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Thread: The War to End All Wars - The WWI IH

  1. #1
    Agamemnon's Avatar Comes Limitis
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    Default The War to End All Wars - The WWI IH

    Welcome to the first ever Agamemnon IH!

    The year is 1914. Archduke Ferdinand has been assassinated. In response, Austria and Germany have declared war on Serbia. France and Britain have declared war on Germany in response to a German invasion of Belgium. Russia, having mobilised, has also been pushed into war by the Germans. All the while, the USA sits on the sidelines across the Atlantic. Who will YOU command? Will you march your armies to victory, or be crushed by the boots of your enemies?
    Map:

    Playable Factions:
    USA-Barry Goldwater
    Britain-The Bean
    France-Blackwolf
    Germany-Cannibalking
    Austria-Hungary-Master Magic Mage
    Ottoman Empire-Aetius
    Russia-Dan the Man
    Serbia-Kaitsar
    Italy-KippyK
    Spain-
    Romania-
    Bulgaria-
    Sweden-Epic^2 (I don't know how to make it squared)
    Denmark-
    Norway-
    Belgium-Achea
    Greece-
    I will post rules and faction info later.
    Any factions not taken by the end of this week will be taken over by me and used as unplayables (i.e. I will use them to invade places at historical times, but I will not really play as them)
    Map:
    Last edited by Agamemnon; February 06, 2011 at 02:32 PM.

  2. #2
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Military Rules:
    Spoiler Alert, click show to read: 

    (ripped off DoM)
    Soldiers are purchased in units of 10000 each.

    Unit types:
    Line Infantry - Riflemen - 1% of your econ
    Machine Gunners - self explanatory - 2% of your econ
    Assault Infantry - sub-machine gunners, grenadiers, etc. - 2% econ
    Light cavalry - mounted riflemen, with sabres but unskilled with them - 5% of your econ
    Heavy cavalry - shock cavalry with sabres - 5% of your econ
    Tanks - 10%
    Cannon - primitive artillery - 4% of your econ, 1 turns
    Siege Artillery - can only be used in seiges! - 6% of your econ, 1 turn
    Field Artillery - 7% econ, 1 turn
    Hi-tech artillery - 10% econ, 2 turns

    Training:
    Line - 1 turn - 0% econ
    Veteran - 2 turns - 2% econ
    Elite - 4 turns - 4% econ

    Fortifications:
    Wooden Barricade - 1 turn - 5% of your econ
    Artillery-proof Concrete - 3 turns - 10% of your econ
    Gigantic, You-Ain't-Gettin'-Through walls - 6 turns - 30% of your econ

    Movement rules: Armies move at a pace of 1 province/RL day


    Economic Rules:
    Spoiler Alert, click show to read: 

    Provinces contribute 15% to your economy per turn by default, however this can be raised or lowered by the Traits of the character(s) administering it. You can ransack a province for a quick 25% bonus to your economy, but such acts will slash province loyalty in half and devastate the province, so it will only contribute 5% for the next three turns.

    Provinces will also have a Loyalty attribute that goes up or down depending on your actions, for example ransacking a province will cut its loyalty in half. Provinces with less than 50% loyalty will have a chance to revolt every turn.


    Espionage Rules:
    Spoiler Alert, click show to read: 

    Why bother sending hundreds or thousands of men to their deaths, when the war you are involved in can end with only one life taken? Espionage can allow you to open city gates just before a siege, damage the enemy's harvest, poison their water supplies, provide intelligence on their movements or take out their leaders.

    These characters come in two flavors: spies and assassins. Spies can sneak into enemy cities and open their gates when your army arrives, knock out between 1% and 10% of their economy and find enemy armies or characters. Assassins, as you can guess, are used to kill enemy characters.

    Both spies and assassins require 4 turns' training time and 10% of your economy.

    Trait Rules:
    Spoiler Alert, click show to read: 

    Command - Affects the chances of risky battlefield maneuvers, such as a quick redeployment in the heat of battle, a tactical retreat or an attempt to charge at and kill the enemy commander. Also affects your starting deployment zone (the higher your Command is, the better terrain & starting position you get) and your units' morale. Raised by winning battles.

    Administration - Affects province income; each Admin star gives you an additional 5% from the province the Administrator character is presently in. Raised by staying in a province for extended periods of time.

    Loyalty - The character's loyalty to your faction leader. Raised by gifts of land and/or money.

    Influence - Affects negotiation efforts with NPCs such as Greece or Denmark, as well as your chances of bribing both NPCs and player-faction characters. Raised by successful negotiations.

