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Thread: [Forum Game] - Kaiserreich: Legacy of the Weltkrieg

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    [Forum Game] - Kaiserreich: Legacy of the Weltkrieg

    Kaiserreich: Legacy of the Weltkrieg


    Hello! Welcome to Kaiserreich - The Forum Game. This game is inspired by the popular Darkest Hour mod Kaiserreich, based on an alternative history scenario where the German Empire won WW1. This game doesn't intend to be a completely faithful recreation of the Kaiserreich mod, it will instead be an adaptation to a hopefully enjoyable forum game format, which doesn't require prior knowledge of the mod to be played.


    The world in 1936


    Nation Registration is: OPEN
    24/25 Nations Selected

    German Empire - Spectre17
    Union of Britain - Suirantes
    Commune of France - Dyranum
    Canada - Hyo
    Austria - MastahCheef117
    USA - KeldoniaSkylar
    Japan - Congo
    Ottoman Empire - Shock3r
    Russian Federation - Duke of Britain
    Ukraine - Frymonmon
    Kingdom of Spain - Rednomnoms
    Qing China - Tyriet
    Socialist Republic of Italy - Seek75
    Italian Federation - Terraferma
    Australasia - Spitfire5793
    La Plata - Gradient
    Delhi - OConner
    National France - Nachopontmerci
    Bulgaria - Watercress
    Greece - Comm Cody
    Mongolia - Thandros
    Serbia - The Fish
    Bharitya Commune - Fire_Unionist

    The game will start in 1 January 1936, but there will be a few events before to explain a bit of the history behind the current world. Players will choose, depending on the availability, one important country which they shall lead through these troubled times. Players will have to make economic, military, political and diplomatic decisions, reacting to events and ensure the well-being of their government and their nation.

    Rules & Procedures

    Each turn will constitute three months. In the event of a world war happening, or by any other reason the GM may opt to change the amount of in-game time in each turn.

    The players will have information on their nations, some of which is public, some of which is private. In certain kinds of information, there may be a degree of uncertainty, to simulate the fact that rulers did not always had access to perfect information. Events, technologies and decisions may have an influence on the degree of uncertainty.

    Stats

    Sliders : These categorize your government and it's general policies. They also influence your designation, which is the world's perception of your regime type. They may be changed by political orders, events or special decisions, by a coup d'etát and by foreign imposition, upon unconditional surrenders. All scales go from 1 to 10.

    Political Right - Political Left: This represents your alignment in a rough fashion, although it may not be precise.
    Authoritarian - Democratic: This represents the division/concentration of power in your country.
    Planned Economy - Free Market: This represents the governmental approach to the economy.
    Civil Lobby - Defense Lobby: This represents the willingness of your government to focus on the military in detriment of the civil society.
    Isolationism - Interventionism: This represents the willingness of your government and country in intervening in international affairs.

    Tech levels: These are an abstraction of the technological quality of your forces, and the average effectiveness of your doctrines. They may not be entirely accurate and they are an average, which means that you may be better in some sub-fields and worse in others. These are divided in:

    Land Tech
    Air Tech
    Naval Tech
    Industrial Tech
    Secret Projects (this is not shown in stats, and refers to secret research in advanced fields, such as nuclear weapons, rocketry, electronics, etc)

    Land/Air/Naval

    0 - Non-existent
    1 - Pre-Napoleonic <1800
    2 - Post-Napoleonic 1800/20
    3 - Pre-Weltkrieg 1900-10
    4 - Early Weltkrieg 1914
    5 - Late Weltkrieg 1918
    6 - Post Weltkrieg 1921
    7 - 1926
    8 - 1930
    9 - 1934
    10 - 1936
    11 - 1938
    12 - 1940
    13 - 1941
    14 - 1942
    15 - 1943
    16 - 1944
    17 - 1945
    18 - 1946
    19 - 1947
    20 - 1948
    and so on, in one year increments

    Industry

    1 - 1750/1800
    2 - 1800/1825
    3 - 1825/50
    4 - 1850/70
    5 - 1870/90
    6 - 1890/1900
    7 - 1900/10
    8 - 1910/20
    9 - 1920/25
    10 - 1925/28
    11 - 1928/31
    12 - 1931/34
    13 - 1934/36
    14 - 1936/38
    15 - 1939
    16 - 1940
    17 - 1941
    18 - 1942
    19 - 1943
    20 - 1944
    and so on, in one year increments.

