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Thread: Rule Britannia 1936 - Main Thread

  1. #1
    Barry Goldwater's Avatar Mr. Conservative
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    Default Rule Britannia 1936 - Main Thread

    Political map:
    Spoiler Alert, click show to read: 

    Economic map:
    Spoiler Alert, click show to read: 
    Oil map:
    Spoiler Alert, click show to read: 

    The year is 1936. A fragile peace has settled over (most of) the world since the conclusion of the Second Great American War and the Great Russian War, establishing the Imperial Union of Britannia and the Holy Roman Empire of the German Nation as the greatest naval and continental powers on the planet, respectively. However, the defeated powers of the Columbian Commonwealth and the Russian Empire still hunger for revenge, and alongside many possible and present minor conflicts around the globe and the ambitions of Britannia and the Empire to establish themselves as the sole superpower on the planet, threaten to plunge the world into another bloody conflict.

    On Europe, as previously mentioned, the Holy Roman Empire of the German Nation is the sole uncontested power on the continent. Holy Roman Emperor Charles VII controls a network of satellite states, most of them governed by his relatives, in both France and Eastern Europe. As the Empire also possesses one of the largest and most professional armies on the globe, revolving around the revolutionary doctrine of 'Blitzkrieg', no other state on the continent would dream of opposing Vienna's dictates...without the backing of another world power, anyway.

    For most, that 'other world power' would doubtless have to be the Imperial Union of Britannia. While the empire has decentralized with Canada, Rhodesia, Japan, Oceania and India becoming 'special administrative zones' with internal and military autonomy since the Statute of Westminster 1931, Britannia still has its well-earned reputation as the single greatest naval power on the planet, and retained its Great Power status by defeating Columbia in 1918. Emperor Robert I Stuart feels increasingly threatened by the Holy Roman Empire that now dominates the continent more than ever, but is just as uneasy about revanchist and ultra-Orthodox Russia; at least the Imperials are Catholic, which makes all the difference to a devout old conservative set in his ways like him.

    The third Great Power is, without a doubt, the Russian Empire. Utterly defeated and humiliated by the Holy Roman Empire around the same time Britannia defeated Columbia, the Russian people have slipped to the extreme-right and now listen to the rhetoric of the Black Hundreds, a violently reactionary and anti-Semitic organization presently led by the 'Steel Father', Iosif Djugashvilli. The 'Steel Father' has transformed Russia into an industrial superpower at considerable human cost, while at the same time purging society of 'revolutionary elements' and generally anyone who disagreed with him - though not his chief opponents the 'Siloviki', a tetrarchy of the powerful military commanders Kornilov, Denikin, Wrangel and Kolchak, who while still firmly conservative, are professionals who see Djugashvilli and the Black Hundreds as bloodthirsty demagogues and street thugs unfit to run a lemonade stand, much less a nation. On the foreign front, both the Black Hundredists and the Siloviki see a future revanchist war with the Empire as a matter of 'when' and not 'if', and have been preparing for such a war for a very long time.

    Lastly, on America, the Commonwealth of Columbia remains the only power capable of rivaling Britannia. Founded and led by fanatical (both religiously and in an anti-British sense) Puritans for many centuries, progressive leader Theodore Roosevelt was restored to the office of Lord Protector following the country's defeat in 1918. Roosevelt created a storm of controversy with his attempts to liberalize Columbian society, which was met with violent opposition from the many, many religious reactionaries in the Columbian population and also led conservative elements in the New Model Armed Forces to stage more than a few coup attempts against him. His son now leads the Commonwealth and has tried to continue his father's reforms, but faces a deteriorating situation at home due to the Great Depression and a possible military coup by the man who had once faithfully served as the older Roosevelt's right-hand and top enforcer, Field Marshal MacArthur...

    On top of the Great Powers' intrigues, large conflicts have erupted in Asia and Africa. In the former, China has been in a state of civil war since the mid-'20s, when the hugely unpopular Qing dynasty was finally overthrown despite the efforts of a handful of stubborn Qing loyalists such as Zhang Xun and Kang Youwei. However, the fall of the Qing only opened the door to even worse men, who have plunged China into over a decade's worth of brutal civil war. Three states - the State of China based in Beijing, the Republic of China in Nanjing and another Republic of China in Hefei - have proclaimed themselves the legitimate government of the troubled country, while a number of independent generals have carved out their personal fiefdoms and now rule as warlords.

