Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Volk

Pages: 1 2
1
Forum Games / BoP: Estia (Out-Of-Character Thread)
« on: December 19, 2016, 03:49:22 am »
Rsv

2
Forum Games / BoP: Estia (Arrived)
« on: December 04, 2016, 02:53:45 am »

Welcome to Balance of Power: Estia

GM List

Volk
*Hidden*
*Hidden*

Introduction

BoP: Estia is an original, custom-world, balance of power game. The game world has been player generated and created with input from members of the community, fantasy world creators, and other respected Game Masters. The game is set in the in-game year of 800 C.E., or Common Era (period after most of humanity in this world began writing down history). The known world is called Estia, with 2 sister continents (or 1 depending on who you ask): Sarkia (Sar-kee-ah) to the East and Dysiskia (Dee-cease-kee-ah) to the West This fantasy world has developed quite differently compared to our real world's history: no major Rome/Macedon-like empire has sprung up yet, no Viking-like people have existed yet, the components of primitive black powder have not been discovered yet, no major religion has spread across the world yet, no other landmasses besides the one currently inhabited have been discovered yet, among other missing pieces of history. Besides some minor historical footnotes, the world is ripe and ready for ambitious nations to take their place in the annals of history. Players will start out as small, fledgling governments and, through conquest or diplomacy, grow their power and expand their sovereign borders. The coming events will become the history of Estia, and each nation will have its story.

The game is set in a time where the military technology is what we would consider Medieval Times (combination of Early-High Middle Ages). Most other advancements (Agricultural, Civil, Cultural, etc) are in the same age except for a few differences: Feudalism as we historically know it is not the default form of government and is not obligatory for any nation. Government is slightly more centralized, like in the Ancient Era (Rome for example) or historically later times (1500's-1600's for example), allowing for actual armies (although quite small due to population) instead of levies and vassals obligatory of a feudal society. Any religion can possibly spread to historic levels (Christianity and Islam), even polytheistic religions (although it is quite hard for any religion to reach those levels). For simplicity's and centralization sake, the player also has total or great control of their civilization's trade and economy, with bonuses or detriments depending on the nation and the government the player chooses (Merchant Republic for example). The population of the known world is smaller than historic Early Middle Ages Europe, roughly 10 Million. There has not, however, been any major disease epidemics in the known world (yet), unlike our history. Wheat is not originally indigenous to Estia, and is grown with great difficulty, save for a few remote regions. Other crops, like potatoes and rice, are originally indigenous to Estia, and have been mastered in terms of cultivation. The concept of culture exists in Estia (nationalism in its most extreme primitive form).

Players will create their own customized and original civilized societies and play as the rulers or heads of state for their respective countries. The game will start out with small, somewhat isolated player countries spread out throughout the map with the overwhelming majority being unoccupied and uncontrolled (but not uninhabited).

Ruling Houses

Spoiler
[close]

Civilization Creation


Map Guidelines for Civilization Creation
Public Civilization Application (Post to Thread)

Code
[b]Name:[/b]
[b]Flag/Banner:[/b]
[b]Government Type and Features:[/b]
[b]Royal House (If Applicable):[/b]
[b]Starting Ruler and Family (Ruler + Minimum 2, Maximum 4)(If Applicable):[/b]
[b]Aspects of Culture, Religion, Way of Life, and other Attributes:[/b]
[b]Location:[/b]




Explanation

The Public Civilization Application should only contain the necessary amount of detail for other players to know and understand the basic aspects of your civilization. Public Civilizations Applications can be edited and reposted multiple times. Extreme detail should be saved for the Private Application that must be sent to the Game Master by PM or other private means.

Name: The name of your custom country. The name should be somewhat original; as long as it is not a direct copy of another country, and not obscene or unbelievable, it will be accepted.
Flag/Banner: The flag or banner of either your country, the ruling dynasty, the ruler, or other important body that will represent your country.
Government Type and Features: The form of government that runs your country along with any important aspects. Examples of government types range from Monarchies, to Oligarchies, Dictatorships/Despotism, Democracies, and Republics to name a few. Important Aspects can be anything that helps to describe your government, for example for Monarchies perhaps it is an Elective Monarchy, where the Monarch is voted in from the royal family, or perhaps it is a Direct Representative Democracy with a specific voting population (for example Landed Soldiers).
Royal House (If Applicable): The dynasty or ruling family of your country.
Starting Ruler and Family (Ruler + Minimum 2, Maximum 4)(If Applicable): The name, age, and some details of the ruler that starts out ruling your country, along with the names, ages, and details of at least 2 immediate family members (Brothers, Sisters, Mothers, Fathers, Half-Brothers, Half-Sisters, Adoptive Family, etc)
Aspects of Culture, Religion, Way of Life, and other Attributes: Simple details and Attributes describing the many aspects of your society. Some basic information on your society's culture, religion, and other details should be included. Some examples are: Warlike, Nomadic, Trade-Centered, Liberty-Centered, Polytheistic, Monotheistic, Peaceful, Agrarian, Pastoral, Slavery, Xenophobic, Primitive, Tribal, etc.
Location: The starting province(s) of your civilization. Most players should start out with 1 province, recommended to be placed on or near a trade center (or somewhere where the formation of a settlement with trade influence is possible). Starting out with more than 1 province is allowed, however the absolute maximum number of starting provinces is 4, and they must be immediately bordering each other. Starting provinces may be chosen that are not bordering each other, however if so they must be within a reasonable distance of each other and the reasons for their distance must be expressed in the application. The selected provinces must be pointed out (colored/highlighted) on the map.


[close]

[close]
Private Civilization Application (Send to Game Master)

Code
[b]Name:[/b]
[b]Flag/Banner:[/b]
[b]Nation Adjectives:[/b]
[b]Government Type and Features:[/b]
[b]Royal House (If Applicable):[/b]
[b]Starting Ruler and Family (Ruler + Minimum 2, Maximum 4)(If Applicable):[/b]
[b]Aspects of Culture, Religion, Way of Life, and other Attributes:[/b]
[b]Location:[/b]
[b]Player Notes, Comments, & Requests to the GM:[/b]
[b]Suspected Playstyle:[/b]
[b]Player Goals/Objectives for this Civilization:[/b]
[b]Player Nation Modifiers or Traits:[/b]




Explanation

The Private Civilization Application should be sent directly to the Game Master and not posted publicly to any threads. This app should be much more detailed than

Name: The name of your custom country. The name should be somewhat original; as long as it is not a direct copy of another country, and not obscene or unbelievable, it will be accepted.
Flag/Banner: The flag or banner of either your country, the ruling dynasty, the ruler, or other important body that will represent your country.
Nation Adjectives: The adjectives that will be used to describe people from your country, people of your culture, etc. (For example, the adjective for a person from Russia OR a person with the culture of Russia is "Russian"; the adjective for a person from Rome is "Roman".)
Government Type and Features: The form of government that runs your country along with any important aspects. Examples of government types range from Monarchies, to Oligarchies, Dictatorships/Despotism, Democracies, and Republics to name a few. Important Aspects can be anything that helps to describe your government, for example for Monarchies perhaps it is an Elective Monarchy, where the Monarch is voted in from the royal family, or perhaps it is a Direct Representative Democracy with a specific voting population (for example Landed Soldiers).
Royal House (If Applicable): The dynasty or ruling family of your country.
Starting Ruler and Family (Ruler + Minimum 2, Maximum 4)(If Applicable): The name, age, and some details of the ruler that starts out ruling your country, along with the names, ages, and details of at least 2 immediate family members (Brothers, Sisters, Mothers, Fathers, Half-Brothers, Half-Sisters, Adoptive Family, etc)
Aspects of Culture, Religion, Way of Life, and other Attributes: Details and Attributes describing the many aspects of your society. The information should be detailed, with some explanation as to why the aspect is important or helps to shape your nation into a unique one. Information on the faiths of the religions, class systems, castes, values of the society, stigmas, past history, etc should be included and sent to the Game Master.
Location: The starting province(s) of your civilization. Most players should start out with 1 province, recommended to be placed on or near a trade center (or somewhere where the formation of a settlement with trade influence is possible). Starting out with more than 1 province is allowed, however the absolute maximum number of starting provinces is 4, and they must be immediately bordering each other. Starting provinces may be chosen that are not bordering each other, however if so they must be within a reasonable distance of each other and the reasons for their distance must be expressed in the application. The selected provinces must be pointed out (colored/highlighted) on the map.
Player Notes, Comments, & Requests to the GM: Any notes, comments, or requests to the GM. Whether it be to better explain, emphasize, focus on, or hold off on certain aspects of your custom nation, anything is welcome here.
Suspected Playstyle: Not required, but the custom nation should match somewhat with the playstyle the player is thinking about choosing. Details as to how warlike you might be, whether you'll be focused on specific strategies like diplomacy, warfare, espionage, etc. Anything that you think could help better explain your country to the GM can be put here.
Player Goals/Objectives for this Civilization: What you intend on doing with your country. Optional and answers are solely player based. Can be anything, from "I plan on making a trade empire!" to "I plan on discovering new lands!" to "I plan on being the most dastardly raiders that ever sailed the seas!" to "Conquer these specific lands!".
Player Nation Modifiers or Traits: Any bonuses/detriments that you either are requesting immediately or are specifying that you will be working towards and playing around those specific traits. For example, a player who thinks they will try to become the best naval power might specify that they are basing their civilization, playstyle, and goals around that fact. Requested bonuses or modifiers will not be automatically granted; this is solely for the GM to take note.



[close]

[close]
Maps

*Intellectual Property of Volk: Usage for games not run by Volk not allowed without expressed permission. Maps created Oct. 22, 2016.

Blank Map of Estia
[close]
Climate Map of Estia
[close]
Map of Estia relative to Map of Europe, Africa, and Asia for scale
[close]
Trade Feature Map of Estia
[close]
Terrain Map of Estia
[close]
Winters Map of Estia
[close]
Trade Goods Map of Estia
[close]
Trade Zone Map of Estia
[close]

Rules


Trade and Economy

Trade is an integral and highly strategic part of BoP: Estia. The scarcity of key resources, such as Iron and Grain, means that being able to trade in or control the trade of scarce resources will put you in a better position compared to everybody else. Players are able to order embargoes of other realms, sign trade agreements with other nations that may range from lower prices to tariffs, no tariffs, exclusivity, and other possible outcomes. Allowing trade to bustle through or in your realm will cause your nation to grow richer, and allow you to be able to project more power than other nations.

Every province produces basic goods that are necessary for a civilized society: iron, food, lumber, water, etc. However, these are extremely insignificant amounts, only just enough so any established province doesn't immediately die from lack of basic resources. However, every province has a specific product that is especially abundant or has the conditions for excellent production of said product. Some provinces may produce large amounts of quality cotton, or iron may be plentiful and the means of producing it readily available, while some fertile provinces might be high producers of grain. These goods are strategically important for both a nation's economy and a nation's military. Being able to produce, control, and trade in these products will result in the player seeing the balance of power tip in their favor.

Every default trade zone (except for the smaller, more obscure ones) has at least 1 province with a particular trade feature. These trade features make the province they are in a center of trade or at the very least a province with a great deal of influence on trade in the region. As a default, the trade goods that every province makes/has in a trade zone all coalesce at provinces with trade features. Over time and through player action, certain provinces and their cities may become the central hub of their particular default trade zone. The trade zones themselves could also change, if certain countries expand or project their power and influence onto the surrounding territories or civilizations.

Trade in Balance of Power: Estia flows both ways: Trade from trade zone 1 flows into trade zone 2, and trade from zone 2 flows into zone 3, along with any other routes that might lead to/from other trade zones. Trade can travel by sea and by land except for deep seas and nontraversable regions. Trade by land can be affected by war, hostile armies and peoples (like nomadic raiders), the infrastructure or lack thereof of a region, and natural disasters (ranging from floods and volcanic eruptions to droughts and earthquakes). Trade by sea can also be affected by war, pirates & sea raiders, storms, as well as damage to port cities & blockades.

