This is the Game Thread - NO OOC Crap here.
Every time a major event happens, such as declaration of war or simply anything that I decide Major, I shall make a post that a Major event has occured and allow all players to place an official reaction upon it. Think about your reaction carefully - changing your reaction every time someone posts will confuse the hell out of your nation which has its effects.
Players:
United Kingdom -
Russia -
Italy - Bakerydog
France - Stark
Austria-Hungary - Brettles
Germany - baboushreturns
Ottoman Empire - Kaisersohaib
Serbia - Barkardes
Greece - Stingrex
Belgium - Luftwafer
Denmark -
Netherlands -
Romania - Captain Ozwin
Sweden - Afaslizo
Greece - Stingrex
Belgium - Luftwafer
Denmark -
Netherlands -
Romania - Captain Ozwin
Sweden - Afaslizo
Spain - Ironhide G1
Portugal -
Albania -
Montenegro -
Bulgaria - DutchGuy
Switzerland -
Ireland -
Norway - Myoon
If you want to be a country not on this list just ask and it will be put on this list.
Current treaties:
Start map
Wars:
none
Rules:
Warfare
Mobilisation:
Diplomacy
Other Rules
Portugal -
Albania -
Montenegro -
Bulgaria - DutchGuy
Switzerland -
Ireland -
Norway - Myoon
If you want to be a country not on this list just ask and it will be put on this list.
Current treaties:
Start map
Wars:
none
Rules:
Warfare
The players are limited to taking broad strategic decisions to fight their wars, and will usually be asked to agree or disagree on a strategic plan put forward by their generals (the game master). There are a few rules that should be remembered.
- Naval invasions into enemy territory are very risky and need considerable planning, meaning that once you agree to or order a seaborne invasion, it could be months before the invasion could actually take place. Demanding it to happen earlier means it is more risky. Players can order their army to prepare for a naval invasion of an unspecified location so that they are prepared to move out within considerable less time - however, changing tactics will take time. Unsurprisingly, nations with large and powerful navies, such as Germany and the UK, will be able to perform seaborne invasions much easier and quicker.
- Naval ‘invasions’ into friendly territory, such as allies, are much easier and less costly and can be planned and executed in considerable less time with considerable less losses.
- Mountainous regions will always give the defender the advantage, though it will not make them undefeatable.
- Defenders are always at an advantage versus attackers. Using overwhelming numbers or flank maneuvers can change the tide.
- Giving your forces time to dig in will strengthen their defensive capabilities, but will make it harder for your generals to react upon flanking manoeuvres.
- Moving your forces around takes time.
- Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect and you might even find yourself fighting your own citizens.
- Players can take industrial decisions that will affect the performance of their armed forces. They can also decide to not focus on either of the two (perfect for neutral nations) or balance it out between them. Decisions must be posted in public.
Heavy machineguns (defensive bonus) - vs - Light machine guns (Offensive bonus)
Heavy artillery (bonus in static warfare) - vs - Light artillery (bonus in mobile warfare)
- Naval invasions into enemy territory are very risky and need considerable planning, meaning that once you agree to or order a seaborne invasion, it could be months before the invasion could actually take place. Demanding it to happen earlier means it is more risky. Players can order their army to prepare for a naval invasion of an unspecified location so that they are prepared to move out within considerable less time - however, changing tactics will take time. Unsurprisingly, nations with large and powerful navies, such as Germany and the UK, will be able to perform seaborne invasions much easier and quicker.
- Naval ‘invasions’ into friendly territory, such as allies, are much easier and less costly and can be planned and executed in considerable less time with considerable less losses.
- Mountainous regions will always give the defender the advantage, though it will not make them undefeatable.
- Defenders are always at an advantage versus attackers. Using overwhelming numbers or flank maneuvers can change the tide.
- Giving your forces time to dig in will strengthen their defensive capabilities, but will make it harder for your generals to react upon flanking manoeuvres.
- Moving your forces around takes time.
- Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect and you might even find yourself fighting your own citizens.
- Players can take industrial decisions that will affect the performance of their armed forces. They can also decide to not focus on either of the two (perfect for neutral nations) or balance it out between them. Decisions must be posted in public.
Heavy machineguns (defensive bonus) - vs - Light machine guns (Offensive bonus)
Heavy artillery (bonus in static warfare) - vs - Light artillery (bonus in mobile warfare)
Mobilisation:
Partial mobilisation - All men up to 25 are mobilised for active service
Extended mobilisation - All men up to 35, except men in various necessary proffessions.
Full mobilisation - All men up to 50, also lowering the requirements and removing exceptions to forced enlistment. Extended and Full should be considerered the standard mobilisation, as this was the kind of mobilisation we saw in WW1.
Excessive mobilisation - The enlistment of all men capable of service for active duty. Excessive mobilisation should be treated as a real last resort because it basically brings your country to a standstill.
You can also form home militias (Think Home Guard) or add a voluntary element to mobilisation - For example, you can decide to only install Partial mobilisation, but allow enlistment up to 35 and also order local Militias to be formed to further offer security. You can also tweak exact age limits; You can order Full mobilisation up to 42, for example - but try to keep that to a minimum.
The more men you mobilize, the harder your economy will be hit. The formation of local militias will allow your economy to keep on going while offering some improvement in training and readiness for war, but it's not as near as effective as mobilisation and of course useless for defensive actions.
Extended mobilisation - All men up to 35, except men in various necessary proffessions.
Full mobilisation - All men up to 50, also lowering the requirements and removing exceptions to forced enlistment. Extended and Full should be considerered the standard mobilisation, as this was the kind of mobilisation we saw in WW1.
Excessive mobilisation - The enlistment of all men capable of service for active duty. Excessive mobilisation should be treated as a real last resort because it basically brings your country to a standstill.
You can also form home militias (Think Home Guard) or add a voluntary element to mobilisation - For example, you can decide to only install Partial mobilisation, but allow enlistment up to 35 and also order local Militias to be formed to further offer security. You can also tweak exact age limits; You can order Full mobilisation up to 42, for example - but try to keep that to a minimum.
The more men you mobilize, the harder your economy will be hit. The formation of local militias will allow your economy to keep on going while offering some improvement in training and readiness for war, but it's not as near as effective as mobilisation and of course useless for defensive actions.
Diplomacy
- Don’t sign agreements that you will break quickly. Please. Just don’t.
- Negotiating an ‘opt-out’-clause in any treaty might give you an excuse later on to legally break the treaty if necessary.
Alliances must be defined as being ‘Only defensive’, meaning you’ll only come to each other aid when you are attacked, ‘General’, meaning you’ll always come to eachothers aid in time of war, or ‘Only offensive’.
- You can support nations at war (or rebellions) in different ways.
Declare diplomatic support
Supplying
Allowing volunteers from your nation to fight for them, or even actively forming a volunteer corps - which is nearly a declaration of war.
Simply declaring war.
- Remember that your civilians also have an opinion. German citizens might not be awfully inclined to fight Norwegians because Germany’s ally Bulgaria has a war with Norway’s ally Romania, and it will hurt morale.
- Players may decide to install a puppet regime in countries, even if that country is played by a player. That player may, upon defeat, then decide to play as the puppet regime, meaning they be restricted in many ways, go into exile with allied nations or simply play as a different nation.
- Players should try to limit their posts to diplomatic decisions and statements, rather then continuously replying to each other. Replying to statements is of course okay, but stay IC when doing so.
- Negotiating an ‘opt-out’-clause in any treaty might give you an excuse later on to legally break the treaty if necessary.
Alliances must be defined as being ‘Only defensive’, meaning you’ll only come to each other aid when you are attacked, ‘General’, meaning you’ll always come to eachothers aid in time of war, or ‘Only offensive’.
- You can support nations at war (or rebellions) in different ways.
Declare diplomatic support
Supplying
Allowing volunteers from your nation to fight for them, or even actively forming a volunteer corps - which is nearly a declaration of war.
Simply declaring war.
- Remember that your civilians also have an opinion. German citizens might not be awfully inclined to fight Norwegians because Germany’s ally Bulgaria has a war with Norway’s ally Romania, and it will hurt morale.
- Players may decide to install a puppet regime in countries, even if that country is played by a player. That player may, upon defeat, then decide to play as the puppet regime, meaning they be restricted in many ways, go into exile with allied nations or simply play as a different nation.
- Players should try to limit their posts to diplomatic decisions and statements, rather then continuously replying to each other. Replying to statements is of course okay, but stay IC when doing so.
Other Rules
- Do not make you're own events
- No power gaming[/spoiler[
Helpful guide
- No power gaming[/spoiler[
Helpful guide
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