    In the Darkest Continent, Ethiopia has emerged as a major power. Industrializing and modernizing with generous British assistance in exchange for access to the oilfields of Southern Sudan, Ethiopia can now truly be called the 'Lion of Africa', with a fairly advanced economy and industry and modern army. Just east of them however, Imperial Somalia has been taken over by the Dervishes of Mohammad Abdullah Hassan, an army of religious fanatics now armed with modern weapons seized from the Schutztruppe stationed in the colony by Vienna and supported by swarms of fierce tribesmen. As Somalia isn't even a profitable colony however, would the Empire even have an interest in recovering it - and if it does not, who will?

    The stage is not yet set for a global conflict the likes of which have only been glimpsed in the Second Great American War and the Great Russian War, but it may be rapidly approaching that state as Britannia and the Holy Roman Empire continue their traditional rivalry, Russia finishes its industrialization program and Columbia comes closer and closer to falling to a reactionary coup d'etat. When that day comes and the world goes up in flames, will you be left among the survivors winners to reshape the world or end up mercifully sent to the afterlife as enemy soldiers parade through your once-proud cities and their leaders gloat in their victory?
    Last edited by Barry Goldwater; July 19, 2011 at 07:06 PM.

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Great Powers:
    Spoiler Alert, click show to read: 
    Imperial Union of Britannia - Major Darling
    Holy Roman Empire of the German Nation - Rufus
    Commonwealth of Columbia - HMS England
    Empire of Russia - Kaitsar
    Major Powers:
    Spoiler Alert, click show to read: 
    Legitimist Kingdom of France (Algiers) - Watercress
    Ottoman Empire
    Kingdom of Denmark-Norway - LI
    Brazilian Empire - Kip
    Andean Confederation
    La Plata Federation
    Canada SAZ (Special Administrative Zone)
    Rhodesia SAZ
    India SAZ
    Japan SAZ - Rosenkruz
    Oceania SAZ
    Kingdom of Hungary
    Kingdom of Poland
    Kingdom of Ukraine
    Habsburgist Kingdom of France (Paris)
    Duchy of Burgundy
    State of China (Beijing) - Pericles
    Republic of China (Nanjing) - Chernov
    Ethiopian Empire - Dan
    Egyptian Khedivate - Celsius
    Minor Powers:
    Spoiler Alert, click show to read: 
    Kingdom of Spain
    Republic of Portugal
    Kingdom of Romania
    Kingdom of Greece
    Banate of Croatia
    Monastic State of the Teutonic Order
    Kingdom of Occitania
    Kingdom of Guyenne
    Kingdom of Normandy
    Kingdom of Brittany
    Kingdom of Italy (Orleanist) - Rakuten06
    Kingdom of the Two Sicilies
    United Kingdom of the Netherlands and Brabant in exile (Congo)
    Imperial Union of the East Indies (Indonesia)
    Qajar Persia
    Zand Persia
    Kingdom of Sweden
    Non-Powers:
    Spoiler Alert, click show to read: 
    Banate of Bosnia
    Serbia Autonomous Zone
    Albanian Provisional Government
    Kingdom of Morocco
    Nejd
    Ha'il
    Asir
    Yemen
    Hejaz
    Order of Saint John (Malta)
    Unplayable NPCs:
    Spoiler Alert, click show to read: 
    Papal States
    Last edited by Barry Goldwater; July 13, 2011 at 08:13 PM.

  3. #3
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Political Rules:
    Spoiler Alert, click show to read: 
    The governmental system consisting of two major elements: Government Type and the Cabinet. They'll affect all future decisions you get, both foreign (ex. a Social Liberal democracy will actually have a 'peace' option in a war decision, a totalitarian warmongering government will just have options between 'limited' and 'total' war) and domestic (including pretty much all the domestic stuff in RB1911 - prohibition, women's suffrage, civil rights if you don't have 'em in full already, etc.) and your interactions with other countries (so for example, don't expect a Market Liberal and Left-Wing Totalitarian government to get along).

    The types of gov't, listed from furthest right to furthest left:
    Spoiler Alert, click show to read: 
    Right-Wing Totalitarian - The most extreme and tyrannical of the rightist governments. As one can tell from the name, a brutal dictatorship that insists on controlling every element of their citizens' lives and watching them through a secret police that isn't afraid to get its hands dirty, while fanatically pursuing an extreme-rightist religious or racial ideology to boot. May or may not be actively committing genocide. RL examples: Nazi Germany, Mussolini's Italy, late Imperial Japan. RB example: The Columbian Commonwealth, you must've seen that coming.

