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Author Topic: Balance of Power: 1914 [Round 4] Hugely WIP  (Read 4582 times)

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Offline DoctorWarband

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Balance of Power: 1914 [Round 4] Hugely WIP
« on: May 26, 2016, 11:35:35 pm »


Welcome to BoP: Europe 1914



Nations


Players

Great Powers


United Kingdom -
Russian Empire -
Kingdom of Italy -
France -
Austro-Hungarian Empire -
Germany -
Ottoman Empire -

Minor Powers

Kingdom of Serbia -
Kingdom of Bulgaria -
Kingdom of Romania -
Republic of Albania -
Principality of Montenegro -

Kingdom of Denmark -
Sweden -
Norway - 
The Netherlands -
Kingdom of Belgium -
Principality of Luxembourg -
Republic of Switzerland -

Kingdom of Spain -
Republic of Portugal -

Kingdom of Ethiopia -
Sublime State of Persia -

Estados Unidos Mexicanos -
United States of America -

Republic of Peru -
Republic of Brazil -
Republic of Colombia -
Republic of Suriname -

Empire of Japan -
Republic of China - 
 

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Current Treaties

The United Kingdom of Great Britain + France - Non Aggression Treaty
The United Kingdom of Great Britain + Russian Empire - Non Aggression Treaty
France + Russian Empire - Alliance
Russian Empire + Serbia/Bulgaria - Aid
The Ottoman Empire + Bulgaria/Serbia - Aid
Austria-Hungary + Bulgaria/Serbia - Aid
Austria-Hungary + Italy - Alliance
Austria-Hungary + Germany - Alliance
Italy + Germany - Alliance
Germany + The Ottoman Empire - Alliance



Rules


Warfare
The players are limited to taking broad strategic decisions to fight their wars, in-depth details will simply be unused. (This is to avoid the "but i did this and that and this and that" problem that occurs in many BoP games) Warfare in BoP: Europe 1914 will be decided by rolling of dice, with the applying of advantage/disadvantage modifiers after. Players who wish to plan an offensive/defensive strategy, or fight an all-out battle against their enemy must send their plans to the GM via PM.

- Naval invasions into enemy territory are very risky and need considerable planning. The resources from required from your naval and land forces may be great, and once a Naval Invasion is ordered it is extremely hard to call it off and retreat. Make sure you want to invade and are prepared to do so. Nations with large and powerful navies are obviously better equipped to handle naval invasions, and will get an advantage when doing so.

- Naval landings into friendly territory, such as territory controlled by one's allies, require only a small amount of preparation, planning, and time to initiate.

- Favorable terrain may give defenders the advantage, while unfavorable terrain may give Defenders/Attackers the disadvantage.

- 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.

-Battle plans can be split into stages, with each stage being a possible battle should the circumstances allow it.

-Shelling can now be done on an enemy location, granting a -1 penalty to the enemy for every day spent shelling up to a maximum of 15. The enemy will be warned whenever shelling is commenced and will be given information regarding where the shelling is taking place and the strength of the fire. Shelling bonuses do not carry over turns. Diversionary shelling is allowed.

-Scouts are fast, sneaky units mainly used to show one where his enemy is and what they are doing. In the early game, scouts are simply men on fast horses and not very effective. However, as time and technology progresses, scout planes may be unlocked. Scouting is based on a dice roll, for whether you see anything or nothing, and if you do see something, how much do you see.

-Your military's professionalism may be a great factor in one's victories and defeats. A well-trained, professional, volunteer force will have a great advantage over a force of conscripts.

- Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect on your military's morale, and this discontent may spread throughout your country...

-Every nation with a navy has either a Small, Medium, or Large Navy, which equates to a set number of ships to start:
  • Small Navy = 20 Ships or Less
  • Medium Navy = 21 Ships to 40 Ships
  • Large Navy = 41 Ships to 60 Ships
-Fortifying takes time. Every stage of fortification has a set time to reach:
  • 1 Turn spent fortifying = Light Fortifications
  • 2 Turns spent Fortifying = Medium Fortifications
  • 6 Turns Spent Fortifying = Heavy Fortifications
-Players must label the number of soldiers/ships in every army/fleet they move during war.