Economy is the overall wealth and prosperity of a nation. Strength of trade, effective taxes collected, accessibility of a variety of goods, & the wealth of a nation's people, along with other factors all are taken into account when calculating the economy of a country. Having a strong and stable economy allows players to pay for things like armies, navies, trade missions, infrastructure maintenance & expansion, building projects, mercenaries, as well as growing the size of one's borders along with its military. A strong economy could also be used to finance diplomatic actions, like subsidizing another country's war.

The unit of currency in this region is the Gold Coin (at the start, there is no universally accepted currency, so the default international currency is the Gold Coin). One Gold Coin in Estia is worth roughly $100. If a certain country becomes a trade power or has a lot of influence in trade, they may see their currency become accepted in other countries besides their own, perhaps even becoming one of the first widely accepted universal currencies.

[close]
Warfare
Warfare is when a nation tries to make another nation do its bidding by military means. Wars can be declared for theoretically any reason: Do you want some territory but the country controlling it doesn't want to hand it over? Fight a war over it! Are you trying to achieve trade dominance over an important area, but another country is competing against you? Fight a war over it! Has your close ally been invaded by a mutual foe? Fight a war over it! As long as the reason for declaring war is a tangible one, the war will be considered valid. Wars can also be declared for no reason at all; however take care, for you may run the risk of spreading unhappiness or even unrest amongst your people.

Before deciding to launch your war, there are a few things to consider: One thing to remember is that moving your troops and making them do actions takes time. Fortifying for a siege, or preparing to besiege a city takes time as well; do not expect things to occur immediately. Another thing to keep in mind is that the player is limited to making broad strategies and movements of their armies and navies. Excessive detail in how the men should be lined up, what exact tactics they should use, the exact moment moment to launch a certain volley of arrows, etc, will not be taken into account when calculating an engagement. However, this is not to say that details like that are unwelcome: some detail is asked when making your plans, for it helps build the narrative and, in some instances, could make a minor difference in how the results of a battle are handled. Military plans and actions should be sent to the GM and not posted publicly on the game thread.

Wars are primarily fought by two military institutions: a country's army & a country's navy. By default, every country starts with a minimum 1,000 soldiers. Depending on a player country's location & expansion, the size of a country's land based military may increase, as well as a country's navy if it is expanded. Both the army & the navy require people to maintain & grow in size, so taking care of & expanding one's fighting population should be a top priority.

Mercenaries can also be bought, sold, and established to supplement one's military. Mercenaries are professional soldiers that are payed to fight for a certain amount of time. They can be used to provide a temporary boost in times of war if one is running low on able bodied troops.

The modern concept of total war which encompasses every aspect of a country when at war and results in the mobilization of all of a country's resources does not yet truly exist. Instead, wars are usually shorter & more sporadic, with very few battles or engagements deciding the outcomes of conflicts. The conservation of manpower and resources for future use must be taken into account when deciding whether to continue or end a war. Battles, however, should not be the main focus of warfare: the risks of losing scarce men & resources along with the inconclusiveness of battles outweigh the benefits. Instead, sieges are what one must do in order to truly win a war.

A siege is when a hostile force attempts to take a city or fortification from the defending inhabitants. Cities, forts, castles, citadels, and other fortified places can be besieged by hostile armies. A siege can end in multiple ways: The attacking army surrounds & waits out the defenders until they run out of supplies & surrender; the attacking force storms the fortification, taking it by force & putting the defenders to the sword; terms are negotiated by both sides, giving up the fort peacefully or letting the attacking army leave; the attacking army attempts to storm the besieged settlement but is driven back; or the defending force or a reinforcing army comes to the besieged' aid, driving the attackers back.

Battles, however, should not be ignored entirely. A battle is when 2 opposing sides meet at a given location and engage in pitched combat until one side is routed or defeated. Battles, though risky, have some benefits. Battles are one way of quickly defeating an enemy force, though multiple battles may be required to thoroughly break a hostile army or navy. All battles have modifiers besides a dice roll that help to calculate the results of the engagement. The maximum a modifier can be is 3, and the minimum a modifier can be is -3. Battles, at the start of the game, can be fought on every terrain type except impassable regions. Some regions may give positive or negative effects to the defenders/attackers in battles.. The modifiers are as shown:

Jungle: +1 to Defenders
Coastal Desert: No Effect
Desert: No Effect
Savannah: No Effect
Mountains: -2 to Attackers
Drylands: No Effect
Grasslands: No Effect
Woods: +1 to Defenders
Forests: -1 to Attackers
Marsh: -1 to Attackers
Coastline: No Effect
Wastelands: No Combat Allowed


Other factors may impact the result of a battle between 2 (or more) parties. Some nations may acquire certain bonuses or detriments that will be taken into account when calculating a battle. For example, a nation that is focused on cavalry and horse archers may find themselves getting a +1 Bonus when fighting in Desert and Savannah, but an additional -1 Detriment when fighting in Forests. These modifiers are called Nation Modifiers, and can be specific to each player nation. Players can acquire these throughout the game, from the nation creation process and can also be acquired by player actions and events that unfold in the game.

Another factor that is taken into account when formulating battles is Leadership. A leader is simply a person (A king, an emperor, a general, etc) that commands a military force. Every military force, no matter how small or how large, must have a named leader leading it. At the start of the game, every nation begins with all leaders have a bonus/detriment of 0. As the game progresses, players might find that their leaders, due to player actions and events, have gained negative or positive modifiers. Using this leader, players may have an advantage in combat, though some effects might have certain parameters that must be fulfilled to be used (such as +1 only when fighting a certain enemy).

The final factor taken into account is Military Technology. Military Technology is simply the overall technological level of one's military. Players cannot directly research anything, for the spread and advancement of technology is controlled by the Game Master. However, players are in control of the factors that lead to advancing in technology. The strength of one's economy, prosperity, influence of trade, experience in warfare, certain cultural aspects, and relations with certain nations all help to bring technological advancements to your realm. If you manage to do well and attain all of these, you may find yourself with a distinct advantage over your foes. Advancements in Military Technologies will grant a static bonus in the Military Technology modifier when calculating Total Rolls (and the values will increase as you advance in military technology) as well as raising the value of the Dice that are rolled for your side in battles (From Two D-6's to Two D-7's, etc).

All of these factors coming together help to calculate the outcomes of battles. However, despite the many factors that players can alter, the most important aspect of warfare simply comes down to luck. Battles are simulated by Dice Rolls, using Two D-6 Dice in the beginning of the game (6 Sided Dice). Following dice rolls for both sides, the aforementioned factors are added to the roll to find out the result of the battle. The Total Roll, or the Sum of the Dice roll plus all other factors, is the amount of damage in % a side deals in the battle. For example, if Side A has a total roll of 6, then Side A damages 6% of the enemy force.

The equation that calculates the results of battles and the damages of both sides is shown here:

Rolls (Two D-6's as the default) +/- Leader +/- Nation +/- Technology = Total Roll

The Battle Equation is used for every type of engagement besides protracted sieges (it is used, however, if a besieging force decides to storm a fortification. Then it is treated like a normal battle). There are other types of engagements that players might try to accomplish, one such being an ambush. An ambush is when one force waits for the enemy to enter a certain area, then a surprise attack is launched. An ambush can only be launched by the Defender of a would-be battle. In order to launch an ambush, the player must first put themselves in a position that, if they were to be attacked, they would be the defender in the battle (to elaborate, if you plan on ambushing an enemy but you accidentally march your men into them instead of the enemy marching into you, the battle will be normal with you as the attacker). Next, the player, in their plans sent to the Game Master, must express that they would like to try to ambush the enemy. An ambush succeeds if, in a normal D-6 (6 sided Die) roll, the result is a 3 or higher. If the ambush is successful, the battle commences with the ambushing force as the Defender, but with a +1 Bonus, not including any other bonuses from Terrain, Leadership, or Nation.

Another engagement that utilizes the Battle Equation is a Contested Naval Landing. A normal Naval Landing is simply when ships, either war ships or ships transporting troops, land on shore and drop off ground troops. A normal Naval Landing does take a small amount of time to prepare. However, a Contested Naval Landing is when war ships or ships transporting troops land on a shore and there is an enemy force waiting to repel them. Whether it be an army waiting on a beach, a hostile fleet trying to repel the landing, or a fortified coastal city, if there is a hostile force waiting to meet you it is considered Contested, and a Battle will take place.

Not all engagements will use the Battle Equation however. Privateers and Raiders attacking shipping lanes, unless confronted by another fleet, will hamper trade with impunity and steal wealth to be delivered to the privateering nation. Attacks on land trade, such as caravans, also yield the same result and, just like privateers, will attack trade routes unless confronted by another army.

Other military actions not expressed in the Rules can be undertaken by players if they so wish. The action in question must be sent to the Game Master for approval, and following the approval or disapproval of the order in question, further action may be undertaken if the player wishes it so.

[close]
Diplomacy

Diplomacy is simply all of the interactions between countries. Aspects of Diplomacy range from the mundane, like Royal Marriages and Trade Agreements, to the exciting, like Alliances and Peace Treaties. Diplomatic actions should be posted publicly to the game thread (unless it is secret diplomacy or secret treaties; overuse is discouraged, but secret treaties are allowed). There are a few rules before entering the world of Diplomacy that all players must heed: First, do not enter into agreements or treaties that you know you will voluntarily break immediately or in the immediate future. Secondly, players are not bound to accept or fulfill the terms of a treaty by the game; instead, the relationship between countries, the shifting balance of power, and mutual honor are what bind nations to treaties. However, this is not to say that the breaking of treaties is something that can be taken lightly: breaking treaties may result in other countries (players) viewing you with distrust, making future diplomacy difficult. Furthermore, breaking treaties that are bound by certain terms (like Royal Marriage) may result in unhappiness, or maybe even unrest. Lastly, please remain in character when communicating between nations. Though replying to other countries is allowed, players should try to limit their posts to diplomatic statements and actions. If players are going to reply to other countries' statements, please remain in character when doing so.

Regarding Peace Treaties, almost anything can be demanded in peace treaties. Do you want to turn your worst enemy into your most unenthusiastic ally by forcing the king's sister to marry you? Go right ahead! Trying to expand your army and you're thinking of forcing somebody to give you weapons for free? Go right ahead! Did you go to war for a certain province, but are now wanting more than what you originally declared war for? Go right ahead! Almost anything, from war reparations, to vassals and satrapies, to forced Royal Marriages, to economic terms, to even slaves and war booty, can be demanded in a peace treaty. In order for a peace treaty to take effect, however, both sides of a conflict must express their agreement to the terms of the treaty (this can be done by both sides sending the Game Master the terms and their expressed agreement). A peace treaty doesn't have to include all the participants in a war: if you feel that your ally's war is unwinnable, or you get a certain offer you can't refuse, there is nothing Rules-wise that is stopping you from ending your participation in a war. However, your allies and other countries may not take too kindly to your exit from the war effort.

When writing a treaty between yourself and another party, do be careful not to make the treaty too generic or vague: vague and generic treaties can be easily manipulated or taken advantage of. Detail in treaties is welcome and encouraged, as well as the inclusion of "Opt-Out" clauses. An "Opt-Out" clause is simply a specific expressed circumstance where the application of the treaty would be legally considered void. For example, Alliances can be concluded to be Defensive Alliances, where the parties will come to each other's aid only when one or the other is attacked by an outside party, or an Offensive Alliance, where the opposite is true; the parties will come to each other's aid only when one or the other is attacking an outside party. Other agreements and treaties could be made with Opt-Out clauses, though it is up to the players themselves to decide how they want to go about engaging in diplomacy.

