World In Revolution 1804
Hello! Welcome to World in Revolution: 1804! This game is a bastard child of the original WiR, created by Fry (A crazy Ukrainian Scientist/Historian) and Red Cesar (A damned Communist!). A lot of people wanted another WiR, and due to the Napoleonic era, I found myself GMing it. Although it MAY seem complicated at first, it is actually quite simple. You, the player, have very few things to worry about. The real work is done behind the scenes.
Nation Registration is: OPEN/CLOSED
18/18 Nations Selected
The basic idea of this game is it is that it's December 30th, 1804. Napoleon has just been crowned Emperor and commands the finest army in Europe. It is now up to you, to choose a nation anywhere in the world, any nation (Within reason, ask to play Lichtenstein and don't expect any luck) and lead that nation through the game. This will not be a totally Napoleonic game, although the beginning will be Napoleonic, and the outcome of that conflict has a huge potential to change things. You are to simulate your country as it's leader(s). You may pass laws, direct your military, pass reforms, and guide your nation through the turbulent Napoleonic Age and beyond. However, as any good leader - you must keep the consent of the governed in mind, otherwise you might face a Revolution on your hands, be it by the people or the army.
The Team
DoomBunny - Greatest awesomest person in the world everer, also GM
Spitfire - Co GM for Asia and Oceana, also playing as Denmark
Keldy - Co GM for the Americas, also playing as Japan
MastahCheef - Co GM for Afrika and general handy man, also playing as Austria
Jacob-Lundgren - Stats, also playing as Russia
The team will be helping me and playing nations, although they wont be allowed to write about things that directly effect them. Whilst I trust them not to play foul, I still feel that it is inappropriate to allow them the opportunity.
The Roster
United Kingdom of Great Britain and Ireland - Duke
French Empire - Muskeato
Austrian Empire - Mastahcheef
Russian Empire - jacob-Lundgren
Kingdom of Prussia - Morrell8
Ottoman Empire - Niko
United States of America - Spitfire
Qing Empire - Culise
Kingdom of Portugal and the Algarves - king hannibal
Kingdom of Bavaria - tyriet
Kingdom of Sweden - Adamus
Swiss Confederacy - Gradiant
Italian Republic - Riccardo
Republic of La Plata - The Fish
Fernandist Spain - Watercress
Loyalist Spain - Hygge
Kingdoms of Naples Sicily - Maxwell
Maratha Confederacy - Thandros
Rules & Procedures
The rules are fairly simple. As the leader of your nation, you send the orders you wish to do to me, or the GM of your area (So if you're the United States of Yankeestan, send uhm to Keldy). The orders you choose are basically unlimited, your only restraints are the time period and your imagination. This means, if you want to hatch a crazy plan of trapping African Gorillas and letting them loose in Washington, D.C. well. Go ahead. If you want to build a nuclear reactor in 1805, it's not going to happen. Keep in mind, you can trade with other nations, create secret treaties, wage war and all of that.
Each turn will constitute a year. However, in times of large wars, such as the Napoleonic ones, mini-updates will be more frequent, and we will try and give a good coverage of the finer points of these major wars through these.
Now, your main goal in this entire game? Guide your nation through the Napoleonic era and beyond. This means building industry, infrastructure, waging war for your nation, diplomacy, keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support. World in Revolution takes into account for your population. Although you can ignore these movements and even suppress them, you should keep them in mind. This is to make sure the game is kept to a degree of realism. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. World in Revolution is built on the underlying factors, which the GMs take care of, don't worry. At any time you can ask the GM the "Mood of your nation", and you can request a run down from me.
Orders
A Nation shall submit their orders to me or their relevant GM via Private Message. In the title of this message it MUST have your countries name and the date/turn number, as well as the months this order is for. For example, for the United Kingdom in 1807 it would read "WiR Turn Orders - United Kingdom 1807" or something to that effect.
The orders are fairly simple. Every nation is allowed to send me 4 orders of any kind encompassing anything. However, there is a twist. If your nation is at war, you get supplemental "War Orders". You must clarify that your orders are War Orders and every nation is entitled to 4 of them. This way, a nation can submit a maximum of 8 orders if they are at war, 4 normal and 4 war orders. Furthermore, you may submit 2 Treaty orders each turn, used either for putting treaties into effect or picking special trade relationships.
Example Orders
Normal Orders:
Spend 250 gold on large ships.
Spend 100 gold improving infrastructure.
Recruit 10,000 more regulars to defend the nation.
Purchase 500 gold worth of cannons and horses to improve our equipment level.
Treaty Orders:
Sign the Treaty of X
Treaty preferably quoted as part of PM
Set up special trade links with Russia.
