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Thread: A Time Of Troubles - The 1861 IH

  1. #1
    Dave Strider's Avatar Dux Limitis
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    Default A Time Of Troubles - The 1861 IH

    A Time of Troubles - The 1861 IH

    Political Map:
    Spoiler Alert, click show to read: 


    Economic Map:

    Spoiler Alert, click show to read: 


    The Year is 1861, and North America and Europe are both in the midst of bloodbaths.
    In North America, the primary focus is on the United States; Eleven Southern States have officially seceded from the Union, and proclaimed themselves the Confederate States of America, basing their founding off of a long-standing dispute between the powers of State and Federal legislature and law, as well as Slavery and many other arguements. The Confederacy, because of it's world-influencing Cotton monopoly, has managed to attract the attention of several European powers to the conflict, most notably the British Empire, which has had a rivalry with the United States since the War of 1812, if not sooner; meanwhile, the Russians are, for the moment, Pro-Union, if only to snub the British
    for payback against the recent Russian defeat in the Crimea two years ago.

    Just to the South, trouble is stirring in Mexico; the country's Liberals and Conservatives have been engaged in their own Civil War for a while now, with neither side having a clear advantage; and there is also talk of the French and Austrians collaborating to put a Hapsburg, Archduke Maximillian, on the Mexican throne as an Emperor, with French military support; a clear violation of the Monroe Doctrine...

    Meanwhile, in the Caribbean, Haiti and the Dominican Republic are at war, again. Following the latter's independence from the former in 1844, Haiti has always been plotting to get the Dominican Republic back under it's control; whilethis is happening, the Dominican Republic is plagued from internal corruption and factionalism, with the current Dominican leader even proposing a return to Spanish rule, another violation of the Monroe doctrine. And if this occurs, Haiti would find itself surrounded by Spanish land; Cuba, Jamaica, and many other Caribbean islands, all with Spanish troops on them...

    As this happens, in Europe, the most prominent standoff is the Italian Reunification, where, just a year earlier, two Italian men, Victor Emmanuel II and Giuseppe Garibaldi, have managed to unite Italy; the former uniting Northern Italy under the Sardinian-Piedmontese Banner, the latter terrorising the Kingdom of Two Sicilies with an all-volunteer force at his disposal. The two the united their land under a single, Italian banner, declaring Rome their capital. However, there was only one problem; Rome wasn't even their territory, it was Papal property, under French protection. To date, the French have not given up the city, and the fires of reunification still glow brightly in the eyes of newly-crowned
    King Emmanuel II, not to mention the Austrians, who have yet to leave Venetia.

    In Germany, the German Confederation is dominated by two powers; the Kingdom of Prussia, and the Austrian Empire, both of which believe themselves to be the leaders of the group, and both of which plan on creating their own versions of a 'Greater Germany'. Such conflicting opinions can only lead to disaster, in due time. Meanwhile, the Ottoman Empire sits jealously to the South of Austria, dreaming of once again being mighty enough to send vast armies to the gates of Vienna.

    Finally, in Africa, tensions are mounting; the Spanish and French have both been expanding their territory there, the Spanish having recently defeated the Moroccans for control of the two cities of Ceuta and Melilla and their surrounding territory, and the French having annexed Algeria. The French are also challenging the Ottoman grip on North Africa, an especially bitter insult, considering that Algeria was effectively in Ottoman hands only 30 years earlier.

    This is a time of great troubles, across four continents; Will you manage to hold off the enemies for long enough to wriggle out of your mess? Will you be responsible for your nation's demise at the hands of God's will? Or will you do the nearly impossible, and lead your nation to greater heights than ever before?
    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.

  2. #2
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Player List:

    North America
    Union - Barry Goldwater
    Conferacy - HMS England
    Mexican Republic - Kaitsar

    Europe
    France - Celsius
    United Kingdom - Lorem Ipsum
    Spain - The Bean
    Prussia - Gunny
    Austrian Empire - Eugen von Savoyen
    Ottoman Empire - Pericles of Athens
    Kingdom of Italy - KippyK
    Russian Empire - Dan the Man

    Africa
    Morocco - Rosenkruz


    --------------------------------------------------------------


    Rules:

    1 Turn is 1 IRL Week and 6 ingame months.

    Economic:
    Spoiler Alert, click show to read: 
    Like in the 1642, 1911, and 1360 games, there are four levels of economic growth in this game;
    Red - 10,000 Dollars per turn
    Blue - 25,000 Dollars per turn
    Light Green - 40,000 Dollars per turn
    Dark Green - 65,000 Dollars per turn

