be immagrating from another part of the world to europe. If your feeling colonial you could have some of your starting provinces in Africa while the bulk is in europe.

With this RP there is a huge amount of freedom, partly because what happened in the real world doesn't matter and partly cos I said so! however, i wouldn't be suprised to see a few historical figures popping up and doing something out of the ordinary.
 
#24 · (Edited)
For Science!

Leader
Name: Heffin the Logical
Age: 28
Background: Heffin was a only child, and as such he was given the best of everything, food,clothing, and most of all, education,this combined with his natural curiosity made him quite the scholar. When his father died of "mysterious" causes{A.K.A. Poison tea.} Heffion took the throne and has dedicated his life to the pursuit of knowledge and power.

Ideals: Heffon sees his country as a machine, and he wants his machine to become bigger and better. As such he has issued a call of industry, and has asked all men, women, and children to work for the greater good. He tends to see peace as a better alternative to war, for he wants to dominate the world thrue the power of Industry,not bloodshed.{Although he has cannons and is not at all afraid to use them if you mess with his plans.}

Appearance:


Nation

Name: The Realm of Izgurka

Flag:


Government: Benevolent Dictatorship

Religion: Atheism, they venerate Science.


Background:The Realm of Izgurka was formed 300 years ago when Izgurka the Knowledge-Bringer founded a safe haven for scholars persecuted by their homeland, he became the leader of these wayward peoples and started the first Library/Town known as Manitia,which is now the capital of Izgurka. From that time on, the proud{perhaps a bit vain} people of Izgurka have stood tall against everything that was thrown at them,from the great earthquake of sorrow destroying their towns to Barbarian invasions killing their people, and have held fast thrue a combination of strong rulers and faith in their creations.

Current state: After several of their Colonies in North Africa won independence 41 years ago, the Realm of Izgurka was weakened severely,as they relied quite a bit on the goods, and are just now beginning to recover. There are also rumors going around of a so called "Resistance." They have yet to try anything,and they are often just counted off as a rumor, but the military is on guard. Despite all this, the people of Izgurka proudly fulfill their industrial duties, eternally working to serve Progress.


This looked quite interesting, so I decided to join in! If you need me to elaborate on anything please let me know.

Hail Science-thebluemage2
 
#25 ·
Name: Emperor Mycroft Northwinson II

Age: 40

Apperance:



Background: Mycroft Northwinson II was the second Emperor to hold this name, following directly on from the death of his father, the Tyrant who shared his name. Much has happened in the following years for Mycroft Northwinson II, having done much to try and regain respect from his subjects, who during the times of his youth, were rebellious and destructive. Change has come quickly to the Great English Empire, which has now entered prosperity after such difficult times. Under the current Empire, trade has flourished with other nations, and peaceful times look set to continue.

Ideals: Unlike the Tyrant of his father, Mycroft Northwinson II has managed to do something incredible. He has seemingly restored the faith in the lines of the Great Emperors, and has done his best to ensure prosperity for as many people in his Empire as he can. However, he still believes in Imperialisim, and will not allow Democracy to taint the Kingdom.

Flag:


Goverment: Empire.

Current State: The Empire has entered an era of Great Prosperity, in which it knows little unrest and rebellion. The populace are happy, but how long will the Emperor be able to satisfy their demands to keep the peace within his Empire?

I would like to have the UK has my Empire, and if possible a small part of Northern France.

Hopefully this is acceptable, I'm a huge fan of this type of roleplay.
 
#31 ·
We haven't even started the action thread and you guys want to kill each other?

Anilar, Akatsuki13, Jackinator and Ratvan said they were going to consider posting, I'll wait a bit longer and if nothing happens I'll give them a little nudge.
 
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