    In addition to stats, your characters may also pick up certain Traits as he wins/loses battles, manages a province, etc. Some traits are positive, others are negative, and still others can have a mix of positive and negative effects. Characters may have up to three Traits, and once they get a Trait, they cannot get rid of it.

    Children will turn of age once they hit 18. However, they can be married off before that, although obviously they can't have kids until they're of age

    The Command Traits are:

    Spoiler Alert, click show to read:
    Berserker - This character has a worrying tendency to see the 'red mist' and fly into either a screaming, frothing rage or a frighteningly quiet, almost tranquil state whenever he enters battle. In either case, when he does enter this 'berserker state', enemy soldiers know well enough to get out of his way. Reduces the morale of enemy troops.

    Chivalrous - This character strictly adheres to a code of honor; he will never look down on his allies, always treats his enemies with respect, will not flee from battle unless ordered and remains loyal to his betters in good times and bad. Naturally, his men are honored to have someone like him on their side. Improves the morale of your troops.

    Coward - This character doesn't just lead from the rear, he bolts as soon as he feels his life is threatened and will take dishonorable surrender over an honorable death if escape is impossible. Few men would have any respect for such a fellow, and his soldiers are no exception. Reduces the morale of your troops.

    Dirty Fighter - This man values victory over honor, and there is no level he will stoop to in order to get his triumph - whether it be repeatedly striking his opponent in the groin or holding his enemies' families hostage. His enemies know this, and dread facing such an unscrupulous fellow in battle; however, his own soldiers have little respect for such a dishonorable man. Reduces morale of both your troops and enemy troops.

    Merciless - This man's cruelty borders on sociopathy, for he never shows enemy soldiers mercy - much less any respect to their commanders. Not bound by any code of honor, he is the kind of fellow who will cheerfully torture and execute prisoners and even insubordinate minions, and so not only do his opponents shiver at the mere mention of his name, but even his own men are too frightened of him to call him out on his bloody deeds. Reduces the morale of enemy troops.

    Ruthless - This man cares nothing for the lives of his own men, he is perfectly fine with throwing them into a meatgrinder if he thinks he can win that way and will simply answer 'We have reserves,' if he is ever called out on it. The soldiers under his command dislike him for obvious reasons. Reduces morale of your own troops.

    Valorous - This character does not shy away from danger and doesn't mind getting his hands dirty alongside his men, something his soldiers find inspiring. Improves the morale of your troops.

    Natural Leader - This character was born to command armies and lead them to glory. +1 Command.

    Naturally Incompetent Leader - This character was born to command armies - and lead them to disaster. -1 Command.



    The Admin traits are:

    Spoiler Alert, click show to read:
    Architect - This character is a master builder, who makes even ordinary homes look like small mansions. -2 days for building projects in this man's province.

    Bad Architect - This character is an incompetent builder, who should not be trusted with putting together a doghouse. +2 days for building projects in this man's province.

    Corrupt - This slimy fellow regularly takes money out of the state treasury, and should not be trusted with managing a lemonade stand. -1 Admin star.

    Mathematician - This character is a brilliant figure when it comes to logic, space, transformations and numbers. +1 Admin star.

    Trader - This character is a superb trader, and probably multilingual too. All trade agreements bring in 10% instead of 5%.

    Teetotal - This character abhors all alcoholic drink and so is rarely invited to parties, where s/he tends to be rather boring. Nevertheless, completely abstaining from booze allows them to keep a sharp mind when it comes to administering the realm. +1 Administration, -1 Influence.

    Tax Farmer - This character is particularly good at extracting taxes from the populace, something both the common man and the aristocrat can agree is a bad thing. +1 Administration, dice roll to decide whether or not Peasant Revolt breaks out in random province.

    Lenient Tax Official - This character either doesn't care about his job, or is nice enough to let the people get off easy when it comes to taxes. While they are liked by the populace, they obviously tend to contribute less money to the treasury. -1 Administration, dice roll to reduce unrest in random province.



    The Loyalty traits are:

    Spoiler Alert, click show to read:
    Austere - This character lives a Spartan life and does not appreciate most gifts. S/he will be harder to bribe than lesser men.

    Disloyal - This character can break oaths of allegiance without even the slightest tinge of regret. -1 Loyalty.

    Hedonist - This character lives a life of luxury, regularly surrounded by useless trinkets and fawning servants. S/he will be easier to bribe than greater men.

    Loyal - Loyalty is a word this man lives by. +1 Loyalty.