    Reactionary Authoritarian - An authoritarian government that, while not as harsh as the RWT, nevertheless follows policies that pretty much everyone else would call backward and obsolete, if not outright Dark Age - and is more than happy to enforce these policies through force. Likely heavily influenced by traditional religion and to a lesser extent, deep-seated racism. RL examples: Tsarist Russia, Franco's Spain, the post-'Redemption' South. RB example: Bourbon France until its overthrow in 1871 (remember, there was no French Revolution, so the Ancien Regime was still leading France at that time).

    Conservative Authoritarian - Your run-of-the-mill conservative dictatorship, not as gratuitously sadistic as the RWT and not as violently reactionary as the Reactionary Authoritarians, whether out of genuine quasi-benevolence on the leaders' part, pragmatism or just corruption and bureaucracy preventing them from being completely evil. RL examples: Chiang's Republic of China, Poland after the '26 May Coup, Greece under Metaxas. RB example: Tsarist Russia following the reforms of the longer-lived Alexander II.

    Conservative Democrat - A conservative democratic government with a much stronger emphasis on social instead of fiscal conservatism. May follow laissez-faire or Keynesian fiscal policies. RL examples: The Republicans' social-conservative/evangelical wing (think Palin & Huckabee), the Tory Cornerstone Group, the Northern Irish Democratic Unionist Party. RB example: Tories following in the style of George Griffiths (Dan).

    Market Liberal - A conservative democratic government with a much stronger emphasis on fiscal instead of social conservatism, or alternatively a classical liberal government that may follow a few socially conservative policies. RL examples: The fiscal wing of the Republican Party (think Paul or maybe Romney), Thatcherites in the Conservative Party, libertarians. RB example: Tories following in the style of Liam O'Falvey (Gunny).

    Centrist - Exactly what it says on the tin. A moderate government that sits on the crossroads of pretty much every issue, taking in both conservative and liberal elements. May be genuine ideological centrists who feel that the 'middle way' is the best way forward, or flexible pragmatists not bound by petty ideology. RL examples: The PRI in Mexico post-1950, Irish Fianna Fail/Fine Gael, Blue Dog Democrats. RB example: Ciel Amherst-Shimazu's Centrists (Rosen), as one can tell from the name.

    Social Liberal - A liberal democratic government with a much stronger emphasis on social rather than fiscal (classical) liberalism, supporting at least basic welfare and Keynesian economics in addition to socially liberal policies. RL examples: Most mainstream European liberal parties (especially by American political standards), Democrats in the mold of Nancy Pelosi, Canadian Liberals post-Trudeau. RB example: ...wow, this is hard lol. Celsius's new Egyptian nationalist party, the PDLF? Not sure if MMM's old party would fall here or under ML, either.

    Social Democrat - A socialist democratic government with an equally heavy emphasis on both social liberalism and a welfare system. RL examples: The Scandinavian countries but Sweden in particular, Canadian New Democrats, most mainstream overtly leftist European parties. RB example: The SPD in the HRE, which is basically the same as the real SPD, just bigger.

    Radical Socialist - Your run-of-the-mill socialist dictatorship, not as gratuitously sadistic as the LWT and not as violently ideological as the Socialist Authoritarians, whether out of genuine quasi-benevolence on the leaders' part, pragmatism or corruption and bureaucracy preventing them from becoming completely evil. RL examples: The USSR between 1921 and 1928, Mexico just after the Mexican Revolution, Castro's M-26-7 before he came to power. RB example: The Levellers.

    Socialist Authoritarian - An authoritarian government that, while not as harsh as the LWT, nevertheless blindly follows its extremist ideology without once thinking practically, and damn the consequences. In RB they're more likely to be influenced by Sorelian syndicalism given that Sorel was Director of the French Commune, basically making him our Lenin analogue. RL example: The USSR between 1918 and 1921 and again under Brezhnev, Mexico under Plutarco Calles, Mao's Great Leap Forward. RB example: The Commune of France - most of the time, anyway.

    Left-Wing Totalitarian - The most extreme and tyrannical of the leftist governments. As one can tell from the name, a brutal dictatorship that insists on controlling every element of their citizens' lives and watching them through a secret police that isn't afraid to get its hands dirty, while fanatically pursuing an extreme-leftist ideology to boot. May or may not be actively committing genocide. RL examples: Stalin's USSR, Pol Pot's Cambodia, Mao's Cultural Revolution. RB example: The French Commune at their worst.
    And each country's cabinet, following the HoI2 formula:
    Spoiler Alert, click show to read: 
    Head of State: The formal leader and representative of the country, with or without actual power. Example: The President of the USA.