Due to the time period in which the game takes place, some players may have Royal Houses or Dynasties that are in control of their country. Because of this, one diplomatic feature open to players that qualify for this circumstance is a Royal Marriage. A Royal Marriage is simply a marriage between the rulers of two countries or the immediate families of the rulers of two countries. The resulting link causes the two countries to become close in relations for as long as both rulers are alive (even if they are not the ones getting married). A civilization that places special value on marriage or a civilization with marriage being an important aspect of their culture might find that Royal Marriages are especially important in improving relations between countries. The resulting couple of the Royal Marriage may also have children: every turn, a dice roll occurs for all couples (International Royal Marriages and Rulers) to determine if a children (or children) are born from the marriage. Furthermore, depending on the character (or player intrigue), children may be born outside of marriage... with potentially disastrous diplomatic consequences.

Besides peace treaties, alliances, and Royal Marriages, other treaties and agreements can be created between nations. Whether it be trade agreements to engage in fair trade, or treaties of military access to move troops without worrying your neighbor, anything can be negotiated and made into a treaty. Other diplomatic actions not expressed in the Rules can be undertaken by players if they so wish. The action in question must be sent to the Game Master for approval, and following the approval or disapproval of the order in question, further action may be undertaken if the player wishes it so.

[close]
Espionage and Intrigue

The balance of power can be shifted through means other than Diplomacy and Warfare as well. Espionage and Intrigue are vital components of a Balance of Power game, and should not be ignored. While the results are not as immediate or drastic as Diplomacy or Warfare, the effects of well timed and well executed Espionage acts can be game changing. A few things should be known before one considers partaking in Intrigue and Espionage: First, every player is limited to one espionage or intrigue action against a player per turn. What this means is that, for example, a player can do an assassination attempt against every other player in the game, however they only get that one assassination attempt against each player that turn. Trying to do more than 1 action against a single player, for example assassinating their ruler and, for another example, sabotaging their siege, is not allowed. Furthermore, Espionage and Intrigue actions must be sent to the Game Master, not posted publicly on the game thread.

Espionage covers a wide range of actions, however they all share some similarities: All espionage actions are calculated by the roll of a 6 sided Die, with 3 and above being a success except for assassinations which are 5 and above for success. Some players, depending on their play style and events that happen, may receive a +1 Bonus to Espionage actions, though this will be quite rare and hard to attain.

One act of Espionage, and arguably the most simplest, is Spying. To spy on another nation, a player must specify exactly what target they wish to try to infiltrate (whether it be a city, an army, a government, etc). If the infiltration succeeds, the spy will remain in the target location and begin relaying bits of information the following turns; the quality of the information is calculated by a D-6 roll each time. If the infiltration fails, another roll is triggered: if the roll is a 3 or above, the spy escapes but makes his presence known; if the roll is below a 3, the spy is captured and the capturing nation is then free to take whatever action it feels is necessary (like interrogating the spy).

In conjunction with spying, there is also Counter-Espionage. Counter-Espionage works similar to spying, however instead you are "spying" on yourself. When a player specifies a specific target they control (like an army) they wish to insert a spy into, the spy is automatically safely inserted. A Die is rolled to see if the Agent detects another spy in the organization it is monitoring; if the roll is a 3 or above, the spy detects the whether or not there is a foreign presence in the body they are attached to; if the roll is below a 3, the spy detects nothing.

Another act of Espionage is Disinformation. Disinformation works like normal spying, however the spy automatically makes it into whatever country they are delivering the false information to. A D-6 is rolled to determine how compelling the information is when it is delivered to the other player; a 3 and above makes the information sound somewhat believable, with the higher the number equating to more compelling disinformation; anything below a 3 results in the information being considered false, with a 1 resulting in the information being revealed to be totally false.

Perhaps the most infamous act of Espionage is Assassination. An assassination is simply when an agent attempts to kill someone of importance (A General, a Ruler, a relative of a Ruler married to another Ruler, another Spy, etc). To attempt an assassination, a player must first specify a specific target to be killed (a General, for example). Next, for narrative purposes, the player must explain how the target should be killed (poison, "accident", a stabbing in his tent, etc). Upon specifying a target and their method of being killed, a Die (D-6) is rolled; a 5 or higher is considered a successful assassination, and the target is killed; anything below a 5 results in the target not being killed. After rolling for whether the target is assassinated, another Die roll is triggered to determine: if the target was killed, does the assassination raise any alarm and does the assassin escape unnoticed; or, if the target was not assassinated, if the assassin remains undetected. If the target was killed, a Die roll of 5 or higher results in the assassin escaping without being detected; a Die roll below a 5 results in the assassin being captured. If the target is not assassinated, a Die roll of 5 or higher results in the assassin escaping without being detected; a Die roll below a 5 results in the assassin being captured. From that point on, the capturing nation is then free to take whatever action it feels is necessary (like interrogating the assassin).

The last famous form of Espionage, and one of the simplest to understand, is Sabotage. Sabotage is when an agent damages or destroys a body belonging to another country (an army, a building, etc). Sabotage targets can range from the most mundane like docks and libraries, to the more exciting like military defenses and provisions. To attempt to sabotage something, first a player must specify the target they wish to sabotage. Upon selecting the target and sending the order to the Game Master, a Die roll (D-6) is done to determine if the sabotage attempt is successful; a 3 and above means that the sabotage is successful, while anything below a 3 means that the sabotage attempt was unsuccessful. No matter the outcome of the first Die roll, however, another Die is rolled to determine if the saboteur escapes undetected; a 3 and above means that the saboteur escapes undetected, while anything below a 3 means that the saboteur is captured. Upon being captured, the capturing nation is then free to take whatever action it feels is necessary (like interrogating the saboteur).

Intrigue is the formulation and enactment of conspiracies, usually within government or a royal court. Intrigue is similar to espionage There are only a few acts of Intrigue, though they are quite powerful. Intrigue is also similar in that every act is determine by a D-6 roll, with 3 and above meaning success and anything below a 3 meaning failure, along with discovery of the plot.

One act of Intrigue is the arrangement of marriages without the other player's consent. To attempt to arrange a match between two people, a player must first specify which two people they want to attempt to arrange to marry. Once both targets are specified and the order is sent to the Game Master, a Die (D-6) is rolled to determine the success of the endeavor; a 3 and above means that the plot succeeds and the couple are arranged to be married, while anything below a 3 means that the plot failed. No matter the result of the first Die roll, a second Die (D-6) is rolled to determine if the conspirators remain undetected; a 3 and above means that the conspirators remain undetected, while anything below a 3 means that the conspirators are detected, revealing the player that launched the conspiracy. From that point on, the affected nation is then free to do whatever it wishes with the information it has gained.

Another act of Intrigue is the removal of key leaders from their current positions. To attempt to remove a leader from their post, a player must first specify what leader they wish to attempt to remove. Upon selecting the target and sending the order to the Game Master, a Die (D-6) is rolled to determine the conspiracy's success; a 3 and above results in the target being removed from their post and being unable to return to their post until the next turn, while anything below a 3 results in the conspiracy failing to remove the target from their post. No matter the result of the first Die roll, a second Die (D-6) is rolled to determine if the conspirators remain undetected; a 3 and above results in the conspirators remaining undetected, while anything below a 3 means that the conspirators are detected, revealing the player that launched the conspiracy. From that point on, the affected nation is then free to do whatever it wishes with the information it has gained.

All of these actions and their results are revealed only to the affected players by a message from the Game Master. The Dice rolls will not be shared with either party when sending the results of Espionage and Intrigue attempts. Thus, while Espionage and Intrigue can be quite powerful if used correctly, caution and skepticism should remain when considering the results.

[close]
Dynasties and Royal Houses

Although not all countries might have a ruling Dynasty, most countries' governments will have some sort of ruling family or house that presides over the country and makes all of the decisions. A Dynasty is simply a series of rulers from the same family that rule a nation or play an overall key part in the government. Every player that starts out wit a Royal Family must start out with the Ruler and 2 other Immediate Family Members (Mom, Dad, Brothers, Sisters, etc).

The most important members of a Royal Family are the Ruler (or Rulers) and their immediate family. Royal Marriages between countries can only take place between either the Ruler (or Rulers) and their immediate family. No other extended family can be used in Royal Marriages. For example, the Queen of X country could marry the King of Y country, or the Queen's sister of X country could marry the King's brother of Y country; however, marriages between cousins, half cousins, aunts, uncles, etc, will not be allowed for international Royal Marriages and will not be tracked.

Every turn, every important couple (King and the Queen-Consort of a country, King of X and Queen of Y, marriage between family of 2 different monarchs, etc) gets a D-6 rolled for them to determine if an event happened that turn. If the Die rolls values 2 through 5, then nothing happens; if the Die rolls a 6, a positive event happens, which could be a Child being born form the marriage, relations are improved, or another positive outcome that might be considered (The GM may contact the player to ask what kind of positive event should occur if the GM is troubled in selecting a positive event). If the Die rolls a value of 1, then a Negative Event occurs for that couple; perhaps a child is miscarried, relations are damaged, or one of them dies due to specific circumstances in the game (for example, if the King and Queen couple roll a 1, and say the King is old, sick, and currently on campaign, perhaps the King dies).

Although only the Ruler(s) and their immediate family may be used for Royal Marriages, the other members of the Royal Family may still play a part in the game. Giving relatives generalship of a force could have positive effects such as less chance of that army rebelling should unfortunate events arise, or the general becomes particularly skilled in battle, giving you a named leader with a bonus who comes from the royal family.

Ultimately, it is up to the player to control and manage their family tree and only their family tree.

[close]
Government and Unrest

Every player nation in Estia has some form of Government. Government is simply the body that controls and directs a society in a given area. Whether it be roads being built, taxes being collected, wars being waged, laws being enforced, or religious ceremonies being held, government influences many aspects of a society and is how the player controls their country. The player plays as the Ruler or Head of State for their nation, and has great (almost total) control over his or her government. Although every nation has some form of government, not every custom nation will have the same government. Some nations might have monarchies, where rule of the country is passed down through some form of succession, or representative governments like Democracies and Republics. Some might be mixtures or combinations of different ideas and concepts, like Horde where rule is determined by a vote between the chiefs for example. Not all governments will act or play the same, however almost all governments influence the same aspects of society.

Monarchies, except for specific circumstances, usually allow for Royal Marriages and relations between Royal Houses or Dynasties. Monarchies come in many shapes and sizes, however the basic ideas is the same: Rule is transferred between a small group of people through a form of succession. It could be Elective, where perhaps the Royal Family votes on who should rule, or primogeniture for example, where the first child becomes the next ruler. Monarchies come in many forms, from tribal chiefs to horde leaders to military dictators.

Democracies and Republics are different from Monarchies, though can have some similar qualities. Typically, rule of the country is determined by voting in some way shape or form; whether it be all male soldiers voting for their ruler or senators voting on a group of people to become rulers, the basic rule of voting determines the ruler(s) remains constant. Representative governments can be similar to monarchies though; perhaps there is a Royal Family or multiple Royal Families that compete for control of the government, in which case Royal Marriages could be allowed even through it is, say, a Republic. These are usually exceptions to the rule, however, not the norm.

There are other forms of government that, although maybe not as famous or used by players, could be considered when creating a nation. A theocracy, for example, which is a government revolving around religion, could be used in creating a custom nation. Furthermore, aspects and concepts associated with some form of government could be combined with other ideas to form a hybrid or unique government. There are some exceptions though: the Modern concepts of Socialism, Communism, and other "-ism's" do not exist yet. However, that does not mean that a few concepts or ideas could not also be taken to form a custom player government.

While playing as your custom nation, there may come times when dire situations occur or disasters happen. As a result, the general populace might become unhappy, and the growth of this unhappiness might lead to rebellion. This is called unrest. Unrest can happen as a result of many different negative events that might occur when playing: For example, perhaps a long-dormant volcano suddenly erupts, killing many in the general area; as a result, the populace might believe that, for example, their god or gods have forsaken them or that their government has been forsaken. Another example is during war, perhaps you fought a battle you should've avoided which resulted in you losing terribly, with a great human cost. A quick and sudden loss of a great number of lives could make your populace unhappy, and further defeats and military disasters could turn that unhappiness into anger, which leads to rebellion and unrest.