- Players can take industrial decisions that will affect the performance of their armed forces; focusing between Heavy or Light weaponry. 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 Machine Guns (Defensive bonus +5) - vs - Light Machine Guns (Offensive bonus +5)
Heavy Artillery (Defensive Bonus +10) - vs - Light artillery (Offensive Bonus +10)
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Mobilisation

Mobilisation is simply the conscription of men into military service and the transition of the military from peacetime to wartime. Each level of mobilisation will increase the amount of men one holds in action, reserve, and on the field, but will also increase the detrimental effect on one's economy. Extended and Full should be considered the standard mobilisation levels for a Great War to be fought, as this was the kind of mobilisation seen in WW1. Players are allowed to tweak the age limits, or add a voluntary option to their mobilisation, or even make their military completely voluntary.

Partial Mobilisation - All men up to 25 are mobilised for active service, except those in various professions, students, and others.
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. 
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.

Nations also have the option of instituting civilian militias, similar to the "Home Guard" seen in both WW1 and WW2. Militias offer a mediocre source to improving your civilians' military prowess in case war breaks out, as well as significantly reducing the economic drawbacks from full-on mobilisation. However, it is obviously not effective enough to base your entire military on, and should be viewed as a support mechanism. Militias cannot be used for offensive actions, only defensive. Be warned, arming your populace dire times may work, but an armed unhappy populace with no war to fight may turn their weapons on their own government, if unrest is high...

- Important! When planning your actions, remember to be specific of where your intended end goal for the plan will be! For example: *Stupid plan by some Frenchie to invade Belgium* my end goal is to reach Flanders.
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Diplomacy
- Don’t sign agreements that you will break quickly. Please. Just don’t.

- Treaties and agreements can be severed in a number of ways, however the best diplomatic way of breaking agreements would be through "Opt-Out" clauses. (For example "I will aid you in conflict, Except against Romania") When negotiating with another country, one can choose to make treaties an: Offensive alliance (only offensive wars), Defensive alliance (only defensive wars), General alliance (all wars), A Non Aggression Pact (Oh God please don't attack me! Here's my virginity and some blonds!), or an aid treaty (I decide to help you monetarily, with equipment and sexual favors economical support. Opting out via one of those clauses will have no major detrimental effects on one's nation (besides the diplomatic ramifications with the affected country and/or neighbors).

- You can support nations at war (or rebellions) in different ways.
Declare diplomatic support - Simply publicly display your backing to one side (mainly used to scare/threaten others into not joining)
Supplying - Secretly or publicly sending arms, food, goods etc to a warring party
Allowing volunteers to fight / forming a volunteer corps - secretly/publicly send men that are not politically sent by your nation to fight on one side. (Very risky, with great diplomatic ramifications if caught)
Simply declaring war. - Declare war and fight with a warring party.

- Since this era is the era of Nationalism, it may be easier to acquire friendly relations with other nations. Always remember past events and your nation's history, as this may make finding friends and allies easier or harder depending on who you are and who your neighbors are. Likewise, nations who are historical friends or share similar cultures may find themselves in good alliances.

- Upon winning a war, the victorious party has a multitude of options to choose from:
Full Annexation - The entire losing nation is absorbed into the victor's lands (Easier for small countries, nearly impossible for large Western powers)
Ceding of lands/acquiescence - The losing party receives peace terms, which may range from small amounts of land being ceded to the victor to war reparations and demilitarisation.
Puppet State - The losing party becomes a puppet state of the victorious party, with their independence and sovereignty severely reduced.

-The losing party of a war also has a multitude of options to choose from:
Surrender - The losing party agrees to whatever peace offers the victorious party grants them.
Exile - The losing party's government goes into exile with a neighboring country or ally. The war will remain active, along with hostilities and conflict should opposing forces remain active on the battlefields. Exiled governments can return to their nations if they win or make great progress or simply feel safe enough to return.
Resistance - (Can only be used if puppet state'd, or full annexed) The losing party's government goes into hiding, and the whole nation erupts into open rebellion. The victorious nation loses control of the newly acquired lands as time goes on, with the nation gaining a chance to regain its sovereignty should the resistance movement prove successful.

- 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.
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Politics
Every nation in the game has a government, which may give bonuses/negative effects towards certain actions and strategies. The government systems in this game are: Monarchy, Constitutional Monarchy, Republic/Democracy, Fascism, Communism, Dictatorship, and Hybrid (mixture of 2 or more government systems).

-Cons. Monarchy and Democracy/Republic work by having a ruling party preside over the nation for a set period of time that is voted into office. Elections are decided by a dice roll, with 1-39 representing the more conservative spectrum of politics, 40-59 being moderate, and 60-100 being the liberal spectrum. More conservative politics will give bonuses to military and government actions but may make your people unhappy. Moderates are in the middle, and gain a very slight bonus to all actions of the government, however if a player begins to stray too liberal/conservative, the people may become unhappy and another party may seize the government.