War Orders:
Send the 1st Army under the command of General Madeupaname to invade the Socialist People's Kingdom Prussianistan.
Use our naval strength to blockade the coastline of Prussianistan.
Embark the 2nd Army on the navy, and have them land somewhere along the coast.
Send small groups of cavalry into enemy territory to raid their supply centres and damage infrastructure.
Updates
There are three types of updates. A Normal Update is the year we are in. This is the largest update and most of the action takes place here. Wars, Diplomacy, Nation Building ect. The next type of update is a War Update. A War Update is only used to highlight a specific battle or a surprise attack by another nation, or to focus upon a particular war that we feel deserves more attention. These will normally happen if there is a large war going on. The last kind of updates are the Mini-Updates. These simply serve to move along the In Character discussion with various tidbits and facts that effect gameplay and what not.
Guide to your Country's Stats
1. Country Stats - This gives you the name of your nation.
2. National Bank - This is exactly what it says it is. It is how much money you have resting in your national bank. Money is used for basically everything. You need money to wage war, create infrastructure, and foster industrial growth. You may go into debt, but there is a point where it starts to become a major damper on your economy, and if left unchecked could spiral out of control. There are little "reoccurring" expenses, but they would only be the result of an order. They are covered in point three.
3. Income - This is how much money is added to your National Bank after each turn. This constitutes how much money you make in taxes, revenues, and tariffs. Your money supply naturally raises over the years, slightly, as your population grows. You may raise taxes, tariffs, and other ways to get revenue as you wish, keep in mind the population though. You may lower you income by supporting an Army and a Navy, or other orders. Construction of infrastructure and industry comes out of your National Bank.
4. Trade - This is your profit from trade. It makes up part of your income, and is gained through setting up trades. It is assumed from the start that all nations trade with each other (With some exceptions) but you may increase your trade income by picking certain special trade relationships with nations, which will of course vary in profitability. For example, trading with the UK or Dutch will be very profitable, but trading with Andorra likely wont be. You are limited to 1 per 500 income, rounding down. Uncivilised nations are limited to 1.
5. Colonial Income - This is how much of your income comes from colonial sources. Nations with a low colonial income are not very reliant on their colonies, and gain most of their money from domestic sources. Nations with a higher colonial income rely more on colonies for income. Colonial income is particularly susceptible to blockades, making fleets much more important for colonial nations.
6. Stability - Fairly simple. This is the stability of your government. It runs on a scale of 0 - 10. A 0 means post apocalyptic levels of stability, a 10 is almost total peace. Stability may increase or decrease, it is influenced by your population's support, as well as how good you manage your nation. It is always good to get the populations support.
7. Industry - This is the industrial output of your nation. The higher the score, the better you are able manufacture goods and the high your income is. It is simple as that. A nation's industry will grow naturally, slowly, once it has been kick started, but you may make an order expanding it. At the start of the game, industry is very rare.
8. Infrastructure - This is a measure of your nation's railroads, telegraph lines, roads, public works, government buildings, bureaucracy, ect. This is directly reflective of how fast you can do things. Your orders will have a better chance of succeeding with a higher infrastructure. Unlike the other categories, this does NOT grow naturally and it must be increased by player action. However, you may be specific or vague in your order. (Build Infrastructure or Build Telegraph line from City A to City B. Both are fine.)
9. Army - Size of your nation's armed forces. They are divided into two categories. Regulars and Conscripts. Regulars are the highly trained, but take a fair amount of time to create. Conscripts are simply volunteers or draftees. These should only be used in times of war, and can be raised very quickly, are cheap, but serve for a limited amount of time. They are also inexperienced fighters.
10. Navy - Your nation's navy. This is divided into Large Ships and Small Ships. They are reflective of the time, so if its 1805, a large ship will be a Man'O'War and a small ship would be a frigate. They are essential to establish a Merchant Marine, can be used in blockades and naval warfare.
11. Equipment - This is a % measure of the state of your army. It accounts for things such as ammunition, guns and even the humble pack mule. 1% means you're arming the Old Guard with broomsticks, 1000% means you have enough stuff to equip 10 times the number of guys you have. This also modifies upkeep, so if you have 95% equipment, your guys are only 95% price, but will fight worse. To buy 100% equipment for 1,000 men costs about 10 gold, although this is variable.
IRC Channel:
Link: Coldfront
IRC: #WiR_1804
Instructions: Here
The Map
The maps, posted in the timeline and in the stats, are made using CanOmer's Victoria 2 Paintable World Map as a base. They are meant to provide rough visual interpretations of the games situation, and should not be taken as the ultimate truth. If in doubt about the map, ask me. If I'm not available for whatever reason, then drop me a PM or talk to your regions Co GM.
Last edited: