- Mar 28, 2008
Hello and welcome to World in Revolution: 1836! The game was created by the illustrious Frymonmon and his friend, Red Cesar. After much discussion it was decided to look at another interesting crossroads of history 1836. With the aid of Frymonmon and Spectre17, we will make the game work flawlessly, and although it seems difficult, it is really quite simple. All the hard work is done behind the scenes.
Nation Registration: OPEN/Closed
Nations Taken: 20/20
The essence of the game is that is March 6, 1836, the Alamo has just fallen in the Americas, and the Victorian Era will soon dawn, with the nations of Europe are getting caught up in a rapid frenzy of Nationalism, Militarism, and Colonial Aggression. You are to take the reins of a leader in this turbulent era, and attempt to guide your nation to peace and prosperity (or war and destruction). You are to pass laws, use your military, but you must remember, you are a leader only by the consent of the governed. If you lose your population's favour, you are removed from your country - and the game.
Rules & Procedures
The rules are fairly simple. As the leader of your nation, you send the orders you wish to do to me, KeldoniaSkylar. 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 1910, 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 single year. We start off on March 6th, 1836. If things, such as the Great War, appear then I will slow the game down to three-month turns to simulate the intensity of the war. I doubt I will go faster than a year long turn, or go slower than a three month turn.
Now, what is your main goal in this entire game? Guide your nation through the Victorian Era. 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.
If you are going to post something In Character (IC) then you simply post in the thread, using a flag if you wish to help others know what nation is speaking. If you are saying something Out Of Character (OOC) then you must add the tag "OOC:" before your post. If you do not do so, your post WILL be taken as IC, and can be used against you by other players in IC.
A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the months this order is for. For example, for the United Kingdom at the game's start, it would read "WiR - United Kingdom 1836"
The orders are fairly simple. Every nation is allowed to send me 4 orders of any kind encompassing anything. Each national also will receive 1 treaty order. However, there is a twist. If your nation is at war, you get a supplemental "War Plan". You must clarify what is your War Plan, and you are entitled to using 4 lines or sentences to describe what you want done. There are also Colonial Orders. A nation that hold Colonies is entitled to 1 Colonial Order, which can deal with anything about a colony. Adjusting borders, raising taxes, or releasing nations. In order to try and make sure our Game Moderators remain sane, and can produce updates, each nation is limited to using only two sentences for their orders.
There are two types of updates. A Normal Update encompasses on entire year. 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 Mini-Update is similar to the Normal Update, but it takes place alongside of the Normal Update, and it uses up normal orders. This can encompass anything a Normal Update normally would, but is generally more specific, such as details of a specific battle in a war, or turmoil in a country that would normally get two lines in the Normal Update.
This game has a total of Two Game Moderators. We each control specific aspects of the update, in order to ensure it can be pushed out with quality and quickly. The different sections are as follows:
Maps, Advice, & Rebel: Frymonmon
Asia & South America: Spectre17
Mediterranean Region: etranger01
* All Mobilization by countries must be announced 24 Hours before the official order deadlines.
* Declarations of War are final, and cannot be taken back. Only a Peace Treaty may resolve the conflict
* All Treaties must be GM approved - unless a simple Bi-lateral trade treaty
Income Forumla: (Mobilization*(2^(Stability/5))*((0.25*(((Infrastructure*1.5)*(Base Income)+(Industry*100*(3*Literacy)))+(Colonial Infra*50))))-(Equipment*(1*((Army Level*(Regulars/1000))+(Army Level*(Conscripts/2000))+(Navy Level*(Big ships*10)))+(Navy level*(small ships*5))))))
Current Debt Limit
Table of Contents
The Battle of San Jacinto
The Second Battle of Matamoros
Battle of Nezib
The Battle of Puebla