Kansiov
09-12-2007, 09:43
Note: Add a Purchases Section in your Factbook, it should be basically edited for every purchase or modification of your Taxes, Budget so I can make the changes.
Thanks
Added in this post on Inflations.
Introduction
The year is 1543, on Planet Leonteus that is. The continent of Kamlialah is on a new age of steamed ships, Blot Action Rifles and massive Industries. Many Kamlialahian Nations although small are starting to expand. Leonteuians are somewhat human like creatures and have very similar brains, they are also like humans who are somewhat evil and ambitious. Wars are common in Leonteus, and only 1 Continent has been discovered so far, which is Kamlialah. Kamlialahians are like Cauasians in planet Earth, and the entire continent follows the religion of Kramothor, which believes that God created Leonteus, Kamlihan(Sun) and stars. You play as Nation ready to seek out and explore & Conquer the World of Leonteus
Rules
-No Godmoding
-No Flaring
-Be active
-Follow Timeline
-Have fun :)
-Please read the guidelines given! Any questions that can be found through the
Geographical of Kamlialah (Thanks to Weccanfield)
http://img107.mytextgraphics.com/photolava/2007/12/09/thanklesstask-48rt7exv8.png
Player Map of Kamlialah (Thanks to Weccanfield)
http://img338.imageshack.us/img338/3333/thanklesstaskpoliticalmyw1.jpg
Claiming your Nation
Claiming is very simple, just choose one plot of land, and I will give you your population, GDP/c and your National resources. Also note that Government systems are similar to those on Earth, you don't need to think of a whole new radical idea of Government just to get your Nation up. Also note that Technology is like Earth in 1900. Try to keep your Nation name similar to yours. I will give you your dissent, Morale stats once
Traits
Your people have traits, choose 2 from any of the list
-Radical Thinkers
-Scientist
-Artist
-Patriots
-Warriors
-Religious
-Explorers
-Merchants
-Farmers
-Industrialists
Military
Note that Military units can be the same models as those weapons in Earth, try to be creative and rename them and such. For Example:
Service Rifle:
Jubski 113 (RL Springfield Rifle)
You can only use the equiment that are invented to you by your Tech Teams, they will provide you with the cost
Factbooks
Factbooks are a must in this RP, you are not allowed to RP without one. Update your yearly spending and stuff on your Factbook, include Stats, Military, Government type and info and Nation History in it. If your unsure ask me or you may look at other player's factbook as a guideline. Also include a diplomacy section in your factbook. Note I will do the Military, Economic Section
Here is how your Factbook should be done:
-Country description
-Economics (Done by me)
-Military (Done by Me)
-Tech Teams (Done by Me)
-Military ORBAT
-Diplomacy Section
-Purchases and orders
Stats
These stats are to be added to your Factbook.
NFP (National Food percentage):
Dissent (lower the better):
Morale (higher the better):
Loyality (higher the better):
I do that for you, don't worry.
Inflation
Inflation cannot be advioded, but its best to reduce it. It wrecks any Economic gains means for example
GDP Growth: 7%
Inflation: 5%
Thus your actual GDP Growth is only 2%
To counter inflation, simply raise taxes, it would be difficult for Democratic Nations as it would hurt Domestic Approval ratings and could cause dissent if raised too much.
Unclaimed lands
Unclaimed lands are genreally empty, however people are still living in these areas and there are local warlords that have to be defeated in these areas before you can offically claim it to be yours. Also note that Warlords can come and attack your Nation if they feel like it, they will be RPed by me.
Technlogy
Technologies are discovered through Tech teams. Don't worry, its not too complicated, these Tech teams will be given to you when you claim. Tech teams have a skill, and a specialized area. We will talk about the specialized area later.
Skill
Skill comes in the form of numbers. The higher the number, the better your Tech team is. Note that skill of Tech Teams cannot be changed unless via events. The better the Tech team will result in it likely to have a research breakthrough faster than the others. For example, TT A is skill 6, TT B is skill 2, therefore TT A has a higher chance of researching, lets say, 120mm Infantry gun quicker than TT B. However, this comes at a price. Tech Teams with a higher Skill requires more funding. A TT with skill 1 requires $10 million to work at full capacity. A TT with skill 9 Requires $90 million. For Example if you fund a TT with 20 million but is Skill 6, basically the TT will research as fast as a TT with skill 2. Note however that TT with skill 2 that is funded with $30 million with not research like a TT 3, but still a TT with skill 2.