However, there are ways to avoid unrest. For example, being a rich and prosperous nation has a positive effect on your populace's sentiment; people simply can't be extremely unhappy when they are safe, fed, and healthy with money to spend and places to go. Randomly-generated positive events could also help to appease your populace. For example, a particularly bountiful harvest could be considered a sign of divine favor, raising your populace's happiness and sentiment towards their government and their ruler(s).

Should events not go in a player's favor, however, and all attempts to appease the populace have failed, then the ultimate result is the transformation of the populace's unhappiness into anger and violent insurrection. Rebellions are acts of open resistance to the government, usually violent, and can take many shapes and forms. Ultimately, the goal of a rebellion is to either change or even completely erase the existing government in an attempt to make things better for the rebels. Many groups can take to open rebellion, whether it be peasants and farmers who have been taxed too much or armies and soldiers who have lost confidence in their ruler. Defeated foes could also enter open rebellion in an attempt to reverse the result of a previous war, or even fight for independence. Rebellions can vary in size, from simple riots in the capital city to massive civil wars that split nations into pieces. Because of the extremely varied nature of unrest and rebellion, forms of unrest may be unique to certain player nations: a nation that has slavery could see a revolt of slaves, which would be impossible for another player nation that does not have slavery. As a result, there are many different ways to deal with unrest and rebellion: one simple way is by use of force; armies and soldiers can be used to quell unrest and fight rebels should the need arise. Players may also seek a more diplomatic approach and try to come into an agreement with the rebels or agree to changes that are desired. Espionage and Intrigue could also be used to quell unrest, though it is risky.

Ultimately, players and their governments have a great deal of influence in many aspects of their society. Player nations should have varying and somewhat unique governments, which may function similarly or differently than their neighbors. All nations are under the threat of unhappiness and unrest and are susceptible to its many sources, but also have a wide array of paths to choose from when dealing with unrest.

[close]
Disasters, Epidemics, and other Random World Events

While time passes and the game progresses, random events may occur that can be Negative, Positive, or Neutral in nature. At the GM's discretion, two D-6's (6 Sided Dice) will be rolled to determine if anything significant outside of player influence occurs in the game world. A Random Event can only occur if the GM rolls a Double with the dice (So, for example, a 1-1 or a 2-2). If the GM rolls a Double, then the value that is being Doubled will be used to determine whether the random event is positive, negative, neutral, and perhaps the severity of it. For example, say the GM rolls two 6's (6-6). Perhaps next turn the world experiences a particularly warm period, so crops are particularly bountiful for that turn. Another example is the inverse, where the GM might roll two 1's (1-1). Perhaps the world goes into a period of cool weather, wrecking havoc on the harvests for that turn. Or perhaps a natural disaster happens, such as a volcano erupting, resulting in damage to a certain area as well as ripple effects like Ash damaging distant crop yields.

There is a wide range of possibilities and events that can result from these dice rolls. The rolls will not happen every turn, for they are up to the GM's discretion. Disease outbreaks, earthquakes, warm years, new discoveries, and even foreign visitors could all be rolled for as Random World Events. However, Random Events may be ignored at the GM's discretion if he or she considers it to be an unfit time for such an event, possibly one sided for certain players, or otherwise unnecessary. Ultimately, it is up to the GM to decide whether the event in question would positively impact the players and the game experience.
[close]
Etiquette and General Rules

While rules regarding the game mechanics are vast and detailed, players would do well to remember that, above all else, this is just a game that is being played for fun and enjoyment. There is no such thing as "Winning" in a Balance of Power game, for the overall objective of the game is to have fun and interact with other players in order to create a memorable experience.

Regarding player etiquette, one thing to remember is that the actions of the players in game does not reflect the character and personality of the player outside of the game. Furthermore, the game thread should not be the place to discuss inter-player relations and outside affairs. The game thread is where the players become their nations and should be treated as such when interacting on the game thread.

The game thread is where players role play their rulers and nations and play the game. The discussion or Out-Of-Character Thread should be where players, not pretending to be their nations, discuss and converse about the events unfolding in the game. The Game Thread is public and should only contain public actions or materials the players would consider to be public; private treaties, agreements, orders, messages etc should instead be sent directly to the GM via Private Message, Email, or other private means.

Player competition is healthy, and attempting to gain advantages in a Balance of Power game is common. However, players should not take to extreme efforts to put themselves into the best position possible by abusing the game mechanics, other players, and by other dastardly means. Powergaming in particular is unsportsmanlike, unwelcome, and not appreciated. If there ever comes a time when a ruling or rule comes into question, the affected player should bring the issue up in the Out-Of-Character thread for future review and discussion; however, rules will not be changed mid-session and requests to rewrite the rules will be denied. If a player continually and persistently causes disruption as a result of attempting to abuse or change the rules to better their own position, they may be removed from the session or the session may be terminated altogether, in which case the course of action following the termination of the session is to review the rules without the quarreling player's input and turn to other GM's and/or the main player base for input.

Anger or frustration towards other players is healthy and understandable. However, personal attacks stemming from in-game actions or repeated hostilities based on a player's actual character and not the actions of their nation are strictly prohibited. Hostile players may be removed from the session at the GM's discretion, or if the overwhelming majority of the player base requests a particularly toxic player to be removed.

Players are expected to try to have fun. That is all. Players can set their own personal objectives and goals for what they want to accomplish in the game, however the overarching goal is to create an enjoyable experience and drive the narrative forward. If you are looking for a game of intense technical skill and clear winners and losers that focuses on winning above all else, then you are looking in the wrong place. If you are looking for a game where you can interact with other players, fulfill personal objectives and goals, influence and instigate events and watch them unfold before your very eyes and engage in jolly cooperation or player competition, and are willing to roll with the narrative to see where it leads, then you have come to the right place.
[close]


Disclaimer: The texts above are the intellectual property of Young Wolf Games. Usage of the above texts without the expressed consent of Young Wolf Games is not allowed.
Disclaimer: The "Balance of Power: Estia" Header is a commissioned work from NiPhix.

3
Forum Games / BoP: Napoleonic Wars (Out-of-character Thread) [Live]
« on: September 06, 2016, 02:42:26 am »
T-B-D

4
Forum Games / Game: Spyfall [Open] (Open for new GM)
« on: September 03, 2016, 10:54:10 pm »

Roles


Detectives
Spy

Rules

Detectives

At the beginning of a round, all the detectives will be PM'd the secret location (All Detectives have the same location). The goal of the Detectives is to correctly figure out who the spy is by questioning another player (Yes-No/Either-Or Questions) while trying not to give away the secret location to the spy. The Detectives win if the Spy is "lynched" or if time runs out before the Spy can guess the location.

Spy

The goal of the Spy is to deduce the secret location by paying attention to the questions & answers of the other players while also trying not to reveal themselves as the Spy. The Spy, at any point, can guess the location. However, they only get one chance to correctly guess the location. The Spy wins by correctly guessing the location or getting a Detective lynched.

Questioning

Starting from the first player in the list, each player will be given the chance to ask one player a question, & that player must answer. Nobody is allowed to interject or discuss unless an accusation is made. Whether or not the question/answer was satisfactory or not, the next player down the list gets the opportunity to ask a question. You cannot ask the same player a question twice in a row. All questions must be able to be answered in 2 ways (Yes/No, Hot/Cold, Crowded/Not Crowded, Quiet/Loud, etc).

Accusations

At any point during a game a player can accuse another player of being the Spy. Upon the accusation being made, everyone is then allowed to be able to discuss and talk about the accusation. Accusations can be made numerous times. For the accusation to go through however, an unanimous vote (besides the accused) must be made to "lynch" them. If the vote passes (it must be unanimous), there is no going back and the person is "lynched". If the player turns out to be a Detective, the Spy wins; if the player turns out to be the Spy, the Detectives win.

Template

-Bold the name of the player you're asking a question to.
-Bold the name of the player when you are accusing them.
-When voting to push an accusation through and "lynch" the suspected Spy, please Bold [Yay] or [Nay].

[close]

The Locations

The important thing to remember about the locations is that the locations are exactly the way they are in the picture. When thinking about the question or response you will give, remember that you are thinking about this location in its current state at the present time. (For example, if you were asked about whether the location is crowded, and the location is The Nightclub, you can't say "Well it could be not crowded if...". The question or answer must be about the location in its present state.)
[close]


(Player 3 is the Spy. The location is the Church)

Player 1: "Player 2... Would you say that this location has a lot of people in it or no people?"

Player 2: "I'd say the location has no people in it.

Player 3, would you vacation in this location?"

Player 3: ".... Yes I would."

Examples of what happens next

Player 3: "I'm the spy, are we at the Beach?"

Player 4: "Lol no rekt"

Detectives have won the round!


OR

Player 2: "You're the fucking spy. [Accuse Player 3]

"Discussion" Intensifies

Unanimous vote: Player 3 is the Spy! Detectives win!

[close]


5
Forum Games / BoP: Napoleonic Wars [Game Live]
« on: September 03, 2016, 10:53:31 pm »

Welcome to BoP: Napoleonic Wars

GM List

Volk



Anglo-Portuguese Treaty of 1373
United Kingdom of Great Britain and Ireland + Kingdom of Portugal: Alliance

Second Treaty of San Ildefonso
Kingdom of Spain + French Empire: Alliance against the United Kingdom of Great Britain and Ireland

Treaty of Badajoz
Kingdom of Portugal + Kingdom of Spain: The Kingdom of Portugal closes ports to all British vessels.

Treaty of The Hague
French Empire + Batavian Republic: Defensive Alliance

Franco-Danish Alliance
French Empire + Kingdom of Denmark-Norway: Alliance

Franco-Swedish Alliance
French Empire + Kingdom of Sweden: Alliance

Anglo-Hapsburg Alliance
United Kingdom of Great Britain and Ireland + Austrian Empire: Alliance

Franco-Sardinian Alliance
French Empire + Kingdom of Sardinia: Alliance

Prusso-Saxon Alliance
Kingdom of Prussia + Electorate of Saxony: Alliance

Austro-Prussian Alliance
Austrian Empire + Kingdom of Prussia: Alliance

The Third Coalition
United Kingdom of Great Britain and Ireland + Kingdom of Prussia + Russian Empire + Austrian Empire + Electorate of Saxony: Alliance against France and French Allies

Wars


War of the Third Coalition
French Empire + Kingdom of Spain + Batavian Republic + Kingdom of Italy + Swiss Confederation + Kingdom of Etruria + Kingdom of Sweden + Kingdom of Sardinia + Kingdom of Denmark-Norway + Electorate of Wurrtemberg + Duchies of Bremden and Verden + Duchy of Mecklenburg-Strelitz + Electorate of Salzburg
vs
United Kingdom of Great Britain and Ireland + Russian Empire + Kingdom of Prussia + Austrian Empire + Electorate of Saxony + Electorate of Bavaria + The German States + Duchy of Oldenburg

Austro-Ottoman War
Archduchy of Austria
vs
Ottoman Empire + Principality of Wallachia + Principality of Moldavia + Principality of Montenegro

Nations

Nations

Austrian Empire - Francis II, Holy Roman Emperor: Cazasar
United Kingdom of Great Britain and Ireland - King George III: The Mighty McLovin
French Empire - Emperor Napoleon Bonaparte: Furrnox
Kingdom of Prussia - King Frederick William III: DoctorWarband
Kingdom of Spain - King Charles IV: Theodoor
Ottoman Empire - Sultan Selim III: Emperor Napoleon
Russian Empire - Tsar Alexander I: Raddeo

Kingdom of Denmark-Norway - King Christian VII (Regent due to mental inability under Crown Prince Frederik): Nick Lazanis
Kingdom of Sweden - King Gustav IV Adolf: Baby Jesus

Principality of Moldavia:
Principality of Wallachia:
Principality of Montenegro:


Kingdom of Italy - President Napoleon Bonaparte:
Kingdom of Etruria - King Charles II:
Papal States - Pope Pius VII: Salcos
*Kingdom of Naples - King Ferdinand IV (a.k.a. Ferdinand III): Commander Bondage
*Kingdom of Sicily - King Ferdinand III (a.k.a. Ferdinand IV): Commander Bondage
Kingdom of Sardinia - King Victor Emmanuel I: Lawrence

Kingdom of Portugal - Queen Maria I: Nightdragger

Batavian Republic - State Council:
Duchy of Oldenburg - Duke Peter Friedrich Wilhelm:
Mecklenburg-Sterlitz - Duke Charles II:
Electorate of Saxony - Elector Frederick Augustus I: Frederik
Electorate of Bavaria - Elector Maximilian I Joseph: Ted
Electorate of Wurttemberg - Elector Frederick I: Rhen
Electorate of Baden - Elector Charles Frederick:
Swiss Confederation - State Council: Nativemann

Barbary States - Multiple Kings: Reznov

*Personal Union
[close]

Rules


Time & Seasons

Every turn will be 3 in-game months long, with 4 turns making up 1 in game year. Because of the large amount of time passed in 1 turn, players must take into account the many different possibilities of future events and plan accordingly; this applies to diplomatic, army, and navy actions. The more detailed one is in explaining their overall strategy or actions, as well as giving orders on what to do for multiple scenarios, the better the GM will be able to manage and run the game.