    Industrial Capacity points (aka IC): This refers to the industrial output of your nation that is commandeered by the State, via contracts or direct planning. It serves to build infrastructure, public construction projects and military units, and to provide revenue for the State. Accurate value.
    Hoarding IC points by not using them in one turn will see only a limited percentage of them saved to the next turn, and will be lost if not used on that turn.
    Money + money income: This refers to the funds currently available to the government of a country at a given time, and monetary expenses will affect it. You may go into debt, and pay interest for the owed money, but you might find yourself bankrupt if the debt exceeds your ability to repay it without further debt. Generally small degree of uncertainty for money reserves, slight uncertainty for money income.
    Manpower: This is your pool of recruits for your Armed Forces. It is influenced by conscription, population growth, immigration, etc. However, going too low on manpower might have negative effects on your economy and society. Generally small degree of uncertainty.
    Dissent: This is the average level of unrest in your nation. If there is significant dissent in a nation, the government might lose support and even find itself ousted from power. It might also negatively impact troop morale. Can have values between 0 and 100%. Average degree of uncertainty.
    Military assets: Public information about military assets is limited to the number of Armies, Fleets and Air squadrons a given nation has. More information about the composition and status (combat ability and theater of operations) of each Army, as well as Fleets and Air squadrons available to the leaders of these countries, and to those who manage to conduct successful espionage with that purpose.

    Monetary income is calculated with a simple formula, I = B + a*ICp - b*L - c*A - d*N, where M is income, B is tax, a*ICp is the weighted value for revenue from State industry, b*L is expenses for land forces, C*A is expenses for the Airforce, and d*N is expenses for the Navy (b, c and d scale upwards with the respective tech level and scale downwards with industrial technology.

    As referred, uncertainty depends on the efficiency of your countries's administration and the resources it has available.

    Orders

    A Nation shall submit their orders to the GM via Private Message. In the title of this message it MUST have your countries name. There are a few types of orders.

    Construction and research orders : The former use up Industrial Capacity points, which are allocated to build and expand Armies, Air Squadrons and Fleets, and the latter use up money. Your ministers and research teams will then attempt to materialize them to the best of their ability.
    Political orders : These affect the above sliders, allowing you to try to adjust the political alignment and policies of your government. Like any order, it can backfire. It is generally good to have the support of your government, of your party and of your people, as it increases the chance for the change to succeed. Sliders will in turn open up new options. Limited to one per turn.
    Diplomatic orders: These include trade treaties, military access treaties and alliances, as well as espionage (and counter-espionage) orders (which require you to have funds and are dependent on secret technology). They are limited to 2 trade and diplomatic treaties per turn, and four espionage operations per year.
    Military orders: These include all deployments, maneuvers, etc of military forces under your command. This may include partisans which you might have some measure of control on, your Armies, Fleets, Air Squadrons and Theaters of Operations (fronts). Again, you may only give general guidelines in most cases, such as setting Rules of Engagement, strategic objectives and allocation of forces.
    General order: One per turn, may be used as any of the other orders, or as a general-purpose order to try to shape your nation further.
    Event orders: These are special orders, which you may only send when prompted by an event demanding your reaction. They will generally have predetermined choices.

    Orders have a standard limit of 6 lines or 1000 characters (no blanks included) per order category, being that orders beyond this limit may find some elements within ignored. Remember, you are playing a leader who gives general guidelines, leave the most detailed instructions for your government and institutions to handle.