Specialized area
All Tech Teams has a specialized area. Tech teams cannot research without one, but don't worry, all will be given at least one. Here are the speicalized areas:
-Armour
-Small Airframes
-Big Airframes
-Mechnical Engineering
-Electical Engineering
-Chemistry
-Nuclear Science
-Maths
-Genreal Infantry Equipment
-Guns/Artillery
-Naval Surfaced Ship Designs
-Submerged Ship Designs
-Rockets
-Industrial
-Rail Transportation
Example a TT has its Specialized area as Industrial, they are only able to come out tools at benefit your industry. You can also give specific orders like, design a new tank etc.
Doctrines
Although Doctrines are not a part of research, they are important in Combat. On land there are 4 doctrine Paths, note, you can only choose ONE, there is no turning back once you claim your land doctrine. They are:
-Human Wave Doctrine
Uses Numbers to beat enemy
-Blitzkrieg Doctrine
Uses Speed to beat enemy
-Firepower Focus Doctrine
Uses Immense Firepower to defeat your enemy
-Grand Battle Plan Doctrine
A Defensive Focus Doctrine, uses an all rounded tactics to defeat the enemy
Air Doctrines and Naval Doctrines are different, there is only one single path to go. However for example if you're using Battleships over Aircraft Carrier, you are likely to develop Doctrines for your Battleship, making them more effective. Likewise your Bombers and fighters.
Military Stats
These are to be added to your Military section of your Factbook. Note that you can't change them, unless an event authorizes you to do so.
Here are your starting Stats
Land:
Effectiveness of Fortifications: 5%
Delay: 0%
Encirclement Chance: 0%
Breakthrough Chance: 8%
Pincer Attack Coordination: 0%
Land-Air Coordination: 3%
Speed: 20
Flank Vulnerability: 140%
Suppression of enemy chance: 0%
Communication effectiveness: 5%
Surprise chance: 0%
Air:
Bombardment Accuracy: 20%
Night Bombardment Accuracy: 1%
Scramble Time: 12 min
Dogfight Coordination: 15%
Communication effectiveness: 20%
Naval:
Battleship Effectiveness: 25%
Shore Bombardment Accuracy: 5%
Carrier Scramble time: 10 min
Vulnerability to Subs: 240%
Sub detection Chance: 3%
Carrier Strike Effectiveness: 5%
Ship Coordination: 20%
Communication effectiveness: 15%
It will be added to you in your Factbook by me don't worry.
Military Leaders
Each Nation has a Military leader. Military leaders give bonuses to your army. Military leaders can die and get promoted, all from events. They also have skill and traits which can be grained from battle, once again through events. These are the ranks and the Max no of troops/Aircraft/Ships for that rank. Military leaders can also "appear" from events, they also come with a claim from your Nation. also, be creative and name your Military Leaders, rather than calling them 'A' or 'B'.
Land
Field Marshal: 120,000
Genreal: 90,000
Lt. Gen: 30,000
Mj. Gen: 10,000
Naval
Grand Admiral: 32 Ships
Admiral: 24 Ships
Vice Admiral: 12 Ships
Rear Admiral: 6 Ships
Air
Air Marshal: 160 Aircraft
Air General: 80 Aircraft
Lt Air Gen: 40 Aircraft
Mj Air Gen: 20 Aircraft
Traits
Traits are basially the leader's strong points. Some leaders do not have traits.
They are listed here:
Land
-Offensive
-Defensive
-Tank Commander
-Winter Specialist
-Trickster
-Desert Fox
-Commando
-Fortress Buster
-Elastic Defence Specialist
-Jungle Rat
-Urban Warfare Specialist
-Mountaineer
-Ambusher
-Disciplined
-Blitzer
-Ranger
Air
-Tank Buster
-Fortress Buster
-Night Flyer
-Superior Tactican
-Carpet Bomber
-Fleet Destroyer
Naval
-Sea Wolf
-Superior Tactican
-Blockade-Runner
-Spotter
Things to note
Funding: Funding is very important, do not run a country without allocating your funds.
Factbook: Make a factbook in order to start RPing
Be Active!: Stay active! Or you will be kicked.
Timeline
In Leonteus there are only 7 months in a year, they are.
Alhpia
Bravia
Cleria
Delteria
Ephsuia
Froskia
Geogia
Summer (In Kamlialah)
Geogia
Alhpia
Autumn
Bravia
Cleria
Winter
Delteria
Ephsuia
Spring
Froskia
Questions are applications are welcome.
Nations Claimed
Estovakian Soyuz Federated Socialist Republic {Scientist&Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13281551#post13281551)
Devaraja {Scientists & Industrialists}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13284417#post13284417)
The Constitutional Shogunate of Rasthor {Radical Thinkers & Patriots}
Factbook (http://forums.jolt.co.uk/showthread.php?t=545141)
The Osea Federation {Scientist & Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?t=545201)
The Republic of Duomari {Farmer & Industrialists}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13297951#post13297951)
The Grethor Imperial Federation {Industrialist & Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13290258#post13290258)
Thanks
Added in this post on Inflations.