    The Influence traits are:

    Spoiler Alert, click show to read:
    Bad with Words - This character regularly says the worst possible thing at the worst times, and it is a wonder how s/he still has his head attached to his shoulders at times. -1 Influence, reduces chances of bribing a character.

    Good with Words - This character has a way with his words, always withholding any inform s/he needs to withhold and saying just what others want to hear at the right time. + 1 Influence, increases chances of bribing a character.

    Handsome/Beautiful - This character can turn the head of anyone of the opposite sex s/he passes and instill deep jealousy and a feeling of inferiority in the others s/he meets. +1 Influence.

    Hideous - It's a wonder this character hasn't been forced to wear a bag over his/her ugly face every time he goes out in public. -1 Influence.

    Silver Tongue - This character can make the most outlandish proposals sound perfectly reasonable and easily convince others that s/he is right, no matter how utterly wrong s/he actually is. +1 Influence, increases chances of bribing characters.

    Hard Drinker - This character likes his/her booze, and once s/he drinks enough of the stuff s/he becomes quite fun to hang around. However, drunkards obviously don't make good administrators. +1 Influence, -1 Administration.



    Characters obviously need to marry to have (legitimate) kids. You can either marry your characters to other factions' characters, gaining the women (with all their stats & traits) as your own character in that case and also providing the lucky groom with a Loyalty boost for marrying him into a prominent family; you will also have a chance to claim that family's domain if their faction leader dies without a legitimate heir. If you can't be bothered to wait/ask for a suitable bride/groom, you can simply have the character marry a generic noble from your realm, but this provides a useless extra char, no Loyalty bonus and no chance to claim another faction's throne.

    You may randomly get children at the start of every turn; if you do get a new kid (gender also randomly determined), I'll announce it in the event thread.
    Last edited by Agamemnon; February 02, 2011 at 04:59 PM.

  3. #3
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Germany



    Capital: Berlin


    Economy: 75%

    Characters:
    Spoiler Alert, click show to read: 


    Kaiser Wilhelm II


    Age: 55
    Marital relations: Married
    Stats: Command - 7, Admin. - 10, Loyalty - N/A, Influence - 10
    Traits:




    Theobald von Bethmann Hollweg



    Age: 58
    Marital relations: Married
    Stats: Command - 1, Admin. - 10, Loyalty - 10, Influence - 10
    Traits:










    Diplomatic Situation:

    Spoiler Alert, click show to read:
    Allied:
    Austria-Hungary
    Ottoman Empire

    Friendly:
    None

    Neutral:
    None

    Unfriendly:
    USA
    Spain
    Sweden

    At War:
    Britain
    France
    Italy
    Russia
    Serbia
    Greece



    Unit Roster:

    Spoiler Alert, click show to read: 

    German Line Infantry - Infantry armed with a rifle. Large in number but average men.

    German Assault Infantry - Infantry with submachine guns and grenades. They are smaller in number but generally better trained and disciplined than their Line Infantry counterparts.

    German Machine Gunners - Infantry with machine guns and pistols. They are much smaller in number but generally better trained and disciplined than their Line Infantry counterparts, and their machine guns can destroy the enemy.

    Dragoons - Mounted infantry who typically ride into battle, then dismount to fight on foot. They are armed with carbines and sabers, and can fight on horseback just as well as they would on foot, but are less adept at both roles than actual infantry and cavalry.

    Light Artillery - 30 cannons - German artillery, excellent light support pieces but ineffective at bombarding fortifications.

    Heavy Artillery - 30 cannons - German artillery, excellent heavy support pieces and effective at bombarding fortifications.




    Present military forces:

    Spoiler Alert, click show to read:
    Home Army
    Location: Berlin
    Commander: Kaiser Wilhelm II
    I. First Regiment of Foot - Line Infantry
    II. Second Regiment of Foot - Line Infantry
    III. Third Regiment of Foot - Line Infantry
    IV. Fourth Regiment of Foot - Line Infantry
    I. First Assault Regiment - Assault Infantry
    II. Second Assault Regiment - Assault Infantry
    I. First Artillery Regiment - Heavy Artillery
    I. First Machine Gun Division - Machine Gunners


    Eastern Front Army
    Location: Up to you (must be in the east)
    Commander: You make one
    V. Fifth Regiment of Foot - Line Infantry
    VI. Sixth Regiment of Foot - Line Infantry
    VII. Seventh Regiment of Foot - Line Infantry
    VIII. Eighth Regiment of Foot - Line Infantry
    III. Third Assault Regiment - Assault Infantry
    IV. Fourth Assault Regiment - Assault Infantry
    II. Second Artillery Regiment - Heavy Artillery
    II. Second Machine Gun Division - Machine Gunners