    Head of Government: The head of the government's executive branch, may or may not be synonymous with the HoS as is the case of the POTUS. Example: The Prime Minister of Commonwealth countries.

    Foreign Minister: The top cabinet minister in charge of shaping the foreign policy of the state, and usually their top diplomat as well. Example: The US Secretary of State.

    Economic Minister: The top cabinet minister in charge of shaping the economic policy of the state. Example: The US Secretary of the Treasury.

    Domestic Minister: The top cabinet minister in charge of shaping the domestic and social policy of the state. Example: The UK Home Secretary.

    Intelligence Chief: The person in charge of directing the state's intelligence agencies in affairs both abroad and at home. Example: The heads of the CIA, NSA, etc.

    Chief of Staff: The overall commander of the nation's armed forces, openly or secretly. Example: The Joint Chiefs of Staff prior to the Goldwater-Nichols Act.

    Chief of Army: The top commander of the nation's ground forces. I don't think I really need to provide examples for this or the minister portfolios below, it's pretty obvious what they are.

    Chief of Navy: The top commander of the nation's naval forces.

    Chief of Air Force: The top commander of the nation's air forces.
    Government type can only be changed by electing different parties/a coup d'etat (for democratic countries) or staging internal coups. Ministers except the HoS and HoG can be changed whenever you feel like it, though I'd prefer people sticking to historical figures whenever possible. This isn't like 1360 where you probably couldn't find anything more than basic information (if even that) on half or more of your vassals, after all
    Military Rules:
    Spoiler Alert, click show to read: 
    These are all the units you can recruit, of course some will have to be unlocked by researching the appropriate tech. Upkeep is 1/2 of their original price, and may include oil as well for the more advanced units.

    Land units:
    Spoiler Alert, click show to read: 
    Conscript Division - 10,000 - Free, no time - A 'special' unit you can spawn en masse by issuing a draft order. They're free, but also the peasants/militia of this game, though - poorly trained, ill-equipped and with very bad morale to boot. They're really only useful in large numbers, and even then a few units routing will cause a chain reaction, so ironically it might be a bad idea to even field large numbers of these guys. They move at a pace of 1 province/day.

    Infantry Division - 8,000 - 5 points, 3 days - The workhorse of all armies, a standard infantry unit equipped with small arms and the necessary medical, logistical & command sections. Capable of most tasks on the battlefield. They move at a pace of 1 province/day.

    Motorized Infantry Division - 8,000 - 8 points, 4 days, 800 barrels of oil - An infantry division outfitted with trucks for increased mobility. They can move faster across flat terrain (such as the Russian steppes) than infantry units, but as their trucks are rendered useless in rough terrain like the Amazon rainforest, they will move slower than regular infantry there. They move at a pace of 2 provinces/day on ideal terrain (plains, deserts) and 1 province/2 days on rough terrain (mountains, jungles, swamps).

    Mechanized Infantry Division - 8,000/2,000 half-tracks - 10 points, 6 days, 1000 barrels of oil - An infantry division outfitted with armored half-tracked armored personnel carriers armed with MGs, providing them with tremendously improved mobility across all kinds of terrain (except mountains) as well as greater protection against enemy infantry and light armor. They move at a pace of 2 provinces/day on all but mountains, where they move at a pace of 1 province/2 days.

    Mountaineer Division - 6,000 - 9 points, 5 days - An infantry division specialized for high-altitude and low-temperature operations. They move faster and perform better in mountains than other infantry units. They move at a pace of 1 province/day unless they're in the mountains, where they move at a pace of 2 provinces/day.

    Light Infantry Division - 6,000 - 9 points, 5 days - An infantry division specialized for operations in rough terrain other than mountains. They move faster and perform better in rough terrain (swamps, jungles, deserts) than other infantry units. They move at a pace of 2 provinces/day, always.

    Marine Division - 6,000 - 9 points, 5 days - An infantry division specialized for amphibious operations. They will perform better than other units when launching an amphibious assault, especially if they are the ones to lead the attack. They move at a pace of 1 province/day.

    Light Armored Division - 4,000/1,000 tanks - 15 points, 6 days, 1000 barrels of oil - A division of light tanks, faster than a 'proper' armored division but weaker. Not much else to be said, really. They move at a pace of 3 provinces/day except in mountains, where they move at a pace of 1 province/2 days.