    Costs

    Research costs rise depending on how far ahead of the average technological level you are. Researching land tech 19 when most other countries are at land tech 16 is more expensive than researching the same level when other countries are already at that same level.

    Construction costs are given per Army, Air Squadron or Ship. Army construction cost depends on your chosen doctrine, which stipulates the size and constitution of your armies, land tech level, and industrial tech level. Air Wing and Ship costs depend on air and naval tech level, respectively, as well as industrial tech. When ordering the construction of a new squadron, your ministers will first ensure that your squadrons and Fleets are at full strength, with the minimal number of planes and vessels required, before starting to form new units. This applies to casualties as well, IC directed to expansion of the military will first be allocated to reinforcing existing units.

    Reference: Industrial Capacity, Manpower and Time costs

    Note: These costs apply to the German Empire in 1 January 1936. They are only meant to give you an idea, as they change with techs, doctrines, gearing/economy of scale bonuses, training regimes, assorted effects from circumstances, and random factors. The order of costs isn't necessarily the same for all nations and tech levels. The time costs assume no ICp shortages, ie, a 4000 ICp unit building in 6 months needs 2000 ICp available during each 3 month turn.

    Manpower costs for ships and aircraft are abstracted, but by no means infinite. Pilot shortages can happen.

    Human Wave Army - 11000ICp - 9 months - 150 manpower
    Grand Battle Plan Army - 1000ICp - 9 months - 140 manpower
    Mobile Warfare Army - 13500 ICp - 12 months - 120 manpower
    Superior Firepower Army - 12000 ICp - 10 months - 130 manpower

    Air Superiority Squadron - 3400 ICp - 4 months
    Ground Support Squadron - 4000 ICp - 5 months
    Strategic Bombing Squadron - 5000 ICp - 8 months
    Naval Bombing Squadron (land-based) - 4200 ICp - 5 months
    Air Transport Squadron - 4600 ICp - 6 months

    Transport Flotilla - 4000 ICp - 8 months
    Destroyer Flotilla - 3000 ICp - 9 months
    Light Cruiser - 4000 ICp - 12 months
    Heavy Cruiser - 5500 ICp - 14 months
    Battle Cruiser - 6200 ICp - 16 months
    Battleship - 6500 ICp - 17 months
    Escort Carrier - 5000 ICp - 13 months
    Aircraft Carrier - 7500 ICp - 18 months

    Update

    There will be an update at the end of each turn, detailing the resolution of orders sent in by the players, and other important events in the world. It may not detail the resolution of all orders, as not all orders have outcomes which are public to the world. Orders that fail might also not appear in the update.
    There may also be mini-updates between turns, normally dealing with localized situations, or significant events with immediate impact in the world.

    The consequences of the updates will be detailed by country, and will influence the stats of your nation for the next turn.

    Failure to send in orders before an update will lead to "AI management", which means that the GM will emit a set of orders in stead of the player, which will only focus the most pressing needs of the nation, in the perspective of the government, and may actually be negative to the nation. Repeated failure to send in orders will see your place in the game forfeited.

    Example of the status of a country (numbers do not necessarily correspond to reality)

    The German Empire

    Money: 1000 (+150)
    Industrial Capacity points: 18000
    Dissent: 2%
    Manpower: 900
    Military assets: 15 Armies, 4 Air Squadrons, 5 Fleets
    Regime type: Authoritarian Monarchy
    Sliders : 4/3/-2/-3/-3
    Land forces level : 16
    Air force level : 14
    Naval force level : 14
    Industrial tech level: 15
    Example of orders for the German Empire

    Have the German strategists developing Heinz Guderian's principles of the Blitzkrieg into a formal doctrine of the German Army.
    Start construction of a new army and a new Air Superiority Air Squadron.
    Offer a trading deal to La Plata, acquiring 100 resources per turn for 50 money.
    Set up a deal to upgrade the land forces of White Ruthenia.
    Deploy two Armies to China, to make the Qing back down
    Build up a spy ring in the Commune of France.
    Example of resolution of those orders