-Monarchies and Dictatorships are one person controls the nation. Monarchies most likely have some elements of democracy, while Dictatorships have little to no democratic elements. Both systems allow the player free reign to commit most/any actions, however they must keep an eye on unrest and unhappiness, lest they be overthrown for another form of government.

-Fascist and Communist governments are unique in this BoP. Both government types gain Full control over their government, along with the trade and economy of their nation, letting them modify many aspects of their nation to supplement whatever agenda the player chooses to follow. However, both Fascism and Communism are extremely unpopular governments on the world stage, and the player may find themselves diplomatically isolated following a government change. Another pressing problem, unrest, can be easily be solved by propaganda and elimination of the opposition. However, one must still be careful, for propaganda and fear can only take you so far.


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Unrest
Every nation in this game has people, citizens who go about their daily lives, work in industry, and fight their nation's wars. A happy and controlled population is much easier to work with than an unhappy, rebellious population. The placating and control of the civilian population is an important facet of BoP: 1915.

- Some countries, like the Austro-Hungarian Empire and Russian Empire, have a plethora of ethnicities which may affect the military and industrial power of their nations. People of the same or similar culture may not want to fight their brethren of similar blood, while a certain ethnicity of people may be campaigning for their national sovereignty and revolt as a result. Multi-ethnic nations however, while they may appear unstable in the short run, can turn this disadvantage into a great advantage if they manage to placate certain ethnicities into obedient and loyal service.

- Players must be wary not to commit horrible acts of military errors during their wars, or fight too many pitched and bloody battles. Sending hundreds of thousands of men off to die not only impacts your economy, but also increases the unrest of the general population as well as makes replenishing said lost manpower much harder.

- Players can reduce unrest and unhappiness by targeting opposition groups or certain political parties that are considered "Dangerous" by the state. Moderation is required however; oppressing the masses too much may lead to a revolution in one's nation.

- Rebellions come in many forms, from revolutions to protests and petitions to the sovereign. How a player handles unrest events may decrease/increase the unrest in a country. Temperance is needed.

-Revolts and Revolutions, if unchecked, may spiral out of control and spread to neighboring nations. To avoid an international blunder, it may be wise to intervene in a revolution as an outside party, even if it could prove beneficial to a player.

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Technology

https://docs.google.com/spreadsheets/d/1n32wNfLDYyj6NcBOygq_Uz9KxWRFcU9RBPu7LcQHtEg/edit?usp=sharing

-Every Nation in the game produces at least 1 Research Point per month. Research Points are determined by:
  • Research Level
  • Economy Size
  • Economy Quality
A player can increase any of these things by focusing on them to develop via their actions. Investing and improving education and schools is treated like "Research" but for your Government. Other than that it will act in a similar way to research, with certain factors affecting points.

-Research Projects fall into 3 categories:
  • Big = 120 points
  • Medium = 80 points
  • Small = 40 points

- Research Agreements are treaties between nations to cooperate in the Sciences. The effects of entering into a research agreement with other nations are:
  • Research Agreements allow two (or more) nations to co-op research on a tech if they are researching the same one. Nations without Research Agreements will not be allowed to co-op a tech together, even if both nations are researching the same tech.
  • Research Agreements allow nations the option to automatically share newly discovered technologies to other nations they have a research agreement with. It is almost always assumed that if you enter a research agreement with someone, you will be sharing new discoveries together, so players must be vigilant to make sure they are not being tricked.
  • Research Agreements allow techs to be researched with a possible discount if 2 (or more) parties are researching the same technology together.

- Not all technologies in the game have to be researched; tactics like trench warfare, creeping barrage, and gas warfare can be acquired through simply playing the game and fighting a war for a long time. The technologies that do need to be researched are more technical in nature, such as: Tanks, Tank Warfare, Aeroplanes, Fighter Planes, Submarines, Grenades, Storming Tactics, etc.

-Some nations may start with technologies already acquired. Nations that participated in the Balkan Wars, such as Bulgaria, Romania, Serbia, and Greece, start out with small bonuses to their military tech, while other more advanced nations like Germany and United Kingdom, may start out with bonuses to their Naval Tech.

-Research can be used to do 3 things:
  • Research New Technologies
  • Improve the Quality of one's Army
  • Improve the Quality of one's Navy

-Be warned, high tech may also make the masses unhappy due to pollution, industrialisation, ideological conflicts, and other problems.
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Economy, Trade, and Industry
Each nation has an Industry Size associated with their Economy Size. Each level of Industry has a set number of slots: between 1-9.