    Armored Division - 4,000/1,000 tanks - 20 points, 8 days, 1200 barrels of oil - A division of tanks, any modern general's iron fist on the battlefield. Capable of withstanding tremendous punishment and functioning as both infantry support or independently, punching gaps in enemy lines if deployed in sufficient concentrations and with effective orders. They move at a pace of 2 provinces/day except in mountains, where they move at a pace of 1 province/2 days.

    Cavalry Division - 8,000 - 5 points, 4 days - A mounted division that moves faster than infantry on a map, and can dismount to fight on foot just as effectively as they do on horseback - this is no longer the day of glorious cavalry charges, after all. They move at a pace of 2 provinces/day except in rough terrain, where they move at a pace of 1 province/day.

    Semi-Motorized Cavalry Division - 8,000 - 9 points, 5 days, 800 barrels of oil - A division outfitted with both horses and trucks, allowing them to outrun most other units except in rough terrain that renders their vehicles useless. They move at a pace of 4 provinces/day except in rough terrain, where they move at a pace of 1 province/2 days.

    Air Cavalry Division - 7,000 - 12 points, 7 days, 1000 barrels of oil - A division outfitted with a number of armed helicopters, capable of soaring over great distances much faster than their landbound cousins and providing close-air support & medevac for the men on the ground or, if need be, leading the aerial assaults themselves. They move at a pace of 5 provinces/day.

    Artillery Division - 5,000/500 guns - 20 points, 9 days, 1200 barrels of oil - A division outfitted with a large number of heavy artillery pieces. Their fire is much more devastating than that of mere Artillery Brigades, but they are also much slower, and will be annihilated if the enemy can close in on them. They move at a pace of 1 province/2 days.
    Supporting Brigades:
    Spoiler Alert, click show to read: 
    These units must be attached to divisions, and cannot fight independently. However, they can be purchased independently (just make sure to attach them to a division when you're done) and can be transferred from one division to another instantly.

    Artillery Brigade - 1,500/150 guns - 8 points, 7 days, 200 barrels of oil - A brigade capable of providing instant artillery support on the field for its attached unit.

    Engineer Brigade - 2,000 - 3 points, 3 days - A brigade capable of rapidly constructing defensive works on the field.

    Armored Brigade - 1,000/100 tanks - 9 points, 7 days, 500 barrels of oil - A brigade capable of providing your unit with the extra punching power it needs on the offensive, or the extra firepower on the defensive.

    Armored Car Brigade - 1,000/200 armored cars - 6 points, 6 days, 200 barrels of oil - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles in pretty much all operations.

    Anti-Air Brigade - 1,000/200 guns - 6 points, 6 days, 150 barrels of oil - A brigade capable of providing your unit with all the anti-air capabilities it needs to withstand a prolonged aerial bombardment.

    Anti-Tank Brigade - 1,000 - 6 points, 6 days, 150 barrels of oil - A brigade capable of providing your unit with all the anti-tank capabilities it needs to survive an armored onslaught.
    Naval units:
    Spoiler Alert, click show to read: 
    Aircraft Carrier - 30 points, 15 days, 2000 barrels of oil - A floating flight deck capable of supporting only two squadrons of any aircraft at first, but their carrying capacity increases by one extra squadron/tech level as you research carrier technology.

    Battleship - 25 points, 12 days, 2000 barrels of oil - The ruler of the high seas, a floating fortress armed with a bristling arsenal of hard-hitting long-range guns that can blow lesser ships out of the water with only a few well-aimed shots.

    Cruiser - 15 points, 9 days, 1500 barrels of oil - A support vessel, smaller and not as heavily armed as the battleship. Usually given the role of escorting carriers and transports or backing up the battleships in a head-to-head fight on the high seas.

    Destroyer - 10 points, 6 days, 1000 barrels of oil - The smallest ship in most fleets of this day. Equipped only with a miniscule number of guns and light armor, they will have no chance against a cruiser, much less a battleship. However, they do carry a number of depth charges, making them the go-to anti-submarine ship. Alternatively, they can still be somewhat useful against larger ships if deployed in considerable numbers.

    Submarine - 10 points, 6 days, 1000 barrels of oil - Fast, stealthy submersibles that can bring down or at least immobilize a capital ship with a few well-aimed torpedoes, also very useful in economically strangling a country via blockade. Just don't let them fight destroyers!
    Air units:
    Spoiler Alert, click show to read: 
    Fighter Squadron - 16 planes/squadron - 9 points, 5 days, 500 barrels of oil - Fast, well-armed air superiority fighters designed to secure control of the skies for you.