Introduction
The year is 1543, on Planet Leonteus that is. The continent of Kamlialah is on a new age of steamed ships, Blot Action Rifles and massive Industries. Many Kamlialahian Nations although small are starting to expand. Leonteuians are somewhat human like creatures and have very similar brains, they are also like humans who are somewhat evil and ambitious. Wars are common in Leonteus, and only 1 Continent has been discovered so far, which is Kamlialah. Kamlialahians are like Cauasians in planet Earth, and the entire continent follows the religion of Kramothor, which believes that God created Leonteus, Kamlihan(Sun) and stars. You play as Nation ready to seek out and explore & Conquer the World of Leonteus
Rules
-No Godmoding
-No Flaring
-Be active
-Follow Timeline
-Have fun :)
-Please read the guidelines given! Any questions that can be found through the
Geographical of Kamlialah (Thanks to Weccanfield)
http://img107.mytextgraphics.com/photolava/2007/12/09/thanklesstask-48rt7exv8.png
Player Map of Kamlialah (Thanks to Weccanfield)
http://img338.imageshack.us/img338/3333/thanklesstaskpoliticalmyw1.jpg
Claiming your Nation
Claiming is very simple, just choose one plot of land, and I will give you your population, GDP/c and your National resources. Also note that Government systems are similar to those on Earth, you don't need to think of a whole new radical idea of Government just to get your Nation up. Also note that Technology is like Earth in 1900. Try to keep your Nation name similar to yours. I will give you your dissent, Morale stats once
Traits
Your people have traits, choose 2 from any of the list
-Radical Thinkers
-Scientist
-Artist
-Patriots
-Warriors
-Religious
-Explorers
-Merchants
-Farmers
-Industrialists
Military
Note that Military units can be the same models as those weapons in Earth, try to be creative and rename them and such. For Example:
Service Rifle:
Jubski 113 (RL Springfield Rifle)
You can only use the equiment that are invented to you by your Tech Teams, they will provide you with the cost
Factbooks
Factbooks are a must in this RP, you are not allowed to RP without one. Update your yearly spending and stuff on your Factbook, include Stats, Military, Government type and info and Nation History in it. If your unsure ask me or you may look at other player's factbook as a guideline. Also include a diplomacy section in your factbook. Note I will do the Military, Economic Section
Here is how your Factbook should be done:
-Country description
-Economics (Done by me)
-Military (Done by Me)
-Tech Teams (Done by Me)
-Military ORBAT
-Diplomacy Section
-Purchases and orders
Stats
These stats are to be added to your Factbook.
NFP (National Food percentage):
Dissent (lower the better):
Morale (higher the better):
Loyality (higher the better):
I do that for you, don't worry.
Inflation
Inflation cannot be advioded, but its best to reduce it. It wrecks any Economic gains means for example
GDP Growth: 7%
Inflation: 5%
Thus your actual GDP Growth is only 2%
To counter inflation, simply raise taxes, it would be difficult for Democratic Nations as it would hurt Domestic Approval ratings and could cause dissent if raised too much.
Unclaimed lands
Unclaimed lands are genreally empty, however people are still living in these areas and there are local warlords that have to be defeated in these areas before you can offically claim it to be yours. Also note that Warlords can come and attack your Nation if they feel like it, they will be RPed by me.
Technlogy
Technologies are discovered through Tech teams. Don't worry, its not too complicated, these Tech teams will be given to you when you claim. Tech teams have a skill, and a specialized area. We will talk about the specialized area later.
Skill
Skill comes in the form of numbers. The higher the number, the better your Tech team is. Note that skill of Tech Teams cannot be changed unless via events. The better the Tech team will result in it likely to have a research breakthrough faster than the others. For example, TT A is skill 6, TT B is skill 2, therefore TT A has a higher chance of researching, lets say, 120mm Infantry gun quicker than TT B. However, this comes at a price. Tech Teams with a higher Skill requires more funding. A TT with skill 1 requires $10 million to work at full capacity. A TT with skill 9 Requires $90 million. For Example if you fund a TT with 20 million but is Skill 6, basically the TT will research as fast as a TT with skill 2. Note however that TT with skill 2 that is funded with $30 million with not research like a TT 3, but still a TT with skill 2.
Specialized area
All Tech Teams has a specialized area. Tech teams cannot research without one, but don't worry, all will be given at least one. Here are the speicalized areas:
-Armour
-Small Airframes
-Big Airframes
-Mechnical Engineering
-Electical Engineering
-Chemistry
-Nuclear Science
-Maths
-Genreal Infantry Equipment
-Guns/Artillery
-Naval Surfaced Ship Designs
-Submerged Ship Designs
-Rockets
-Industrial
-Rail Transportation
Example a TT has its Specialized area as Industrial, they are only able to come out tools at benefit your industry. You can also give specific orders like, design a new tank etc.