Every turn will be 1 season. The seasons are as follows:

- January, February, March: Winter
-April, May, June: Spring
-July, August, September: Summer
-October, November, December: Autumn

The effects of each season are as follows:

-Winter: Slowed Movement Speed, Increased Attrition, Inability to raise new troops, -1 roll to all Combat.
-Spring: No Effect
-Summer: Slightly Less Attrition
-Autumn: Slightly Slower Movement Speed

[close]
Major Power Modifiers

Austrian Empire: No Bonus/Detriment.
British Empire: +6 to naval actions and +3 to land actions, however the total # of men raised in Europe can never exceed 60 thousand.
French Empire: Less Attrition and faster movement speed when in Western & Middle Europe.
Kingdom of Prussia: Reforms military the slowest of all nations unless (until?) it suffers massive defeat(s).
Kingdom of Spain: Can instigate guerilla war against foreign invader(s) occupying the country.
Russian Empire: -3 to all land combat outside of Russia, but +3 to all combat inside Russia. Less attrition and more movement speed in Russia.
Ottoman Empire: Cannot reform its military.

[close]
Military Leader Modifiers

France

Napoleon Bonaparte: +9 Roll
Michel Ney: +6 Roll
Louis-Nicolas Davout: +3 Roll
Massena: +3 Roll

United Kingdom of Great Britain and Ireland

Arthur Wellesley: +6 Roll
Horatio Nelson: +6 Roll (Naval)

Austrian Empire

Archduke Charles: +3 Roll
Emperor Francis II: -3 Roll
Karl Mack von Leiberich: -3 Roll

Russian Empire

Mikhail Kutuzov: +6 Roll
Pyotr Bagration: +3 Roll
Tsar Alexander I: -3 Roll

Kingdom of Prussia

Gebhard Leberecht von Blücher: +3 Roll

Kingdom of Sweden

Carl Olof Cronstedt: +3 Roll (Naval)



[close]
Military

Players will be allowed to control the overall movement and strategy of their military, but not the detailed tactics their military uses. The more detailed the plan sent to the GM, the better the outcome might be. Orders for what to do in a multitude of situations and contingency plans for possible defeats or disasters will cause the outcome to be different compared to a player who simply sent in non-detailed movement of troops.

At the beginning of the game, the French Empire starts out with a +1 bonus to all Land Combat rolls due to their reformed army and doctrine; Napoleonic Tactics. All other nations start out with the default doctrine of Frederick the Great, with the resulting bonus of +0. Players will be able to reform their military, which may slow down/speed up depending on victories or losses against other nations.

Battles will be resolved through the use of a D30 dice with Leader, Nation, Army Doctrine, and Season modifiers applied afterwards. Damage done to an army is calculated by the Total roll, with the roll being interpreted as the % of men lost as casualties.

Armies can pass through foreign territory without military access, however doing so is almost always considered an act of war. Negotiate safe passage beforehand if you do not wish to anger your neighbors.

Men can be levied/conscripted (depending on military doctrine) with varying effectiveness (depending on military doctrine). Men can also be mustered into militias or national guards, where they will be lightly trained and offer nations a decent source of basically-trained fighting men. National guards and militias cannot fight on their own, however, guerrillas (Spain) can and will fight foreign invaders even if the regular army has been destroyed.

All armies and fleets must have a leader to lead them. Any general/admiral that is not listed in the Military Leader Modifiers section is assumed to have no bonus/detriment on the Combat Roll.
Combat Equation and Modifiers

D30 Roll +/- General +/- Nation Modifier +/- Season +/- Doctrine = Total Roll

Total Roll = % of Damage

Napoleonic Doctrine: +3 Roll
Fredericken Doctrine: No Bonus


[close]

[close]
Diplomacy

Please do not make treaties or agreements that you know or are planning to voluntarily break almost immediately.

Treaties and agreements can be annulled, severed, or made void by a plethora of circumstances. The main diplomatic way of allowing treaties to be annulled is by "Opt-Out" Clauses. These allow you to legally leave or sever a treaty or agreement in the eyes of the GM and in the eyes of diplomatic law. Opt Out causes for alliances include: Offensive/Defensive alliances, Alliances against certain nations.

The more detailed and specific a treaty or agreement is, the easier it will be to maintain and enforce. Try to avoid writing generic or vague treaties; these can be easily taken advantage of or serve no purpose.

You can support other nations in a plethora of ways. These include:

- Diplomatic Support
-Monetary Subsidies
-Shipments of goods, both Military and Raw Resources.
-Simply joining their war/struggle.

Wars theoretically start when one nation declares war on another, and end when a peace treaty is settled. However, considering the nature of war in this time period, you do not have to declare war to begin small scale hostilities or war preparations (Though is is extremely recommended that you do; fighting undeclared wars is a clear path towards self-destruction). Wars officially end when a peace treaty has been negotiated and settled publicly upon.

Nearly anything can be negotiated and asked for in a peace treaty. Demanding land concessions, war reparations, embargoes of other countries, breaking of alliances, downgrade of military, royal marriage, joining of war(s), etc is perfectly legal and allowed in this time period.

If a war ends in the change of a country's regime, the regime being deposed is allowed to either allow the regime change or go into exile in a friendly country. Following exile, the player must wait until their country is liberated and either their regime put back into power or another regime taking power, allowing them to play as that regime. (For example, Portugal may go into exile until the UK liberates Portugal, allowing the Queen to return from exile)

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.
[close]
Trade, Industry, and Economy

Trade between countries only occurs being countries with trade agreements. To begin trade with another country, a trade agreement must be agreed upon by both countries.

Most countries in the Napoleonic Wars were heavily agrarian. The exceptions to this rule are France and the United Kingdom of Great Britain and Ireland, being the #2 and #1 produces of military weapons and manufactured goods in the world respectively at this time. Some nations are very resource rich, such as the Kingdom of Sweden and the Russian Empire. If players do not have trade agreements with certain countries, they cannot access the goods said countries produce.

Fleets can privateer trade lanes to disrupt trade, blockade ports to keep trade from flowing in and out of the port, or, if lucky, damage or even destroy a port in order to stop trade from there for a long time.

The more war reparations a country has placed on them, the harder their economy will be hit. Occupation, embargoes, war reparations, war costs, etc all will take a toll on a country's economy, leading to high inflation, difficulty paying for the military, unhappiness, famine, and even bankruptcy.


[close]

Army Sizes By Nation (Historical/Max)

Major Powers

Austrian Empire: 250-425K troops (Over the course of the Napoleonic Wars; real army size may fluctuate greatly due to treaties, wars, events, battles etc)
British Empire: 132-200K troops (132K troops circa May 1803)
French Empire:
Kingdom of Spain:
Kingdom of Prussia: =/<300K troops (Peak circa 1813)
Ottoman Empire:
Russian Empire: =/<600K troops (Peak circa 1812; extreme conscription & militia measures taken, doesn't represent actual number of "real" troops)

[close]

6
Forum Games / BoP: Iropia Off-Topic & Workshop
« on: April 20, 2016, 03:31:11 am »
BoP: Iropia Off-Topic Thread

This is the place to discuss everything pertaining to the incoming BoP: Iropia game. Whether it be sharing ideas for creating your custom nation, working out history between fellow player created nations. As the game starts and progresses, new discussions and topics may pop up that may require input from the players. This thread will be used to discuss such matters, as well as give a place for players to simply discuss and banter about the game.

Current Topics for Discussion:

Nation Creating
Inter-Player History Creating (History between Custom Nations)

7
Forum Games / BoP: Iropia [WiP] (Volk+OttoFIN Game)
« on: March 13, 2016, 07:29:25 pm »
(Banner Needed)


Welcome to BoP: Iropia

The year is 20 A.I. (After Iropia). A generation has passed since the miraculous and catastrophic fall of the great Empire of Iropia. Stretching the entire continent, the powerful Iropians ruled the known world for hundreds, some say thousands of years. Now the Empire is dead and gone, its oppressed subjects and enslaved peoples freed. In the wake of this great catastrophe, nations will rise from the ashes. Kingdoms will be born, cities built on the blood and backs of their people. The drums of war echo across this vast, lush, and lawless land. The allure of gold and trade, vast riches and wealth draw those willing to toil for it. Exploration and adventure await the bold, while knowledge and wisdom awaits those with the patience and the faithful. The future of Iropia will be shaped and crafted by the actions of those ambitious few who would risk everything for a page in the history books. Glory awaits!


Game Masters: Volk* and OttoFIN* (*Subject to Possible Change)


Blank Map "The Known World"
[close]
Nations
[close]
Nation Application
GM will reply to your application and suggest a few changes if they’re needed. No superpowers here, you’ll become big if you play your cards right.
Also, no trolling. You cannot be Vapenation with a meme as their flag and with alien technology in their army. It is wise to propose a rough draft of the nation application first without the history section filled out, then using the time before the game starts to create and write history with the fellow players.

Application
Spoiler
Code
[b]Name:[/b]
[b]Classification:[/b]
[b]Flag/Banner:[/b]
[b]Location:[/b]
[b]Royal House:[/b]
[b]Culture and history/background:[/b]
[close]

Application Explanation
Spoiler
Name: The name of your nation. This will be what you will be recognized as by players and the GM.
Classification: The government of your nation. (Kingdom, Tsardom, Republic, Free City Republic, Feudal Monarchy, Duchy, Democratic Oligarchy, Despotic Monarchy, Theocracy etc) Government hybrids are allowed as long as they are within reason and not OP. Each government type will slightly change the way you play the game and interact with the world.
Flag/Banner: The flag/banner of your nation. Making one in paint, Photoshop, or simply picking one you like from the internet and using it as your flag is perfectly fine as long as it is not obscene and within reason.
Location: Download the map and, as detailed as you possibly can, outline the lands that your nation occupies. From a tiny island city to a small tract of land, as long as you don't occupy too much land or lay claim to too much you will be fine. Most nations will start out small and expand, so don't worry about starting borders.
Royal House: The name of your ruling royal house. (May not apply to all) While mainly for RP purposes, Royal Houses may be important to nations with royalty, like kingdoms, and may lead to random occurrences in the game.
Culture, Religion, History & Misc. Information: This is what makes your nation unique. The people that inhabit your lands, your starting relationships with your neighbors, possible goals and aspirations, weaknesses and strengths, and values of your nation are all located here. What should be here are certain things such as what your people value, what type of religion/faith your people have, certain attributes/characteristics your nation/people are known for, the military values your nation has, etc etc. While a long wall of text is not needed, some original thought and detail is welcome and definitely appreciated. Please try to be original and creative. Making "Not-Germany" or "Not-Mongols" is boring and sets you up for failure against players who may shape their nation to excel at your weaknesses. Feel free to leave the History part of this section blank if you wish to create inter-player history.
[close]

Example Nations
Spoiler
Free City of Braavos
Name: Free City of Braavos
Classification: Mercantile Despotic Monarchy - City State
Flag/Banner: N/A
Location: Free Cities, Essos
Royal House: N/A, the Sealord
Culture and history/background: Abolished Slavery. Mixture of many worldly religions and cultures. Known for highly skilled Bravos, swordsmen trained in agility and speed rather than strength and brutality. Home to the Iron Bank of Braavos.