    There are also 3 levels of province-upgrades:
    Red to Blue - 20,000 Dollars, 1 Turn
    Blue to Light Green - 50,000 Dollars, 1 Turn
    Light Green to Dark Green - 85,000 Dollar, 2 Turns

    There are also five levels of trade agreements, as well as five consequences of losing them.
    Level 1 Trade - $10,000 per turn
    Level 2 Trade - $20,000 per turn
    Level 3 Trade - $30,000 per turn
    Level 4 Trade - $40,000 per turn
    Level 5 Trade - $50,000 per turn

    Level 1 Consequences - Lose $15,000 for one turn
    Level 2 Consequences - Lose $30,000 for one turn
    Level 3 Consequences - Lose $45,000 for two turns
    Level 4 Consequences - Lose $60,000 for three turns
    Level 5 Consequences - Lose $75,000 for five turns

    You may have a maximum of 3 Trade Partners at once.


    To prevent players from spamming, I am putting a cap on the recruitment.

    Players can spend a maximum of $2,000,000 or train 100 units(whichever is less) per turn.


    Military:

    Spoiler Alert, click show to read: 
    Unlike the Napoleonic wars at the beginning of the Century, the armies of all nations are fairly standardised at this point, into the three major soldier wings; Infantry, Cavalry, and Artillery. However, wars are still fought in lines, with Cavalry and Artillery still acting as support for the main show, the Infantry. As such, the units available to recruit reflect this.

    As always, upkeep is 1/2 the unit price. Replenishing Divisions costs 1/4 the price, but is instant.

    Recruitable Divisions:
    Spoiler Alert, click show to read: 
    Volunteer Infantry Division - 8,000 Men, $4,000, 1 Day - Somewhere between Militias and standard Infantry. Higher in number, often skilled with firearms, but poor discipline and morale. However, their numbers and skills with firearms make them roughly even with Infantry, although if pressed hard enough, they WILL break.

    Infantry Division - 6,000 Men, $9,000, 3 Days - The basic building block of any army. An Army without Infantry is not an army at all. Can be used for...any task, really. Can be used for massed attacks, spread-out defense, scouting, skirmishing, and can counter anything the enemy throws at them.


    Cavalry Division - 3,000 Men, $20,000, 5 Days - The Army's scouts, vanguards, and in some cases, Elite Infantry. Mainly used for scouting purposes, or to dismount and hold positions until Infantry Support is available. They are capable of dealing massive casualties with their repeating rifles, but the downside to this is they often run out of ammunition rather quickly.




    Recruitable Brigades(Can be attached to Divisions):
    Spoiler Alert, click show to read: 
    Engineer Brigade - 1,000 Men, $2,500, 2 Days - Troops adept at almost any task that needs solving; can construct and destroy bridges, build Railroad lines, place mines, dig trenches, etc., while being able to skirmish with the enemy at the same time. Useful, reliable, but not to be overestimated. Can only be attached to Infantry Divisions.

    Artillery Brigade - 1,500 Men + 50 Guns, $12,000, 6 Days - The Steel Thunder. Metal beasts that can unlimber, pound an area with shell and shot, and relimber and move to their next target in a few minutes' notice. If you face them, make sure you have your own. If you have them, and the enemy does not, do not relent on him. An absolute MUST for supporting ANY kind of attack, and it doesn't take a genius to figure out that having them for defense helps too. Can be attached to any division.

    Elite Infantry Brigade - 1,500 Men, $14,500, Instant recruitment(Only available during battles) - Every once in a while, during a battle, one unit stands alone in it's fighting abilities, surpassing all other troops. Elite Infantry Brigades are a new concept in IHs; if a unit performs well enough, you get the option of creating an Elite Infantry Brigade from that unit. This is, however, a rare occurence, and likely will not come along often, so if you get the chance, take it!



    Sea Units:
    Spoiler Alert, click show to read: 
    Corvette - $25,000, 4 Days - The Basic sailing vessel, the lowest of the low. Average amount of guns and hull strength. Effective in numbers.

    Ship-of-the-Line - $40,000, 6 Days - The "middle class" ship, more guns and more strength, typically the flagships of the olden days, but is quickly losing effectiveness against the next ship...

    Ironclad - $75,000, 10 Days - The new steel monsters, battleships clad in metal that repels cannonballs. Expensive, slow, and lumbering, but a nearly impenetrable fortress at sea.