    Northern Army
    Location: Up to you (must be in the north)
    Commander: you make one
    IX. Ninth Regiment of Foot - Line Infantry
    X. Tenth Regiment of Foot - Line Infantry
    XI. Eleventh Regiment of Foot - Line Infantry
    XII. Twelth Regiment of Foot - Line Infantry
    IV. Fifth Assault Regiment - Assault Infantry
    VI. Sixth Assault Regiment - Assault Infantry
    III. Third Artillery Regiment - Heavy Artillery
    III. Third Machine Gun Division - Machine Gunners

    Western Front Army:
    Location: Up to you (must be around Belgium)
    Commander: You make one
    XIII. Thirteenth Regiment of Foot - Line Infantry
    XIV. Fourteenth Regiment of Foot - Line Infantry
    XV. Fifteenth Regiment of Foot - Line Infantry
    XVI. Sixteenth Regiment of Foot - Line Infantry
    VII. Seventh Assault Regiment - Assault Infantry
    VIII. Eighth Assault Regiment - Assault Infantry
    IV. Fourth Artillery Regiment - Heavy Artillery
    IV. Fourth Machine Gun Division - Machine Gunners



    Provinces:

    Spoiler Alert, click show to read:
    Berlin
    Come up with the rest yourself.

    Sorry about any inaccuracies, I didn't have a lot of time, so feel free to correct me.
    Last edited by Agamemnon; February 02, 2011 at 05:35 PM.

  4. #4
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Also reserved.

  5. #5
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    And finally, reserved.

  6. #6
    Aetius's Avatar Vae victis
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    Default Re: The War to End All Wars - The WWI IH

    Ottoman Empire-claimed
    Blut und Boden

  7. #7

    Default Re: The War to End All Wars - The WWI IH

    Sweden as usual.

  8. #8
    Watercress's Avatar Praeses
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    Default Re: The War to End All Wars - The WWI IH

    Austria-Hungary.

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  9. #9
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    I thought you were helping me? Oh well, I'll put you in.

  10. #10
    Kip's Avatar Idea missing.
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    Default Re: The War to End All Wars - The WWI IH

    Italy!

  11. #11
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Okay! Oh, and everybody spread the word about this!

  12. #12
    Watercress's Avatar Praeses
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    Default Re: The War to End All Wars - The WWI IH

    I can help as a Research/History role. Nothing too major though. Plus some pictures if you want them

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The War to End All Wars - The WWI IH

    Vive la France

  14. #14
    Cannibalking's Avatar Biarchus
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    Default Re: The War to End All Wars - The WWI IH

    I'll take Germany!
    Heil!

  15. #15
    Agamemnon's Avatar Comes Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Okay. I'll get you guys up.

  16. #16
    Dave Strider's Avatar Dux Limitis
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    Default Re: The War to End All Wars - The WWI IH

    Okay, here it is.
    Last edited by Dave Strider; January 30, 2011 at 07:16 PM.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  17. #17
    Achea's Avatar Ordinarius
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    Default Re: The War to End All Wars - The WWI IH

    Not to be picky, but I am pretty sure the Gibraltar belonged to Britian at the outbreak of the First World War.

  18. #18
    Aetius's Avatar Vae victis
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    Default Re: The War to End All Wars - The WWI IH

    Also not to be picky, but you are aware of the large and signifigant Middle Eastern theatre and Causcasus Campaign, yes?

    http://en.wikipedia.org/wiki/Middle_...of_World_War_I

    http://en.wikipedia.org/wiki/Caucasus_Campaign

    At least extend it to Egypt and Iraq and Armenia, otherwise as Ottomans there really is no point to my existence.
    Blut und Boden

  19. #19
    Blackwolf's Avatar Ordinarius
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    Default Re: The War to End All Wars - The WWI IH

    Damn it! lol
    France is taken...
    So is Italy...
    I'll take the good ol' USA!

  20. #20
    Cannibalking's Avatar Biarchus
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    Default Re: The War to End All Wars - The WWI IH

    Quote Originally Posted by Blackwolf View Post
    Damn it! lol
    France is taken...
    So is Italy...
    I'll take the good ol' USA!
    Bahaaah. Yankees...

    Looks like good ol' Germany is gonna have to use the rod to teach the USA a lesson.

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