    The German Empire's military strategists have formulated a coherent warfare doctrine, called "Blitzkrieg", the fast war, to prevent the trench warfare of the Western Front, and the German Army is starting to incorporate it's principles and apply the lessons in it's training drills, although it is still missing equipment to apply the doctrine more effectively.(+1 Land Tech Level, -250 money)
    Construction of 300 Panzer III tanks, 80 new Messerschmidt Bf109 and equipment to outfit 8 infantry divisions has begun, and 8 new infantry divisions are undergoing training. (New Army progress: 30%, New Air Squadron progress: 33%, -100MP and -10000 ICp to Germany)
    A trading deal is formalized with La Plata, transferring resources to Germany in exchange for money. (+100 resource, -50 money income to Germany, -100 resource, +50 money income to La Plata)
    A deal to upgrade the land forces of White Ruthenia is signed, but it is not fully applied, as Germany could not spare enough assets to the entirety of the White Ruthenian Army. (White Ruthenia has partial Land Forces upgrade)
    The II and VI Armee arrived in Qingdao and Shanghai, respectively and are combat ready. (German Empire has two Armies in German China)
    Two spies committed suicide after being caught by authorities of the Commune of France. The Commune announced that no information was acquired to determine their origin and mission. (No apparent effect)
    List of playable nations

    The German Empire
    Commune of France
    Russia
    Canada
    Union of Britain
    Austria
    United States of America
    Japan
    Qing China
    La Plata
    Brazil
    Ottoman Empire
    Italian Federation
    Socialist Italy
    Kingdom of Spain
    Delhi
    Bharitya Commune
    Australasia
    Serbia
    Sweden
    National France
    Bulgaria
    Greece

    Nations not on this list may still be played, but priority will be given to the nations in this list should there be insufficient players. New nations may be opened up as the game plays on. Players whose country is eliminated or that suffer a significant coup d'etát (one which drastically changes the ideology of the government and it's foreign policy) may pick another nation. Players who wreck their nation on purpose may however not be subject to this privilege.

    New Rule : Players can opt to play as organizations seeking to proclaim new countries, such as the CNT-FAI, AUS, CSA, Soviets, etc, but they are subject to the same priority rule detailed above, and they will only be able to react to events concerning their countries, and issue propaganda posts, until they make their bid for power.

    Clarification : Regarding posts, they should be marked as In-Character or Out-of-Character posts (IC/OOC) by the use of color, italic, IC/OOC before the text, or other means that allow them to be easily distinguishable. Anything said IC may have an effect in the game, so measure your words carefully, as they can and will be used against you by your political opponents.

    Nation Stats

    1 January 1936

    Updates & events

    Useful links for more detailed info

    Kaiserreich Wiki
    Kaiserreich Mod for Darkest Hour
    Kaiserreich Forums
    Kaiserreich Forum Game IRC @Coldfront.net -> #Kaiserreich

    This post is a Work-In-Progress
    Last edited by reis91; 12-07-2012 at 10:09.
    Come and hunt your fellow Paradoxians in the Werewolf Forum

    What this means is that no one technically voted on the first day and we have all been auto-lynched. Since none of us were following ghost rules from that point forward, we are all banned from werewolf for life. - Cymsdale

  2. #2
    Duke of Orléans Spectre17's Avatar
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    German Empire
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    Colonel MastahCheef117's Avatar
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    Austria for me.
    Last edited by MastahCheef117; 28-06-2012 at 01:44.
    “My ministers are pro-German, my wife is pro-Italian, my people are pro-Russian — I am the only neutral in the country.”
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  4. #4
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    America the beautiful
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  5. #5
    Punster Dyranum's Avatar
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    Edit3: Commune of France, until otherwise noted.
    Last edited by Dyranum; 28-06-2012 at 02:35.
    "No matter how alone you feel, Dyranum is always there to point out how utterly terrible you are at spelling." —Shynka

    Lanterfanter den Tweede Slak (primary), and Juriste Aléatoire (secondary) in Edge of Europe. Formerly Suive Opiniâtrement les Régles (retired), Officer Gun Gun (deceased), Deputy Lambin l'Escargot (deceased), Méfiezvous du Calembour (deceased), and Deputy Houdt van Kaas Hakkihäälinen (retired).
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  6. #6
    Car Thief Shock3r's Avatar
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    EDIT: Ottoman Empire
    Last edited by Shock3r; 28-06-2012 at 02:27.