Doctrines
Although Doctrines are not a part of research, they are important in Combat. On land there are 4 doctrine Paths, note, you can only choose ONE, there is no turning back once you claim your land doctrine. They are:
-Human Wave Doctrine
Uses Numbers to beat enemy
-Blitzkrieg Doctrine
Uses Speed to beat enemy
-Firepower Focus Doctrine
Uses Immense Firepower to defeat your enemy
-Grand Battle Plan Doctrine
A Defensive Focus Doctrine, uses an all rounded tactics to defeat the enemy
Air Doctrines and Naval Doctrines are different, there is only one single path to go. However for example if you're using Battleships over Aircraft Carrier, you are likely to develop Doctrines for your Battleship, making them more effective. Likewise your Bombers and fighters.
Military Stats
These are to be added to your Military section of your Factbook. Note that you can't change them, unless an event authorizes you to do so.
Here are your starting Stats
Land:
Effectiveness of Fortifications: 5%
Delay: 0%
Encirclement Chance: 0%
Breakthrough Chance: 8%
Pincer Attack Coordination: 0%
Land-Air Coordination: 3%
Speed: 20
Flank Vulnerability: 140%
Suppression of enemy chance: 0%
Communication effectiveness: 5%
Surprise chance: 0%
Air:
Bombardment Accuracy: 20%
Night Bombardment Accuracy: 1%
Scramble Time: 12 min
Dogfight Coordination: 15%
Communication effectiveness: 20%
Naval:
Battleship Effectiveness: 25%
Shore Bombardment Accuracy: 5%
Carrier Scramble time: 10 min
Vulnerability to Subs: 240%
Sub detection Chance: 3%
Carrier Strike Effectiveness: 5%
Ship Coordination: 20%
Communication effectiveness: 15%
It will be added to you in your Factbook by me don't worry.
Military Leaders
Each Nation has a Military leader. Military leaders give bonuses to your army. Military leaders can die and get promoted, all from events. They also have skill and traits which can be grained from battle, once again through events. These are the ranks and the Max no of troops/Aircraft/Ships for that rank. Military leaders can also "appear" from events, they also come with a claim from your Nation. also, be creative and name your Military Leaders, rather than calling them 'A' or 'B'.
Land
Field Marshal: 120,000
Genreal: 90,000
Lt. Gen: 30,000
Mj. Gen: 10,000
Naval
Grand Admiral: 32 Ships
Admiral: 24 Ships
Vice Admiral: 12 Ships
Rear Admiral: 6 Ships
Air
Air Marshal: 160 Aircraft
Air General: 80 Aircraft
Lt Air Gen: 40 Aircraft
Mj Air Gen: 20 Aircraft
Traits
Traits are basially the leader's strong points. Some leaders do not have traits.
They are listed here:
Land
-Offensive
-Defensive
-Tank Commander
-Winter Specialist
-Trickster
-Desert Fox
-Commando
-Fortress Buster
-Elastic Defence Specialist
-Jungle Rat
-Urban Warfare Specialist
-Mountaineer
-Ambusher
-Disciplined
-Blitzer
-Ranger
Air
-Tank Buster
-Fortress Buster
-Night Flyer
-Superior Tactican
-Carpet Bomber
-Fleet Destroyer
Naval
-Sea Wolf
-Superior Tactican
-Blockade-Runner
-Spotter
Things to note
Funding: Funding is very important, do not run a country without allocating your funds.
Factbook: Make a factbook in order to start RPing
Be Active!: Stay active! Or you will be kicked.
Timeline
In Leonteus there are only 7 months in a year, they are.
Alhpia
Bravia
Cleria
Delteria
Ephsuia
Froskia
Geogia
Summer (In Kamlialah)
Geogia
Alhpia
Autumn
Bravia
Cleria
Winter
Delteria
Ephsuia
Spring
Froskia
Questions are applications are welcome.
Nations Claimed
Estovakian Soyuz Federated Socialist Republic {Scientist&Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13281551#post13281551)
Devaraja {Scientists & Industrialists}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13284417#post13284417)
The Constitutional Shogunate of Rasthor {Radical Thinkers & Patriots}
Factbook (http://forums.jolt.co.uk/showthread.php?t=545141)
The Osea Federation {Scientist & Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?t=545201)
The Republic of Duomari {Farmer & Industrialists}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13297951#post13297951)
The Grethor Imperial Federation {Industrialist & Warrior}
Factbook (http://forums.jolt.co.uk/showthread.php?p=13290258#post13290258)