[close]
Volkovski Host (Volk's Custom Nation
Name: Volkovski Host
Classification: Elective Feudal Monarchy
Flag/Banner:
Spoiler
[close]
Location: N/A (Example)
Royal House: House Volkov
Culture and history/background: The Volkovski are a tall wild people. Living in the snowy wastes and mountain ranges of the Northern Iropia, their harsh homeland gives the Volkovski people a natural toughness. Known for their excellent horsemanship and fierce heavy infantry, the Volkovski are infamous throughout Iropia as brave and courageous warriors, albeit undisciplined and prone to rashness. Their intense focus on the thrill of melee and shock combat leaves the Volkovski severely lacking in ranged infantry and cavalry, while their impatience and thirst for combat makes sieges and long campaigns difficult to sustain. The Volkovski people believe in one of the many groups of Old Gods of Iropia, having 3 specific Animist deities that serve as the basis for their deeply engrained caste system. The Horse, Wolf, and Fox serve as the three castes of their society. They value bravery, combat, death in battle, the thrills of liquor and the warmth of women. Faith is a central part of the Volkovski people. The Volkovski are excellent hunters, trackers, and trappers, excelling in the lucrative fur trade of Iropia.

Being one of the few peoples unconquered by the Iropians, the Volkovski find pride in their long held independence, swearing to never bend the knee to a foreign ruler. Past incursions and invasions into neighboring lands have left deep marks in relationships with their neighbors, particularly the *Insert names*, who once claimed the Northern Mountains as theirs. This bad blood and fierce independence makes the Volkovski Host vilified by its southern neighbors, who swore that the Volkovski Host will be broken apart one day.





[close]


[close]

[close]

Rules

Spoiler
Military
[close]


[close]

8
Forum Games / BoP: Europe 1914 [Round 3]
« on: December 12, 2015, 02:13:32 am »


Welcome to BoP: Europe 1914



Nations


Players

Great Powers


United Kingdom - [Open]
Russian Empire - Shmaloshefer
Kingdom of Italy - [Open]
The Glorious People's Republic of France - [Open]
Austro-Hungarian Empire - RedRedCoat
German Democratic Republic - Ted
Ottoman Empire - Reznov

Minor Powers

Kingdom of Serbia - Ominous
Kingdom of Bulgaria - Commander Bondage
Kingdom of Romania - OttoFIN
Republic of Albania - Salcos
Principality of Montenegro - Nick Lazanis

Kingdom of Denmark - Vald
The Swedish Empire - Samsandre7

Socialist Republic of the Netherlands - FraudBear
Kingdom of Belgium - DoctorWarband
Principality of Luxembourg - [OPEN]
Republic of Switzerland - [Open]

Kingdom of Spain - Emperor Napoleon
Republic of Portugal - Viriathus

Kingdom of Ethiopia - BabyJesus
Dominion of the Congo (Client State to Belgium) - Stark
Sublime State of Persia - Theodoor

Estados Unidos Mexicanos - Glenn
United States of America - Cazasar

Republic of Peru - Icarus0809
Republic of Brazil - Carson
Republic of Colombia - [OPEN]
Republic of Suriname - [OPEN]

Empire of Japan - Bakon
Republic of China - The-J
Dominion of the East Indies - [OPEN]

[close]

Balance of Power


Balance of Power -January 1st, 1916-
World's Most Learned People -Technology-
Balance of Power

1. Russian Empire
2. Republic of Switzerland
3. Kingdom of Denmark
3. Swedish Empire
3. Kingdom of Ethiopia
4. Kingdom of Belgium
4. Kingdom of Spain
5. Dominion of the Congo
5. Glorious People's Republic of France
5. Socialist Republic of Germany/German Interim Government
5. Kingdom of Italy
6. Persia
6. Kingdom of Romania
6. Kingdom of Bulgaria
6. Kingdom of Serbia
6. United Kingdom
6. United States of America
6. Ottoman Empire
6. Republic of China
7. Socialist Republic of the Netherlands
7. Kingdom of Greece
7. Republic of Portugal
7. Austro-Hungarian Empire
8. United States of Mexico
8. Principality of Montenegro
9. Republic of Albania
9. Republic of Peru
10. Principality of Luxembourg
10. Empire of Japan

[close]
Ideas, Ideas, Ideas -Ideologies-
Balance of Power

Monarchy

Swedish Empire
Kingdom of Denmark
Russian Empire
Empire of Japan
Kingdom of Romania
Kingdom of Serbia
Kingdom of Bulgaria
Kingdom of Greece
Principality of Montenegro
Austro-Hungarian Empire
Kingdom of Italy
Kingdom of Ethiopia
Kingdom of Spain
Principality of Luxembourg
Persia

Constitutional Monarchy

United Kingdom
Ottoman Empire
Kingdom of Belgium

Republic

United States of America
United States of Mexico
Republic of Portugal
Republic of China
Dominion of the East Indies
Dominion of the Congo
Republic of Peru
Republic of Brazil
Republic of Albania
Republic of Switzerland

Communist/Socialist Republic

Glorious People's Republic of France
Socialist Republic of the Netherlands
Socialist Republic of Germany

Theocracy

-

?? ?? ??

-


[close]
People who seem to make the most Stuff -Industry-
Balance of Power

United States of America
United Kingdom
Russian Empire
Glorious People's Republic of France
Socialist Republic of Germany
Austro-Hungarian Empire

United States of Mexico

Ottoman Empire
Kingdom of Italy
Socialist Republic of the Netherlands
Kingdom of Belgium
Swedish Empire
Kingdom of Denmark
Kingdom of Spain
Empire of Japan

Kingdom of Romania

Kingdom of Serbia
Republic of Switzerland

Kingdom of Greece
Republic of Albania
Kingdom of Bulgaria
Principality of Montenegro
Principality of Luxembourg
Republic of Portugal
Kingdom of Ethiopia
Persia
Republic of China
Republic of Peru
Republic of Brazil

[close]
Nations most like Rabbits -Manpower-
Balance of Power

Republic of China
Russian Empire
United States of America
Dominion of the East Indies
Empire of Japan
Austro-Hungarian Empire
Socialist Republic of Germany
Glorious People's Republic of France
Kingdom of Italy
Republic of Brazil
United Kingdom
Persia
Ottoman Empire
Kingdom of Ethiopia
United States of Mexico
Swedish Empire
Kingdom of Denmark
Republic of Portugal
Kingdom of Spain
Kingdom of Bulgaria
Kingdom of Greece
Republic of Switzerland
Socialist Republic of the Netherlands
Kingdom of Belgium
Republic of Peru
Kingdom of Serbia
Dominion of the Congo
Republic of Albania
Principality of Luxembourg
Principality of Montenegro
[close]

[close]

Current Treaties


Austro-Italian Alliance
 Austro-Hungarian Empire + Kingdom of Italy  - Alliance

Anglo-Portuguese Treaty of 1373
United Kingdom + Kingdom of Portugal - Alliance

Russo-Balkan Defense League
Russian Empire + Kingdom of Bulgaria, Kingdom of Greece, Kingdom of Serbia, Kingdom of Romania, Principality of Montenegro - Mutual Defensive Alliance

Guarantee of Switzerland
Russian Empire + Switzerland - Guarantee

Guarantee of Albania
Austro-Hungarian Empire + Principality of Albania - Guarantee

Paris Pact
Glorious People's Republic of France + Socialist Republic of the Netherlands + Democratic Republic of Germany + Union of Belgian Socialist Republics - Communist Alliance

Vienna League
Austro-Hungarian Empire + United States of America + Swedish Empire + Russian Empire + Kingdom of Denmark - Anti-Communist Defensive Alliance

Pacific American League
United States of Mexico + United States of America + Republic of Brazil - Anti-Communist Defensive Alliance

Great Eastern Alliance
Ottoman Empire + Sublime State of Persia - Alliance

Russo-Japanese Alliance
Russian Empire + Empire of Japan - Anti-Communist Alliance

Guarantee of Denmark
Swedish Empire + Kingdom of Denmark - Guarantee

Wars


The Great War!
Austria-Hungary, Kingdom of Italy, German Interim Government
Vs
Kingdom of Serbia, Russian Empire, Kingdom of Bulgaria, Kingdom of Greece, Kingdom of Romania, Principality of Montenegro, The Glorious People's Republic of France

Anglo-Turkish War!
United Kingdom, Kingdom of Ethiopia
Vs
Ottoman Empire, Sublime State of Persia

War of the League of Vienna!
Russian Empire, Austro-Hungarian Empire
Vs
Glorious People's Republic of France, Socialist Republic of the Netherlands, Democratic Republic of Germany

Franco-Spanish War!
Glorious People's Republic of France
Vs
Kingdom of Spain

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)
[close]
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...

[close]
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 alliances Offensive (only offensive wars), Defensive (only defensive wars), or General (all wars). 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.
[close]
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.


[close]
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.

[close]
Technology
-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.
[close]
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:

Small: 3 Slots
Medium: 6 Slots
Large: 9 Slots

Industry Slots can be used to produce Military Items. Military itens are required to keep your military equipped & combat ready. Items producable include:

Ammunitions (Small Arms Ammo, Machine Gun Ammo, Artillery Shells)
Rifles (Mosins, Enfields, Springfields etc)
Light/Heavy Artillery
Light/Heavy Machine Guns
Military Kit (Misc. Items ranging from bandages, to uniforms, to helmets and grenades)

Each industrial slot can produce enough of that item for that many million men. (Example, if a country is producing Rifles in 2 slots and Military Supplies in 2 Slots, it has enough Rifles and Military Supplies for 2 Million men or less)
[close]

Signatures, banners, and other media
Sigs and Banners

[close]
GIFs and Misc. Items
[close]
[close]

9
Forum Games / Forum Games: Announcements, Discussion, and Resolutions Board
« on: December 11, 2015, 01:27:26 am »

This thread is dedicated to providing a centralized and organised environment for people with an interest in forum games to discuss, share ideas, or talk about matters relating to Forum Games. Please refrain from creating other threads for questions or discussions and instead post here; it is much more efficient this way.

The Forum Games section of FSE has decided to reorganize. Starting 20/03/2016, a board of GMs will be in place with the aid of Moderator Duuring to keep Forum Games running smoothly and efficiently. The board is subject to change, and is composed of GMs that have experience and are respected by the players. Their responsibilities will be to simply promote efficiency in the Forum Games section, help manage and streamline future Forum Games, come together to form resolutions and plans for Forum Games in the future, as well as (hopefully not) coming together to deal with toxic players. The players will have a say in all matters, while it is up to the GMs to create and enforce official Forum Games resolutions and plans.

GMs will be admitted to the Board of GMs by player vote as well as endorsement by current GMs and Duuring.