Each nation has a certain demand for their people: eg.  The United Kingdom of Great Britain has 6 points, citizens require 3 and the military requires 3. If a nation is at war there must be a new way of industry to take into consideration, the "Rationing".

Rationing is a new way to use your industry slots in a sensible way to which your military demand would not overcome your citizen demand and would put your economy into a bad economical state. It is important to remember that if you do not use rationing, you would NOT, be able to hold an army + a whole country going. It's either.

There are a few states a country's economy can be in: crippled, manages, below average, average, decent, blooming, flourishing


Population, Military and research

- A player in this current BoP would HAVE to research his own historically accurate numbers in his: military and population.

- Civil techs are technologies developed to enhance the quality of life in your country. They're as important as military techs, and would get their own branch in the tech tree.


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Starting Maps


Europe Map
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World Map
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Current Maps


Europe Map
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World Map
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Signatures, banners, and other media
Sigs and Banners

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GIFs and Misc. Items
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« Last Edit: May 27, 2016, 12:14:20 am by DoctorWarband »
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Offline Nick Lazanis

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #1 on: May 26, 2016, 11:45:31 pm »
Russia please :)

Offline DoctorWarband

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #2 on: May 26, 2016, 11:52:54 pm »
Russia please :)
We're not reserving nations yet, I am sorry. Should have said that in the title.
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Offline Nick Lazanis

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #3 on: May 26, 2016, 11:57:17 pm »
Ah yeah I understand mate. Still WIP. If you need any help,I'd gladly assist you :)

Offline DoctorWarband

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #4 on: May 27, 2016, 12:02:41 am »
Ah yeah I understand mate. Still WIP. If you need any help,I'd gladly assist you :)
Thanks for the offer :)
Righty ho, this would take time to go on its way, so for now, I would slowly work on nation cards, details and etc.
I would first want to see initial interest in the game before even deciding to go for it, as I have never ran one and I am hoping to give it a good shot.
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Offline Salcos

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #5 on: May 27, 2016, 12:15:29 am »
Starting map is wrong! If you want I can patch it up for you?
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Offline DoctorWarband

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #6 on: May 27, 2016, 12:22:10 am »
Starting map is wrong! If you want I can patch it up for you?
Would love to. I just took the one Volk had :D
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Offline BabyJesus

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #7 on: May 27, 2016, 02:55:02 am »
Another ww1 BoP....

welp i guess its time to make Ethiopia great again. If i did it once i could do it again :P
« Last Edit: May 27, 2016, 04:17:17 am by BabyJesus »
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Offline OttoFIN

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #8 on: May 27, 2016, 07:04:48 am »
Oh god damn it! Another round?! Couldn't we just continue from the last game?

Offline Cazasar

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #9 on: May 27, 2016, 10:00:11 am »
Oh god damn it! Another round?! Couldn't we just continue from the last game?
really no one wants to start again. Can we pls just continue last game?!
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Offline Ted

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #10 on: May 27, 2016, 10:39:38 am »
Oh god damn it! Another round?! Couldn't we just continue from the last game?
really no one wants to start again. Can we pls just continue last game?!

+1
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Offline Cazasar

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #11 on: May 27, 2016, 11:23:58 am »
The Reason why Volk didnt continue my game was due to the fact I didnt have a real system. Volk used a system, so just get all the info from her and boom you can continue
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Offline Ted

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #12 on: May 27, 2016, 11:51:28 am »
The Reason why Volk didnt continue my game was due to the fact I didnt have a real system. Volk used a system, so just get all the info from her and boom you can continue

Volk is virtually dead.
Dat kid who put up a global banlist back in Betty's times.
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Offline DoctorWarband

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #13 on: May 27, 2016, 12:21:31 pm »
We could use the last game, but according to Volk her lists are obsolete, and she won't give them away. I would happily make a continuation, I just don't have the notes. We could just make a different era for a game then, if you guys would like?
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Offline Nick Lazanis

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Re: Balance of Power: 1914 [Round 4] Hugely WIP
« Reply #14 on: May 27, 2016, 12:24:09 pm »
The Reason why Volk didnt continue my game was due to the fact I didnt have a real system. Volk used a system, so just get all the info from her and boom you can continue

+1 When I was helping Caz out we were basically on teamspeak deciding who to kill XD Used dice rolls ofc though.