    Bomber Squadron - 12 planes/squadron - 12 points, 7 days, 1000 barrels of oil - Heavy bombers carrying a large enough payload to obliterate cities and, once you've developed them, carry nuclear weapons.

    Close Air Support Squadron - 16 planes/squadron - 10 points, 6 days, 500 barrels of oil - Low-flying aircraft equipped with a modest payload, designed to support ground troops in both offensive and defensive operations. Absolutely crucial to Blitzkrieg.

    Naval Bomber Squadron - 14 planes/squadron - 10 points, 6 days, 500 barrels of oil - A squadron of specialized bombers designed to destroy enemy ships from above, most often carried by aircraft carriers.
    Nuclear Weapons:
    Spoiler Alert, click show to read: 
    Atomic Bomb - 100 points, 15 days - A powerful weapon that undergoes nuclear fission to create a devastating explosion, capable of wiping an army off the map or devastating a city for decades. When dropped on a province, it automatically knocks that province to Red (Level 1), though the owner can rebuild it; when dropped on an unengaged army, half of that army (selected by me) will cease to exist; and when dropped on a battlefield, both sides will immediately sustain 50% casualties. Must be carried by Bombers to work.

    Hydrogen Bomb - 300 points, 20 days - An even more powerful, advanced variant of the nuclear bomb. When dropped on a province, that province will be set to 'Level 0' (marked as black on the economic map) and remain unable to provide any income for the rest of the game; when dropped on an unengaged army, it will erase the army from existence entirely; and when dropped on a battlefield, it destroys both engaged armies entirely. Must be carried by Bombers to work.
    Unique units:
    Spoiler Alert, click show to read: 
    Every nation has three slots for unique units. Like 1360, you'll have to run your ideas for unique units through with me first, and I'll decide their cost & research/recruitment time. The types of unique units you can have will be affected by your tech level, ex. you can't create an elite mechanized unit if you don't have Mechanized Infantry unlocked (Infantry tech 3).
    Economic Rules:
    Spoiler Alert, click show to read: 
    Unlike previous IHs that relied on % economies, I've decided to go with something new this time around. Each province will contribute a set number of Points (representing both money and industrial/military supplies) to your economy. Provinces occupied by an enemy force will not contribute a single florin to your treasury.

    Please check the economic map to discover how much each province makes.

    Level 1 - Red: 1 point/turn
    Level 2 - Blue: 5 points/turn
    Level 3 - Light Green: 10 points/turn
    Level 4 - Dark Green: 15 points/turn

    You can upgrade a province's infrastructure level for a set amount of florins.

    Level 1 to Level 2: 5 points - 1 turn
    Level 2 to Level 3: 15 points - 3 turns
    Level 3 to Level 4: 25 points - 6 turns

    In addition, several provinces will provide Oil, measured in barrels. Like normal income, you only collect Oil at the end of every turn. Oil is the only tradeable resource in-game; you can trade it for Points with other players either as part of a one-time deal, or as a permanent trade agreement to secure yourself a steady supply of extra Points and the other guy a steady supply of Oil. You can have up to three Trade Partners if you've got Oil, but you can always trade Oil for money in one-time deals.

    Please check the Oil map to see how much Oil a province makes.

    Light Gray: 10,000 barrels/turn
    Teal: 25,000 barrels/turn
    Dark Gray: 50,000 barrels/turn
    Black: 80,000 barrels/turn
    Last edited by Barry Goldwater; July 15, 2011 at 03:01 PM.

  4. #4
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Tech Rules:
    Spoiler Alert, click show to read: 
    This will be the first time I am incorporating an organized tech system into an IH. Each level of technology you research will improve the general combat effectiveness of your units, ex. a country with Infantry Lvl. 5 tech will be able to beat down a country with only Lvl. 2 Infantry tech, a Blitzkrieg conducted with Lvl. 3 tanks will be much more successful than one conducted with Lvl. 1 tank tech, and so on. The Land, Naval & Air Doctrines are somewhat different in that they represent the attitude your country has to fighting, can branch off into multiple 'sub-doctrines' and are mutually exclusive (ex. researching the Grand Battle Plan land doctrine prevents you from researching Human Wave, Blitzkrieg and Superior Firepower doctrines).