    General Battle rules:
    Spoiler Alert, click show to read: 
    In this time period, battles were fought in vast expanses of land, with most of the fighting being concentrated at several key points on the field(The Devil's Den at Gettysburg, La Haye Sainte at Waterloo, etc.), thus requiring you often to split your army into smaller sub-groups to have better chances of winning; no more massive lines of troops trading volleys over miles of farmland.


    Also, battles will grow in intensity; when battle is met, it will, for the first phase, only be the vanguard forces that you have at your disposal(a few guns, a Division or two of Infantry and maybe a few hundred horsemen), but as the battle progresses, more and more men will arrive, allowing fresh troops to resume the battle where only hours earlier thousands had died. Keep this in mind.


    Fortification rules:
    Spoiler Alert, click show to read: 
    In this period of time, often Fortifications were used in battles by at least one side, but sometimes both(Cold Harbor is an example, both sides used heavy trenchworks). As such, depending on the size of his army, players can construct fortifications. The formula is simple; the total number of Infantry(any type) and Engineers, divided by 10, gives them "Construction Points". These points can be spent on the following;

    Gabionades -500 Points - 1 battle phase to deploy - Small, low walls, going up to a man's gut, made out of a great number of sticks and twigs, held together by dried mud. Often used to protect Artillery, but also make a good point for Infantry to stay low and continue firing.

    Breastworks - 1,000 Points - 2 battle phases to deploy - Earthworks that are as high as a man's breast, allowing for better protection(but more work) than a Gabionade. Can also be used for Artillery.

    Abatis - 1,500 Points - 2 battle phases to deploy - Similar to Gabionades, a wall made out of interlocking logs that can hold off Cavalry and Infantry from advancing through it, while also serving as a defensive wall for Infantry and Artillery.

    The total amount of points you have in your army can be spent on as many Fortifications as you want; each Fortification is assigned to one Division, though in the case of Artillery, you are allowed to assign a small number of guns to each Fortification as well to make it that much more impregnable.

    Say, for example, you have 3 Infantry divisions, 2 Elite Infantry Brigades, and an Artillery Brigade; That would give you 1700 points to spend. Therefore you decide to give each Division their own Gabionades. You would be allowed to, say, assign 15 guns to one Division, 20 to another, and 15 to the third one, strengthening your Infantry AND Artillery at the same time. However, this can only be done with Artillery; all other troops, Brigades or Divisions, remain INTACT.
    Last edited by Dave Strider; July 13, 2011 at 10:22 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.

  3. #3
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Starting Treasuries:

    Union: $200,000
    Confederacy: $120,000
    Mexican Republic: $75,000
    British Empire: $240,000
    France: $100,000
    Spain: $110,000
    Prussia: $170,000
    Austrian Empire: $150,000
    Kingdom of Italy: $95,000
    Ottoman Empire: $80,000
    Russian Empire: $150,000
    Swedish-Norwegian Union: $135,000
    Morocco: $55,000

    As always, feel free to make your starting armies with this money. For your starting armies you have instant recruitment. Then, to make this fun, when the game begins, you'll also get a turn's income


    Faction Diplomacy:
    Union:
    Allied - None
    Friendly - Russia
    Neutral - All else
    Hostile - None
    At War - Confederacy

    Confederacy:
    Allied - None
    Friendly - Great Britain, France
    Neutral - All else
    Hostile - None
    At War - Union

    Mexican Republic:
    Allied - None
    Friendly - None
    Neutral - All else
    Hostile - France, Spain, Great Britain
    At War - None

    Great Britain:
    Allied - None
    Friendly - Confederacy, France
    Neutral - All else
    Hostile - Russia, Mexico
    At War - None

    France:
    Allied - Kingdom of Italy
    Friendly - Papal States, Great Britain, Confederacy
    Neutral - All else
    Hostile - Ottoman Empire, Russia, Mexico
    At War - None

    Spain:
    Allied - Dominican Republic
    Friendly - None
    Neutral - All else
    Hostile - Haiti, Mexico
    At War - None

    Kingdom of Italy:
    Allied - France
    Friendly - None
    Neutral - All else
    Hostile - Austrian Empire, Papal States
    At War - None

    Austrian Empire:
    Allied - Prussia
    Friendly - Bavaria, Baden-Wurttemberg, Hanover, Saxony
    Neutral - All else
    Hostile - Kingdom of Italy, Ottoman Empire
    At War - None

    Prussia:
    Allied - Austria
    Friendly - Oldenberg, Mecklenberg
    Neutral - All else
    Hostile - None
    At War - None

    Sweden-Norway:
    Allied - None
    Friendly - None
    Neutral - All
    Hostile - None
    At War - None

    Russian Empire:
    Allied - None
    Friendly - Union
    Neutral - All else
    Hostile - Great Britain, France, Ottoman Empire
    At War - None

    Ottoman Empire:
    Allied - Moldavia & Wallachia(Romania), Serbia, Montenegro(Vassals)
    Friendly - None
    Neutral - All else
    Hostile - Russia, Austrian Empire, France, Greece
    At War - None

    Morocco:
    Allied - None
    Friendly - None
    Neutral - All else
    Hostile - Spain, France
    At War - None
    Last edited by Dave Strider; July 10, 2011 at 07:56 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.

