Hello! Welcome to World in Revolution: 1861 Mk. II! This game is a revitalization of the old World in Revolution: 1861, which was created after the old Balance of Power: 1946 finally ended. It was a joint collaboration by myself, Frymonmon, and another Balance of Power player, Red Cesar, who has since left in the World in Revolution Community.
Nation Registration is: Open/CLOSED
32/32 Nations Selected
The idea behind this game is the same as the other World in Revolutions. You must take the reins of a nation, starting on January 1st, 1861. As it stands, the Republic of South Carolina has nullified its signing of the Constitution of the United States, proclaiming itself an Independent nation after the election of Abraham Lincoln, a Republican, to the Presidency. The rest of the American Slave South sits by, simmering, waiting for action. Now, while this is a prominent part of the game, it is by no means the entire thing. Your job, as the player, will be to take any one of many nations, and react to the changing world situations around you. Unlike the previous World in Revolution games, 1861 Mk. II shall be focused on sticking to realism. Extensive research has been done for stats, as well as knowledge about this time period used, to produce what is an accurate, to the best of my ability, starting point. In order to ensure that things do not get out of hand, I will remove players quickly that begin to try outlandish schemes. This means, yes, that trapping Gorillas and letting them loose in Washington D.C. will not be happening.
Rules & Procedures
The rules for this game are fairly simple. You send your orders to me, Frymonmon. Orders will be explained below, as there are several different types for several levels. The orders will be written by myself, Frymonmon.
Each turn shall take the span of an entire year. We start off in January of 1861. 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. After every 15 Turns, which is 15 in-game years, I will write a single 5-Year update that helps to rebalance, refreshen, and revitalise the game.
Now, what is the purpose of this game? It is to guide your nation through the Victorian Era. This means controlling many of the aspects of your nation, acting as the Head of State and the Head of Government. There will be times, however, where if you have a Legislature or a Judiciary that you do not control, I, as the Game Moderator (GM) will intervene to act as them. I shall not do this often, but it will be a method I use to keep the orders and the nations in check. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a "Mood of your Nation", in which we will give you an idea of how your population is doing and what they are thinking.
Orders
A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your country's name and the date, as well as the months this order is for. For example, for the United Kingdom in 1863, it would read "WiR - United Kingdom 1863"
Orders are simple, there are just a few categories for them. In the overall statistics, you will notice that you have a ranking and a score, classifying you as a Great Power, Secondary Power, Civilised, or Uncivilised. If you are a Great Power, you are entitled to have 3 Normal Orders, which encompass everything not doing with warfare or colonial affairs. You also have a National Focus order which can be placed on any order that is NOT a war order. If you are a Great Power and have colonies, you are entitled to 1 Colonial Order. If you are at war, you may send in 3 War Orders. You may NOT use a Colonial Order to establish colonies. A Great Power is ranked #1 to #6, and is Bolded in the stats. If you are a Secondary Power, you are entitled 3 Normal Orders, 1 Colonial Order, and 2 War Orders. A Secondary Power is ranked #7 to #10 and is Underlined in the stats. A civilised nation is entitled to 2 normal orders, 1 colonial order, and 2 War Orders. They are indicated by the plain text in the stats. Finally, an Uncivilised nation is entitled to 1 Normal Order, 1 War Order, and 1 Treaty Order. They are Italicized in the stats.
From the time when I initiate it, until there is no longer any unclaimed land left on the map, the top 12 Civilised Nations get an extra "Imperialism" order, which they can use to help claim this land as their own. It may NOT be used to improve your own country under the ruse of "eventually" getting to Africa.
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
IRC: #WiR_Main
Instructions: Here
National Statistics
National Statistics, also called "Stats", are the main thing that keep World in Revolution moving along. They are mostly all automated and kept in a Microsoft Excel Document, but they are quite complex. But for you, the player, it is rather simple. Let us take a look at the Emirate of Afghanistan to display how they work.
The Emirate of Afghanistan (1)
Bank: -£690,356.42 (2)
Yearly Balance: -£463,041.85 (3)
Yearly Income: £544,574.89 (4)
Yearly Expenses: £1,007,616.74 (5)
Economy (£): 938,922,221 (6)
Economic Growth: 0.25% (7)
Population: 4,230,302 (8)
Population Growth: 0.47% (9)
Education Rate: 16% (10)
Prestige: 0 (11)
Public Support: 55% (12)
Infrastructure Level: (3/5) Failing (13)
Army Level: (1/5) Failing (14)
Equipment: 55% (15)
Regulars: 63,000 (16)
Conscripts: 0 (17)
Reserves: 192,286 (18)
Navy Level: (1/5) Failing (19)
Ironclads: 0 (20)
Ships-of-the-Line: 0 (21)
Screw Frigates: 0 (22)
Sail Frigates: 0 (23)
Transport Ships: 0 (24)
Nation Ruler: Miramolinus Dost Mohammad Khan (25)
Game Moderator: RedNomNoms (26)
Played By: Ranger900 (27)
1. This is the Full Name of your Nation.
2. This is how much money (or debt) you currently hold.
3. This is how much total gross money you make (or lose) in a year.
4. This is how much total income your Government makes.
5. This is the total amount of spending your Government does.
6. This is the size of your Economy, in 1990 British Pounds.
7. This is how fast your Economy is growing (or shrinking).
8. This is the population of your entire country and colonial holdings.
9. This is how fast your Population is growing (or shrinking).
10. This is how good your Education system in your country is, including literacy.
11. This is how well your country is viewed on the World Stage
12. This is how much support you have from the population, and if you let it get too low, you will have a Revolution on your hands.
13. This is the total value of your Hard Infrastructure (Roads, Railways, and Bridges), as well as your Soft Infrastructure (Bureaucracy, Government Structure).
14. This is how advanced your Army is, and how well it will be able to fight other armies.
15. This is how well equipped your army is. All of your soldiers will have weapons, but how good they are and what else they have is determined here.
16. This is the number of Regular, trained Soldiers in your army.
17. This is the number of Conscripts, Citizen Soldiers, in your army.
18. This is the number of Citizens you can make into Conscripts at any given point.
19. This is how well your Navy is able to fight, and how advanced it is.
20. This is the number of Ironclad Ships you own.
21. This is the number of large, Sail ships you own.
22. This is the number of Steam-Powered Frigates and Commerce Raiders you own.
23. This is the number of Sail-Powered Frigates you have.
24. This is the number of Transport Ships you have. They can transfer 1,000 Soldiers in a year for each ship.
25. This is the in-game ruler of the Nation.
26. This is who will write the country's updates.
27. This is who plays the country.
Civilising Requirements
In order for a nation to Civilise, they must achieve Poor quality in Infrastructural, Army Level, and Navy Level, and one of the three must be Average, along with the other two being Poor. That nation must also have 30 Prestige, a positive Income Balance, and an Education Rate of over 25 percent. While these tasks are hard to achieve, many of the Uncivilised nations are not all that advanced to begin with, and these levels would be enough to have them considered to be Civilised.
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