War rages across the world. The assassination of Archduke Franz Ferdinand in 1914 quickly spread from a diplomatic incident between Austria and Serbia into a war on such a scale that has not been seen sense the Napoleonic wars. A whole generation of Europeans is being slaughtered in the trenches of this Great War. The war is in it's fourth year, and it is unclear who is winning. The Western allies have wasted their young men on futile offensives, and the century long rule of the Czars of Russia has been brought down by German assaults. But the Germans, weakened by the two front war and a British blockade, need quick victories, something in short supply. Their allies, due to lack of reform and industrial weakness, stand on the brink of collapse. The untested power of America stands to intervene after the Zimmermann telegram threatened their neutrality. The stage is set for end game.
Hello and welcome to The End of an Era, balance of power game set in the late 1910s to the 1930s and beyond. You can take command of any nation during this time period and lead them through it. It's main focus is alternate history, so feel free to change things up whenever you feel like it. Hitler and Stalin might not rise to power in Germany and Russia, Franklin Roosevelt may never be elected, or China may reform into a moderate democratic system. It's really up to you, and the role of the dice.
The game will be played out in turns. During times largely of peace each turn will be one year. During times of war each turn will be three months. You will PM your orders to me and I will write an update based on your orders and dice rolling. Often updates will come in several sections spread out over a week. Your orders can be whatever you can think of, as long as it's not to outrageous.
The way this game works is that each country will have a set of statistics like this:
The United Kingdom
Played by: Black Shadow
Public support: 35%
Economic level: 4
Army numbers: 9
Army level: 4
Navy numbers: 10
Navy level: 6
Public support is the percentage of people that support the current government. (obviously) The lower this number, the more likely the people are to vote for the opposition or rebel or launch a coup. If the numbers get under 10%, there is a 50-50 chance of your government being overthrown regardless of whether you're democratic or not. Some populations are more conservative, others are liberal, others support socialism, although the latter group is often more upset with the current government then anything else. You'll have to gauge what kind of population you have, and work off of it.
Economic level is the strength of your country, ranging from 0-8. This number also signifies how many orders you can send per turn. A country with an extremely powerful economy like the United States can send in eight orders, while a country like Saudi Arabia may only be able to send in one. Obviously some of your orders can be to improve your economy, although you will have to specify what about your economy you wish to improve.
Army numbers is the amount of solders you can put into the war zone. It is fairly self explanatory. Navy numbers works the same way. You can't build new units unless you are mobilized, which I will explain later.
Army level represents the training, equipment, leadership, and general quality of your solders. The better quality your troops are, the more successful (generally) they will be on the battlefield. Navy level works the same way. You can only increase unit level if your are demobilized, and even then it will take several turns to do, especially with larger armies.
Mobilization is the allocation of most of your resources to war. You can mobilize or demobilize at any time, but beware the costs of both. While mobilized your public support is likely to suffer, especially if you mobilize during peacetime. Some populations won't mind mobilization as much. While mobilized you can build new units and build defenses. However, while mobilized you cannot take action to improve your economy, and reform will take longer. Some economies will improve anyway (mostly capitalist ones) and some will suffer. (again mostly capitalist ones, it's possible for one or the other to happen)
Groups like the Soviets at game start are rebel factions. They have no power projection beyond public support and a often small group of fighters. They cannot take action, and have a 0 economic level. They can still work to gain public support, but that is about the extent of their power. On any turn, they can launch an uprising, and die will be rolled to determine whether or not the rebellion or revolution succeeds.
Some ground rules for the game:
1. What I say goes. If you have problems with the outcome in a certain situation, you can keep playing regardless or leave the game.
2. Use OOC as little as possible. All political debates are to happen IC, along with all mudslinging. Both are to be avoided anyway.
3. No swearing or otherwise using vulgar language.
4. Follow the forum rules at all times. This should be obvious, but I'll say it again.
I will post country stats each turn. I wish to get major countries such as the US and Germany taken first. Opening stats to come.