  4. #4
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Updated with Economic and Military rules
    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.

  5. #5
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    If everyone could start making their faction threads, with their respective incomes, I'll begin sending out turns when that is done
    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.

  6. #6
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: A Time Of Troubles - The 1861 IH

    No trade

    Edit and do we start with any money
    Last edited by Pericles of Athens; July 10, 2011 at 01:56 PM.


  7. #7
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Oh, whoops, lol, forgot trade
    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.

  8. #8
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Added trade rules and naval units.
    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.

  9. #9
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: A Time Of Troubles - The 1861 IH

    How many trade partners can we have?


  10. #10
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Let's just say 3
    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.

  11. #11
    Protector Domesticus
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    Default Re: A Time Of Troubles - The 1861 IH

    I'll get to my faction thread tonight/tomorrow.

  12. #12
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    There is Artillery. It's under the Brigades list, as "Artillery Divisions" never existed OTL


    Updated with Faction diplomatic relationships
    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.

  13. #13
    Protector Domesticus
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    Default Re: A Time Of Troubles - The 1861 IH

    I noticed, I tend to complain before I see the whole picture.

  14. #14
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Don't worry about it mate.
    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.

  15. #15

    Default Re: A Time Of Troubles - The 1861 IH

    yay! Now I have to count and seem how many provinces I have...

  16. #16
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: A Time Of Troubles - The 1861 IH

    I don't usually like to nitpick, but why'd I start at Hostile with the UK? As far as I can remember, the British aristocracy & Palmerston's government may have sympathized with the CSA but were never openly supportive, and the common British people definitely did not give a rat's droppings about them. The most that happened was that Palmerston allowed blockade runners to be operated by British sailors, but there was never any serious talk about recognition much less intervention, since that would've led to the loss of US trade - which was far, far more important to Britain & France than the CSA's cotton, as not only did they have considerable stockpiles of the resource, but Britain in particular could bring in tons of cotton from Egypt and India (leading to the 'cotton diplomacy' plans of the CS to explode comically in their face when they tried to make good on their threats and economically blackmail the Great Powers).

  17. #17
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    Oh, sorry. I'll change that now then.
    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.

  18. #18
    Pericles of Athens's Avatar Vicarius Provinciae
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    Default Re: A Time Of Troubles - The 1861 IH

    Quote Originally Posted by Barry Goldwater View Post
    I don't usually like to nitpick, but why'd I start at Hostile with the UK? As far as I can remember, the British aristocracy & Palmerston's government may have sympathized with the CSA but were never openly supportive, and the common British people definitely did not give a rat's droppings about them. The most that happened was that Palmerston allowed blockade runners to be operated by British sailors, but there was never any serious talk about recognition much less intervention, since that would've led to the loss of US trade - which was far, far more important to Britain & France than the CSA's cotton, as not only did they have considerable stockpiles of the resource, but Britain in particular could bring in tons of cotton from Egypt and India (leading to the 'cotton diplomacy' plans of the CS to explode comically in their face when they tried to make good on their threats and economically blackmail the Great Powers).
    Egypt is my land and they will get my cotton over the empires body! ()

    And Fred I dont think I should be hostile with France....
    Last edited by Pericles of Athens; July 10, 2011 at 03:53 PM.


  19. #19
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Time Of Troubles - The 1861 IH

    It's just a little border dispute over Algeria, the OE isn't happy because Algeria was their land like 30 years prior
    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.

  20. #20

    Default Re: A Time Of Troubles - The 1861 IH

    I don't think I'd be hostile with Russia. Just not on great terms. Neutral would be more accurate... just my opinion.
    Alistair Yronwood - Lord of Yronwood, Warden of the Stone Way, Blood Royal

    "Darkness? I was born in it...molded by it. I didn't see the light until I was already a man. By then it was nothing to me but blinding! The shadows betray you because they belong to me!
    "But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn."

    "You clearly don't know who you're talking to, so let me clue you in. I am not in danger, I AM the danger! A guy opens his door and gets shot and you think that of me? No. I am the one who knocks! "


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