Current Board of GMs

  • Duuring: Permanent
  • Volk
  • [Vac]
  • [Vac]
  • [Vac]

Current Topics


Current Games


WiP Games

  • Roll to Dodge: Zombie Survival Convoy
  • BoP: Estia

Currently Banned Players


Currently Resolutions & Dates


Signatures, Banners, and other Media

10
Forum Games / Forum Games: A Guide - [WiP]
« on: December 10, 2015, 05:25:27 am »

This project will be centered around providing a good base for anyone looking to create, play in, or improve their forum games. The information in this upcoming guide will be focused on explaining the many types of forum games, rules and guidelines to follow on the FSE Forum Game Thread, and other helpful tips compiled from "Old Players" and "New Players" alike. PM Volk to provide information and input that may be used in this guide!

Introduction


Rules & Guidelines

The Forum Games section follows the normal FSE Forum Rules along with its own rules. To view the Official FSE Forum Rules click here

Before diving into Forum Games for the first time, here are a few rules and guidelines to follow to ensure everyone has a good time:
  • Please take off-topic or developmental discussions to the Forum Game's Off Topic or Discussion Threads respectively. Keeping the game threads clean of banter and out-of-character discussions makes things run much more smoothly for everyone involved and is greatly appreciated.
  • Please do not troll. Nobody likes a silly muppet trying to ruin everyone's day, and nobody especially likes a silly muppet trying to ruin someone's game. Players or other Users who troll will almost always be swiftly dealt with by the GMs, Players, and/or FSE Forum Staff. Don't do it, you won't win.
  • Please do not create separate or new threads for ideas, discussions, or trolling. Please take any discussions and banter to their respective threads readily provided and stickied in this board; it helps keep the Forum Games board neat and organised for both Players and Users.
  • Abide by the rules of every individual Forum Game. Not all Forum Games are the same. Ranging from Strategy Turn Based games to D&D style Adventures, every game has a unique premise and set of rules that allows players to play efficiently and the GM to run the game efficiently. Abiding by the rules of the games you play in helps keep this board a fun place.
  • You must have the right of way to start your own Forum Game. This is not so much a definite rule as much a simple guideline to follow. Many people reserve threads for their Forum Games that are currently in development. Many could be in development for a long time, while others could be near total completion. We GM's in the Forum Games section politely ask all Users thinking about
    starting their own Forum Games to please delay the start of their games if other senior Forum Games are still in development or have just started. It's simple courtesy. Simply talk to the other GM if you have questions about whether or not you can start.


Forum Games: What are they?


Forum Games on FSE are grouped up in 3 unique categories:

Party Games

Party Games are Forum Games that focus on the interactions and gameplay between a large group of players. Party games are usually less focused on the story, strategy, or history aspect and more centered on player interactions, banter, and the funny situations that arise from each match. Most party games last a short amount of time, and can be easily restarted to play another round. Popular Party Games & Ideas include:
  • Mafia Game - Players are assigned a role at the beginning of each match, with at least 2 different "teams": Mafia (or Vampires, Werewolves, Terrorists, etc) who are supposed to secretly kill every Innocent player in the game, and Innocents who are supposed to survive and kill off every Mafia/Enemy player trying to kill them. Roles and Names can be added & edited depending on the circumstance of the game. High replay value, good for having a giggle with some mates.
  • Examples: Mafia, Werewolf, Town of Salem, Secret Hitler
Strategy Games

Strategy Games are Forum Games that focus on tactics, planning, intrigue, and player cooperation that may include an objective. Strategy Forum Games can range from Player-Versus-Player Nation Games where every player is a country, to more in-depth games. Typically, Strategy Forum Games last quite a long time, ranging from a month to a year (or more). Strategy Games can also vary in their complexity, whether it be on the player's side or the GM's side. Popular Strategy Games & Ideas include:
    RPG-Adventure Games


    [close]

    How to Play a Forum Game

    [close]
    How to Create a Forum Game

    [close]

    How to Manage a Forum Game

    [close]

    General Tips and Tricks

    [close]

    FAQ's

    [close]

    Signatures, Banners, and other Media
    [/list]

    11
    The Bus



    Introduction

    The Bus is a Role-Playing Game similar to the very popular Roll-To-Dodge Series. Players will create a Player Character and work together to get to a predetermined destination or reach a predetermined objective that is agreed upon by the players and Game Master (Volk). 

    Setting

    Setting: Europe 2032. 12 years after the Great Undead Reckoning.
    Objective: Reach the Caucasus Mountains in 1 year with a certain package.
    Exposition:
    Spoiler
    The year is 2032, 12 Years after Patient 0 first appeared. The Great Undead Reckoning swept through the whole of Europe, annihilating the human population and destroying modern civilisation as we know it. The "Zombie Plague" as it became to be known, soon spread beyond Europe, infection the whole world as it spiraled out of control. Governments, scientists, and organisations all worked to combat the Zombie threat, to no avail. Millions died as they fought vainly to halt their inevitable demise. Humanity bordered on extinction.[/b]

    In a stroke of what some would consider genius, others desperation, the Great Powers of Europe formulated a plan to save the few that they could and survive. The plan was called Operation Salvation. High in the great European Mountains, great fortresses and complexes were hastily assembled to facilitate Human survival, rehabilitation of the Earth, research into the so-called "Zombie Plague, and ultimately the Salvation of all of Humanity.

    It is in one of these great complexes where you have survived the Great Undead Reckoning. Your well-to-do complex is hidden deep in the Pyrenees, where life went on as normal as it possibly could during an apocalypse. People lived with the threat of the Undead on their minds at all times, but people soon learned to live with the threat and became comfortable. Too comfortable. Research into the virus soon ground to a halt, and the people became less interested with Salvation and more with Survival. Society in your Pyrenees Complex, called C-3, soon returned to it's Pre-Reckoning state. Politics was reformed, factions established, a tiny micro-settlement in a sea of Undead Landscape.

    All of this is about to change.
    [close]

    Rules

    1. Do not troll. Just don't.
    2. Please stay in character when doing Dialogue. Use //OOC: under your action/dialogue if you want to post out of character.
    3. If you have a complaint or wish to challenge an outcome please PM the Game Master in FSE; players who troll/complain may be kicked out.
    4. Please keep characters believable for the setting. Any Players with Characters that are too trolly / OP may be asked to politely change them.
    5. Please only do 1 post for your character during Action Turns. Putting dialogue with an action but clearly separating them with a header is perfectly fine.
    6. Do not change/edit your post frequently. It will make things harder for everyone.
    6. Have fun: if you have any suggestions feel free to post on the Forum Games OOC Thread or send the Game Master a PM.


    Actions, Secret Actions, Dialogue, and Turns

    Any actions taken on the game thread are considered public actions and open for all to see. Usually these reactions, dialogue, trading, combat, and skill actions like scavenging. There are times however, when certain players may be forced into situations where their actions are concealed to the rest of the party. These are called Secret Actions. 

    Secret Actions
    Secret Actions

    Secret Actions

    Secret Actions will be taken when either:
    1: The Player is far from the group, alone, or otherwise cut off from direct communication.
    2: The Player wishes to sneakily do something they may/may not be allowed to do. (Like stealing, planting, eavesdropping)

    All Secret Actions must be PM'ed to the Game Master for them to take effect.

    Example of a Secret Action
    To: Volk
    Subject: Volk Volkov - Secret Action

    Volk Volkov plants Caz's dank maymays in Windflower's satchel and sneaks away quickly.
    [close]
    Upon receiving the PM, the GM will do a dice roll, taking into account the character's Agility or Perception (Depending on the action) and the "opponent's" Perception. Whether or not the action succeeds, the GM will send a reply to the secret action sender unless the action is a critical failure, in which the result will be made public.
    [close]

    Dialogue
    Dialogue is simply talking between Player Characters in-game. Unless indicated by the Game Master, Dialogue does not count as an action by players. Anybody can speak at any time unless the situation does not allow it, ie people are split up. Acquisition of some items however, like radios, can negate that albeit with some consequences if one isn't careful...

    Dialogue inside The Bus takes up no actions unless it is during Action Turns.


    Action Turns
    There are some situations where all Players will get a limited time to react to a certain threat, obstacle, enemy, or another otherwise obstructive thing. The Game Master will make it clear when this is the case, and will emplace a "time limit" by way of Action Turns. Usually maximum of 4 Action turns, these are very similar to the way Roll-To-Dodge does their actions. Each player submits one action, and the Game Master will dice roll for every action + stats of every character and divulge the results. Action Turn limits vary depending on the situation.

    Example of Action Turn
    Suddenly Player 1 accidentally drops a glass bottle, cringing in terror as the loud shatter reveals their position amid the monstrous horde of undead.

    Action Turns: 1!

    Volk immediately gets up and runs for the Bus.
    Player 2 immediately gets up and starts running. Disoriented and paniced, Player 2 runs down the street into another large horde, alerting a second horde to their location.

    Action Turns: 0!

    Both hordes stagger towards the Bus. Volk quickly shuts the door as the driver hastily starts up the engine and begins picking up speed. Player 2, panicked, begins shooting blindly into the crowd until he is mobbed by Undead. The Bus drives away safely.

    Player 2 has died!


    [close]



    Character App

    Spoiler
    Code
    [spoiler][b]Name:[/b] Name of Player Character
    [b]Age:[/b] Age of Player Character
    [b]Gender:[/b] Gender of Player Character
    [b]Appearance & Build (Picture Optional):[/b]  Appearance of your character
    [b]Character Bio (Optional):[/b] Description of your character
    [b]Starting Kit:[/b] One Set of Apparel, One Bag/Pack of varying size, 5 items.

    [b]1 Major Skill:[/b] One Skill your character specialises/is proficient in.
    [b]2 Minor Skills:[/b] Two Skills your character has Basic-Mediocre knowledge of.
    [b]Attributes:[/b] Base Stats + 5 Skill points you can add. You can also take away Skill points and shuffle them to other Skills, like in [u]Fallout[/u]!

    [b]Strength:[/b] Base 5, How Strong a Character is.
    [b]Perception:[/b] Base 5, How Perceptive a Character is.
    [b]Endurance:[/b] Base 5, How much Stamina, Physical Fitness, and generally healthy a Character is.
    [b]Charisma:[/b] Base 5, How persuasive and charismatic a character is.
    [b]Intelligence:[/b] Base 5, How wise, clever, and witty a Character is.
    [b]Agility:[/b] Base 5, How quick, agile, and sneaky a Character is.
    [b]Luck:[/b] Base 5, How lucky a Character is.
    [/spoiler]
    [close]

    12
    Events: NA / North American Event Roster
    « on: September 23, 2015, 02:25:11 pm »
    North American Events

    Are you looking for an event? Tired of sifting through dead or abandoned event threads looking for a good line battle or siege? Then look no further! Placed below is a list of all the currently active North American events for Napoleonic Wars. This list will be updated daily to accommodate as many events as possible and help fellow regiments find fun & active events. Simply post your event below using the application format and your event will be added ASAP.  *The North American Events section on the old Active Events Roster [EU + NA] is outdated; no events from there will be added. Credit to Dainyel for managing the now-defunct Active Event Rosters [EU + NA] and NickyJ's Regiment List; this Roster is based off of his great format.

