Welcome to World in Revolution 1640 Alternate History Edition. Based on the tried concepts of World in Revolution created by Frymonmon this game tries to envision a world that never was. For this the Intro Thread was created and provided amble background to immerse in this world and to draw the lines for the conflicts to come. The turning points for this timeline were numerous but focus on three specific events: The Danish phase of the Thirty Years War, the arrival of the Mayflower in the New World and the conquest of China by the Manchu.
In this alternate world all of Europe is caught in deep religious struggle with protestants having already secured overwhelming victory in the Holy Roman Empire. The Spanish Empire, unchallenged master of western Europe, finds itself paralyzed by the ascendance of the Divine Empire, a restored Ming realm in Asia. As empires, kingdoms and smaller realms try to find their place in this new world the players lead their nations forward in these troubling times. On the horizon renewed colonial competition, the enlightment and absolutism loom. A new world is in the making. Who will make it and profit from it is up to the players.
Background information thread is found here. If you wish to participate in this game, use the signup and background thread provided by this link.
Rules & Procedures
The rules for this game are fairly simple. You send your orders to me, Afaslizo. Orders will be explained below, as there are several different types for several levels.
Each turn shall take the span of an entire year. We start off in January of 1640. These turns shall be the bulk of the game, but there will be other, smaller updated, called Mini-Updates. They may be simple, mundane things, or they may be about large, expansive battles. I shall be rolling a dice on your Orders, (explained below) which will determine how well they turn out.
As literacy is rising - which actually enhances your ability to conduct reforms and be competive - your people become increasingly unruly. You can check back with me how they feel at the moment as they may well try to wrestle power from you described in minis and yearly updates.
Orders
Orders are simple, with a few twists. Orders are determined on relative power of each country. I determine this in the stats themselves, and in doing so, I shall inform the players that they now have a new amount of orders and can use them as such.
When you send your orders to me, you must, at the very least, include the nation name in the subject line when you send me a Private Message here on the forums so I can understand which nation it is coming from.
In terms of orders, a Normal Order is generally anything else that can be done, while a War Order can only be used while at War, and can only be used on making your Army do something.
That being said each nation has three Normal Orders each turn, while havining two War Order if at war. If they have a rebellion to deal with but no war is around, they get one War Order.
Imperial Emphasis: A nation gains an extra order for each empire controlled.
The follwing empires are already established:
Americas (Spain;colonial)
Holy Roman Empire (disabled until either the Protestants usurp it(could still only benefit one nation) or Austria completes the Burgundian transit)
Eastern Roman Empire (Ottoman Empire)
Persia (Persia)
China (Ming)
The following empires could be established:
India
Slavic empire in eastern Europe
West Africa (either colonial or muslim)
Japan (at the moment without authority)
Stats and their meaning
Ruler: The leader of your country. As you make history a former poor leader can turn into a compitent one while a towering genius can turn into a tragic failure.
Centralization: How centralized your nation is. Note that decentralized nations give more power to the locals at expense of the capital and central authority while centralized nations concentrate it in the latter. Decentralized nations make more trade income as money is more widely distributed and are also more resistent when defending against invasions as they most likely would lose such boons under foreign governments. On the other hand centralized nations have a higher tax income because the beaurocracy is more efficient and powerful as well as a bonus to offensive as the army is used to bully the periphery in submission quite often. Centralization ranges from Tribal over federal and supremacy to centralized. Note that upon fullfilling the transformation of your state into absolutism the negative implications of centralization will be annihilated as the control over the state reached a new level of effectiveness.
Population: The number of people living in your nation. This has a direct influence on tax income and on the reserves avaible. A higher population though comes with increased domestic expenses making reforms harder to get through.
Treasury: The reserves of the nation in Ducats. If that treasury stays in the negative for ten years the nation will collapse and give way to civil war unless you are a tier 1 nation which enables you to double that period.
Income: Your incomes consist of the total revenues gathered from trade and taxation (each being listed below the income) with your expenses for administration, military and society in general in mind. If your expenses are higher than the ducats gained from trade and taxes your income will be negative. Note that Absolutism will considerably reduce spending and buff your incomes.
Infrastructure: The security, number and avaibility of traffic routes inside of your country and the state they are in. Infrastructure greatly modifies your trade income and also influences your tax incomes. It also effects you ability to move armies around your country fast enough. Infrastructure reaches from desolate over poor, average and good to superior.
Literacy: Literacy affects the time you need to adapt to new ideas or are able to reform your country and its assets. Sadly increasing it scales the adminstrative and societial costs upwards as keeping an intelligent and educated people in line gets harder. The first society reaching a literacy of 30% will trigger the Enlightment which will give considerable boni for a short period of time.
Army Organization: This adresses how the army is organized with the possibilites being hordes, mercenaries or professionals, each having there different impacts ony battle and society but ramping up in costs from first to last.
Standing Army: The permanent fighting force of the nation. It might be quite small with regards to hordes and mercenaries or be mixed and big when relying on professionals.
Reserves: The maximum number of men avaible for service in a proper time. This number is greatly influenced by army professionalism, quality and infrastructure and in a lesser way by centralization.
Army Quality: Behaves like Infrastructure in range but affects your combat abilities in battle as well as avaible reserves. Every 12 turns quality is turned down one step as military advances are made.
Naval Organization: The nation either has no navy at all, a merchant orientated fleet giving a bonus to trade at the expense of fighting abilities, a naval force balanced all arond or a high seas fleet increasing tax incomes from oversea posessions and increased fighting abilities at higher costs
Big ships: The number of ships able to transport large quantities of cargo and passengers across the oceans as well as using the highest fighting power avaible.
Medium ships: The number of ships able to operate largely in confined bodies of water and at the high seas only in a shorter period. More lightly and usually faster than big ships.
Small ships: Trading ships or even lighter fighting boats unfit for ocean voyages but swift in coastal waters and refined sea bodies.
Naval Quality: Behaves like Army Quality for ships. Higher quality also allows you to streamline your shipbuilding as the progress of building ships improve.
IRC Channel
The IRC Channel is where a lot of discussion takes place, both in character and out of character. It is the true heartbeat of World in Revolution, as everyone gathers to discuss in-game and out of game issues. While it is not mandatory to be on the IRC Channel and to play World in Revolution, it is strongly recommended.
Link: Coldfront
Channel: #WiR_Main
Instructions:
1) Use the link provided above.
2) Choose the Flash app or the Java app.
3) Create a screen name; it’s recommended that you use your forum name, if available.
4) Close the #coldfront channel that opens automatically.
5) In the command box, type “/join #WiR_Main” without the quotation marks.
6) You’re in the chat! Welcome!
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