    You can't trade techs, but you can trade blueprints of a tech you already have. Trading blueprints to a partner (for points or Oil) allows said partner to research that level of technology at half the price and half the time. You can only give out techs to players who are only one level below you, though. For example, if the HRE has Level 3 Infantry tech and the Ottomans have Level 2 Infantry tech, the HRE can give them blueprints for Level 3 Inf. tech; however, if the HRE has Level 4 Infantry tech instead, they can't trade the blueprint since the OE still has to research Level 3 tech on its own.

    The techs are:

    Infantry:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think Great War infantry or worse.
    Level 2 - 250 points, 5 days research - Unlocks Motorized Infantry.
    Level 3 - 400 points, 7 days research - Unlocks Mechanized Infantry.
    Level 4 - 600 points, 9 days research
    Level 5 - 800 points, 12 days research - Cold War infantry.
    Armor:
    Spoiler Alert, click show to read: 
    Level 1 - 150 points, 3 days research - Think Mark I tanks.
    Level 2 - 300 points, 6 days research
    Level 3 - 500 points, 10 days research
    Level 4 - 800 points, 13 days research
    Level 5 - 1100 points, 15 days research - Think M60 Pattons or T-72s.
    Cavalry:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think late 19th century cavalry in all their glory.
    Level 2 - 200 points, 4 days research
    Level 3 - 400 points, 6 days research - Unlocks Semi-Mechanized Cavalry and automatically upgrades all existing cavalry units to that model.
    Level 4 - 550 points, 9 days research
    Level 5 - 900 points, 15 days research - Unlocks Air Cavalry.
    Capital Ships:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think Dreadnought or Pre-Dreadnought battleships.
    Level 2 - 400 points, 6 days research
    Level 3 - 700 points, 10 days research
    Level 4 - 900 points, 15 days research
    Level 5 - 1200 points, 20 days research - Think the Bismarck or a US Iowa Class Battleship.
    Aircraft Carrier:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think the HMS Argus.
    Level 2 - 500 points, 6 days research
    Level 3 - 750 points, 10 days research
    Level 4 - 1000 points, 16 days research
    Level 5 - 1400 points, 22 days research - Think the 1961 USS Enterprise.

    (each level researched allows your carrier to support one extra flight group)
    Smaller ships:
    Spoiler Alert, click show to read: 
    (this affects Cruisers and Destroyers)

    Level 1 - Free - Think the pre-WWI armored and protected cruisers and gunboats.
    Level 2 - 300 points, 5 days research
    Level 3 - 500 points, 8 days research
    Level 4 - 750 points, 12 days research
    Level 5 - 900 points, 15 days research - Think the Leahy class guided missile cruisers or Charles F. Adams class guided missile destroyers.
    Submarines:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think WW1 German U-boats.
    Level 2 - 350 points, 5 days research
    Level 3 - 600 points, 8 days research
    Level 4 - 850 points, 12 days research
    Level 5 - 1000 points, 15 days research - Think the earlier ballistic missile submarines. At level 5, yes, your subs can now launch nukes.
    Fighter Aircraft:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think WWI fighters like the Sopwith Camel.
    Level 2 - 300 points, 5 days research
    Level 3 - 500 points, 7 days research
    Level 4 - 700 points, 9 days research - First jet fighters such as the Messerschmitt Me 262 and Gloster Meteor.
    Level 5 - 1000 points, 14 days research - Early supersonic fighters, think the MiG-21 or the F-100 Super Sabre.
    Bomber Aircraft:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Old WWI era bombers, think the Ilya Muromets.
    Level 2 - 350 points, 5 days research - Unlocks Naval Bomber.
    Level 3 - 550 points, 7 days research - Bombers can now carry Nuclear Weapons.
    Level 4 - 800 points, 9 days research
    Level 5 - 1200 points, 16 days research - Think the XB-70 Valkyrie.
    Close Air Support Craft:
    Spoiler Alert, click show to read: 
    Level 1 - Free - Think the Junkers J.I. of WWI Germany.
    Level 2 - 300 points, 5 days research
    Level 3 - 500 points, 7 days research
    Level 4 - 700 points, 9 days research
    Level 5 - 1000 points, 14 days research - Heavy supporting gunships, think the Lockheed AC-130.
    Nuclear Research:
    Spoiler Alert, click show to read: 
    Level 1 - 500 points, 6 days
    Level 2 - 800 points, 9 days
    Level 3 - 1000 points, 15 days
    Level 4 - 1500 points, 20 days - Unlocks the Atomic Bomb.
    Level 5 - 2500 points, 20 days - Unlocks the Hydrogen Bomb.
    Land Doctrines:
    Spoiler Alert, click show to read: 
    This is where it gets interesting. There are four mutually exclusive (that is, having one blocks you from researching all the others) 'root' types of Land Doctrines, and all countries will start with one. You can switch doctrines, but it comes with a price. Behold:

    Grand Battle Plan Doctrine - 600 points, 6 days - A centralized, defensive doctrine with strong emphasis on central planning and organization, drawn from lessons learned in the Great Wars. Provides a bonus when fighting on the defensive.