    Event Application

    Code
    [b]Event Name[/b]:
    [b]Event Day(s)[/b]:
    [b]Event Time(s)[/b]:
    [b]Event Gamemode(s)[/b]:
    [b]FSE Thread[/b]:
    [b]Teamspeak[/b]:
    [b]Event Description[/b]:

    Application Explanation

    Event Name: The name of your event.
    Event Day(s): The Day(s) your event takes place.
    Event Time(s): The Time(s) your event takes place.
    Event Gamemode(s): The gamemode(s) your event is.
    FSE Thread: The official event FSE Thread.
    Teamspeak: The Official TS. (May be left empty)
    Event Description: Short description of your event. (2-3 Sentences)

    13
    Events: EU / European Regimental 1v1 Schedule
    « on: September 06, 2015, 09:54:09 pm »
    European Regimental 1v1 Schedule

    List of Regiments willing to 1v1 with their respective time(s) and day(s). This thread will be updated daily to accommodate as many regiments as possible! Simply post using the application below plus any special information you wish to add above your app.* 

    *Regiments who are on the old European 1v1 Schedule owned by Munch will have to reapply; this ensures that the information on this page is recent and valid. Link to North American Regimental 1v1 Schedule https://www.fsegames.eu/forum/index.php?topic=26187.0


    Regiment Application!
    Code
    Regiment Name:
    Leader's Steam + URL:
    Available Day(s):
    Available Time(s):
    Estimated Attendance:
    Thread:

    Sunday
    Spoiler
    Infanterie Regiment "von Braunschweig-Oels" Nr12
    Regiment Name: Infanterie Regiment "von Braunschweig-Oels" Nr12
    Leader's Steam + URL: ExoticFail
    Available Time(s): 7 GMT
    Estimated Attendance: 25+
    [close]
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    12e Regiment of Hussars
    Regiment Name: 12e Regiment of Hussars
    Leader's Steam + URL: Black Bird
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance: 10-15~
    [close]
    75e Regiment d'infanterie
    Regiment Name: 75e Regiment d'infanterie
    Leader's Steam + URL: [75e]Heinrich
    Available Time(s): 7pm GMT
    Estimated Attendance: 15-20
    [close]
    5te Westfalisches Landwehr Infanterieregiment
    Regiment Name: 5te Westfalisches Landwehr Infanterieregiment
    Leader's Steam + URL: [5te] DanTheMan
    Available Time(s): 7 GMT
    Estimated Attendance: 20ish
    [close]
    4e Régiment de Grenadiers de la Garde Impériale
    Regiment Name: 4e Régiment de Grenadiers de la Garde Impériale
    Leader's Steam + URL: BI_4eGre_Col_Stanislas_Lefort
    Available Time(s): 7.30 pm gmt
    Estimated Attendance: 15-20
    [close]
    2tes Grenadier Regiment „König Friedrich Wilhelm IV.“
    Regiment Name: 2tes Grenadier Regiment „König Friedrich Wilhelm IV.“
    Leader's Steam + URL: Wustenfuchs
    Available Time(s): ~7gmt
    Estimated Attendance: 10-15men
    [close]
    [close]

    Monday
    Spoiler
    57e Regiment de Ligne
    Regiment Name: 57e
    Leader's Steam + URL: Col. Etherton
    Available Time(s): 7.00 Gmt (Would prefer 7.30 Gmt tho)
    Estimated Attendance: 15-20
    [close]
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    [close]

    Tuesday
    Spoiler
    1° Reggimento Fanteria di Linea
    Regiment Name: 1° Reggimento Fanteria di Linea
    Leader's Steam + URL: DI_VirAn
    Available Time(s): 7.30-8.00 gmt
    Estimated Attendance: 15 ppl
    [close]
    Cacciatori a Cavallo Real Italiani
    Regiment Name: Cacciatori a Cavallo Real Italiani
    Leader's Steam + URL: Akvis
    Available Time(s): 7.30-8.00 gmt
    Estimated Attendance: 8-10 ppl
    [close]
    12e Regiment of Hussars
    Regiment Name: 12e Regiment of Hussars
    Leader's Steam + URL: Black Bird
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance: 10-15~
    [close]
    20th east Devonshire Regiment of Foot
    Regiment Name: 20th east Devonshire Regiment of Foot
    Leader's Steam + URL: https://steamcommunity.com/id/Jollybastard
    Available Time(s): 6:30 to 7:30
    Estimated Attendance: 5-15
    [close]
    Preobraz_LG
    Regiment Name: Preobraz_LG
    Leader's Steam + URL: URL
    Available Time(s): from5 to 7 GMT
    Estimated Attendance: from 15 to 30
    [close]
    1st Evil Brigade
    Regiment Name: 1st Evil Brigade
    Leader's Steam + URL: Ragnosos Brage Sulu
    Available Time(s): 19.00 and 20.00 GMT
    Estimated Attendance: 20-35
    [close]
    [close]

    Wednesday
    Spoiler
    Infanterie Regiment "von Braunschweig-Oels" Nr12
    Regiment Name: Infanterie Regiment "von Braunschweig-Oels" Nr12
    Leader's Steam + URL: ExoticFail
    Available Time(s): 7 GMT
    Estimated Attendance: 25+
    [close]
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    75e Regiment d'infanterie
    Regiment Name: 75e Regiment d'infanterie
    Leader's Steam + URL: [75e]Heinrich
    Available Time(s): 7pm GMT
    Estimated Attendance: 15-20
    [close]
    Andrew's HdW Brigade
    Regiment Name: Andrew's HdW Brigade
    Leader's Steam + URL: AndrewHdW
    Available Time(s): 07:00 GTM
    Estimated Attendance:10-15
    [close]
    3. Freikorps
    Regiment Name: 3. Freikorps
    Leader's Steam + URL:
    Bergen [3teFK]
    Lorenz Bob [3teFK]
    Available Time(s): 7 GMT
    Estimated Attendance: 17-20
    [close]
    Saints
    Regiment Name: [Saints]
    Leader's Steam + URL: https://steamcommunity.com/id/wiludaskar
    Available Time(s): 6:00 - 6:30 - 7:00 (GMT)
    Estimated Attendance: 15-20
    [close]
    1st Evil Brigade
    Regiment Name: 1st Evil Brigade
    Leader's Steam + URL: Ragnosos Brage Sulu
    Available Time(s): 20.00 GMT
    Estimated Attendance: 20-35
    [close]
    [close]

    Thursday
    Spoiler
    1° Reggimento Fanteria di Linea
    Regiment Name: 1° Reggimento Fanteria di Linea
    Leader's Steam + URL: DI_VirAn
    Available Time(s): 7.30-8.00 gmt
    Estimated Attendance: 15 ppl
    [close]
    Cacciatori a Cavallo Real Italiani
    Regiment Name: Cacciatori a Cavallo Real Italiani
    Leader's Steam + URL: Akvis
    Available Time(s): 7.30-8.00 gmt
    Estimated Attendance: 8-10 ppl
    [close]
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    75e Regiment d'infanterie
    Regiment Name: 75e Regiment d'infanterie
    Leader's Steam + URL: [75e]Heinrich
    Available Time(s): 7pm GMT
    Estimated Attendance: 15-20
    [close]
    20th east Devonshire Regiment of Foot
    Regiment Name: 20th east Devonshire Regiment of Foot
    Leader's Steam + URL: https://steamcommunity.com/id/Jollybastard
    Available Time(s): 6:30 to 7:30
    Estimated Attendance: 5-15
    [close]
    2tes Grenadier Regiment „König Friedrich Wilhelm IV.“
    Regiment Name: 2tes Grenadier Regiment „König Friedrich Wilhelm IV.“
    Leader's Steam + URL: Wustenfuchs
    Available Time(s): ~7gmt
    Estimated Attendance: 10-15men
    [close]
    Preobraz_LG
    Regiment Name: Preobraz_LG
    Leader's Steam + URL: URL
    Available Time(s): from5 to 7 GMT
    Estimated Attendance: from 15 to 30
    [close]
    1st Evil Brigade
    Regiment Name: 1st Evil Brigade
    Leader's Steam + URL: Ragnosos Brage Sulu
    Available Time(s): 20.00 GMT
    Estimated Attendance: 20-35
    [close]
    [close]

    Friday
    Spoiler
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    12e Regiment of Hussars
    Regiment Name: 12e Regiment of Hussars
    Leader's Steam + URL: Black Bird
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance: 10-15~
    [close]
    75e Regiment d'infanterie
    Regiment Name: 75e Regiment d'infanterie
    Leader's Steam + URL: [75e]Heinrich
    Available Time(s): 7pm GMT
    Estimated Attendance: 15-20
    [close]
    Saints
    Regiment Name: [Saints]
    Leader's Steam + URL: https://steamcommunity.com/id/wiludaskar
    Available Time(s): 6:00 - 6:30 - 7:00 (GMT)
    Estimated Attendance: 15-20
    [close]
    [close]

    Saturday
    Spoiler
    Spartan Hoplites
    Regiment Name: Spartan Hoplites
    Leader's Steam + URL:
    https://steamcommunity.com/id/SpartanObi https://steamcommunity.com/id/SpartanRommel
     https://steamcommunity.com/id/Tyrionpk
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance:15-25
    [close]
    12e Regiment of Hussars
    Regiment Name: 12e Regiment of Hussars
    Leader's Steam + URL: Black Bird
    Available Time(s): Normal event time (7gmt)
    Estimated Attendance: 10-15~
    [close]
    75e Regiment d'infanterie
    Regiment Name: 75e Regiment d'infanterie
    Leader's Steam + URL: [75e]Heinrich
    Available Time(s): 7pm GMT
    Estimated Attendance: 15-20
    [close]
    20th east Devonshire Regiment of Foot
    Regiment Name: 20th east Devonshire Regiment of Foot
    Leader's Steam + URL: https://steamcommunity.com/id/Jollybastard
    Available Time(s): 6:30 to 7:30
    Estimated Attendance: 5-15
    [close]
    4e Régiment de Grenadiers de la Garde Impériale
    Regiment Name: 4e Régiment de Grenadiers de la Garde Impériale
    Leader's Steam + URL: BI_4eGre_Col_Stanislas_Lefort
    Available Time(s): 7.30 pm gmt
    Estimated Attendance: 15-20
    [close]
    1st Evil Brigade
    Regiment Name: 1st Evil Brigade
    Leader's Steam + URL: Ragnosos Brage Sulu
    Available Time(s): 19.00 and 20.00 GMT
    Estimated Attendance: 20-35
    [close]
    [close]

    14
    Events: NA / North American Regimental 1v1 Schedule
    « on: September 03, 2015, 06:03:42 am »
    North American Regimental 1v1 Schedule

    List of Regiments willing to 1v1 with their respective time(s) and day(s). This thread will be updated daily to accommodate as many regiments as possible! Simply post using the application below plus any special information you wish to add above your app.* 

    *Regiments who are on the old North American 1v1 Schedule owned by Munch will have to reapply; this ensures that the information on this page is recent and valid. Link to European Regimental 1v1 Schedule https://www.fsegames.eu/forum/index.php?topic=26272.0


    Regiment Application!
    Code
    Regiment Name:
    Leader's Steam + URL:
    Available Day(s):
    Available Time(s):
    Estimated Attendance:
    Thread:

    Sunday
    Spoiler
    [close]

    Monday
    Spoiler
    63e Régiment d'Infanterie de Ligne
    Regiment Name: 63ème Régiment d'Infanterie de Ligne
    Leader's Steam + URL:
    Offizer
    Steven
    Nathan
    Available Time(s): 8est
    Estimated Attendance: 25-30 (We can match)
    [close]
    [close]

    Tuesday
    Spoiler
    [close]

    Wednesday
    Spoiler
    [close]

    Thursday
    Spoiler
    63e Régiment d'Infanterie de Ligne
    Regiment Name: 63ème Régiment d'Infanterie de Ligne
    Leader's Steam + URL:
    Offizer
    Steven
    Nathan
    Available Time(s): 8est
    Estimated Attendance: 25-30 (We can match)
    [close]
    [close]

    Friday
    Spoiler
    [close]

    Saturday
    Spoiler
    [close]

    15
    The Mess Hall / Random Translations Page
    « on: August 27, 2015, 05:57:15 am »
    I figured the diverse and multi-lingual FSE would be a good help for those times when we really need something translated. Whether it's trying to make a motto in another language, or figuring out what the damn warcries are, post on this page to request a peer-translation.

    I'll go first q-q: Making new motto for my regiment banner thing.

    Trying to say "Join and fight for the German People"
    My rough translation "Beitreten und kampf fur das deutsche volke!" (Yes I understand no E at the end, was just trying to make it look... more Old German-y ._.)

    Please help/correct

    Pages: 1 2