  7. #7
    japan
    King of the Cod, Lord of the Krill, the Prince of the Whales

  8. #8

  9. #9
    Share Our Wealth! Seek75's Avatar
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    What if you want to play as a country that pops up later (IE., American Union State/Combined Syndicates)?
    A rebel without a cause.

  10. #10
    Field Marshal reis91's Avatar
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    Quote Originally Posted by Seek75 View Post
    What if you want to play as a country that pops up later (IE., American Union State/Combined Syndicates)?
    No countries are absolutely guaranteed to "pop up", as the world is dynamic and responds to the actions of players. This said, I will accept players signing up as nations which already existed in some concrete form as organizations, and will allow them to affect the world through events and by use of propaganda in "in-character (IC) posts".
    Come and hunt your fellow Paradoxians in the Werewolf Forum

    What this means is that no one technically voted on the first day and we have all been auto-lynched. Since none of us were following ghost rules from that point forward, we are all banned from werewolf for life. - Cymsdale

  11. #11
    Canada

    The Americas are mine, Mwahahaha!!~

  12. #12
    Union of Britain

    I have no idea what I'm doing.

  13. #13
    Captain RedNomNoms's Avatar
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    Ukraine, please.
    Also, where should we refer to for rules & regulations?
    Former GM of Saint Peter's Throne
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    If you are interested in creating your own forum game based off of the SPTM, PM me and I'll be happy to help you with what I can.

  14. #14
    Qing China!
    Bavaria = Beer.

  15. #15
    Share Our Wealth! Seek75's Avatar
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    Socialist Republic of Italy, for the time being.

    Out of curiosity, how would something like Socialist Italy/CoF's elections work?
    Last edited by Seek75; 28-06-2012 at 07:29.
    A rebel without a cause.

  16. #16
    Field Marshal reis91's Avatar
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    Quote Originally Posted by RedNomNoms View Post
    Ukraine, please.
    Also, where should we refer to for rules & regulations?
    To the opening post, which is a work-in-progress, or to the GM, if the opening post is not clear enough.

    Quote Originally Posted by Seek75 View Post
    Socialist Republic of Italy, for the time being.

    Out of curiosity, how would something like Socialist Italy/CoF's elections work?
    The parties running will make their points about a few topics, such as economic policy, defense, etc, and you may choose to endorse one position, but always wary of the consequences in terms of support from political parties. If you support the anarchist economical reforms, expect the Syndicalists to oppose you, to not be too sympathetic to you, unless you compromise in other areas. Political factions may work together in some areas to defeat their enemies, and be opposed in other areas. In the end, whichever party or coalition managed to elect more ministers will be able to appoint the head of Government.
    Last edited by reis91; 28-06-2012 at 07:51.
    Come and hunt your fellow Paradoxians in the Werewolf Forum

    What this means is that no one technically voted on the first day and we have all been auto-lynched. Since none of us were following ghost rules from that point forward, we are all banned from werewolf for life. - Cymsdale

  17. #17
    Major Spitfire5793's Avatar
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    Australasia
    Last edited by Spitfire5793; 28-06-2012 at 10:07.
    Kingdom of Ireland in WiR 1778


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  18. #18
    Chief Maid of the SDM Suirantes's Avatar
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    As Gradiant has taken the Union of Britain, I would like to play as the Soviets.
    "A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.'" - Douglas Adams

  19. #19
    Italian Federation
    Changing one's stAARs- A Brazil AAR
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  20. #20
    Change to La Plata, as I didn't know that Suir had made previous arrangements to be Britain.

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