    Blitzkrieg Doctrine - 800 points, 10 days - A highly offensive doctrine that is all about breaking through weaker sections of the front and keeping the enemy off-balance with constant movement. Relies heavily on combined arms operations. Provides combat bonuses for armored and CAS units.

    Superior Firepower Doctrine - 700 points, 8 days - A decentralized doctrine that is all about giving officers on the front the initiative, while making sure they have the overwhelming firepower to carry out defensive and offensive actions with equal success. Provides combat bonuses for infantry and CAS units.

    Human Wave Doctrine - 400 points, 4 days - A doctrine that focuses on fielding large numbers of troops and throwing them at the enemy without regard for their lives. All units cost only 75% of their original price and upkeep is reduced accordingly as well, but units will be hampered by a considerable morale and competence penalty.

    They branch off into:

    Grand Battle Plan-->Mass Assault OR Static Defense Doctrines
    Blitzkrieg-->Combined Arms Offensive OR Elastic Defense Doctrines
    Superior Firepower-->Shock & Awe OR Mobile Defense Doctrines
    Human Wave-->Deep Operations OR Patriotic Guerrilla War Doctrines

    A further description of these doctrines:
    Spoiler Alert, click show to read: 
    Mass Assault Doctrine - 800 points, 7 days - A doctrine focused on large-front offensives, discouraging NCO initiative to instead affect a sweeping breakthrough all along the front through numbers, artillery support and superior planning. Provides bonuses when attacking in this style.

    Static Defense Doctrine - 800 points, 7 days - Going back to the Great War era, focusing on multiple lines of heavy but entirely static and unquestionably impenetrable fortifications such as trenches, bunkers, sniper's nests and artillery positions running along a large front, with the goal of winning a battle through attrition; get the enemy to squander his forces on hopeless frontal assaults, then counterattack to seize the day. Provides a bonus when defending in this style.

    Combined Arms Offensive Doctrine - 1000 points, 9 days - Launch a large-front offensive with proper armor, aerial and if available naval support, relying on close cooperation between the various branches of the military to effect a breakthrough on the front that you can then exploit with more mobile forces. Provides a bonus when attacking in this style.

    Elastic Defense Doctrine - 900 points, 8 days - A defense-in-depth doctrine that seeks to defeat an enemy offensive by forcing them to fight through multiple defensive lines, buying time and inflicting casualties on the enemy while also stretching their supply lines and exhausting their troops until you see fit to launch a counterattack. Provides a bonus when defending in this style.

    Shock & Awe Doctrine - 900 points, 8 days - Hammer the opponent with enormous amounts of firepower, dominant maneuvers and a superior awareness of the battlefield to break the spirit of his men (if you haven't broken their bodies already) and stun him into confusion and inaction, buying yourself even more time with which to affect a breakthrough. Provides a bonus when attacking in this style.

    Mobile Defense Doctrine - 1000 points, 9 days - A doctrine that focuses on being able to rapidly transport troops back and forth along a defensive front to reinforce any weakened positions, as well as launching multiple properly-timed counterattacks directed at weak points in an offensive to keep the enemy off-balance. Provides a bonus when defending in this style.

    Deep Operations Doctrine - 1200 points, 10 days - A doctrine focused on causing the enemy's defenses to break down over a number of operations instead of one decisive operation when on the offensive, breaking down their frontal defenses using numbers and combined-arms cooperation in multiple offensives (to prevent the enemy from concentrating their reserves in one or a few areas) before allowing a large unengaged mobile reserve to go in for the kill by swarming into the strategic depth of the front. Provides a bonus when attacking in this style.

    Patriotic Guerrilla War Doctrine - 800 points, 7 days - A doctrine focused on indoctrinating the populace to the point where they will fight maniacally to oppose an invading enemy, but not in frontal mass assaults - rather, in low-key operations to raid their supply lines, carry out acts of sabotage against their infrastructure and assassinate their generals and civil officials, gradually wearing down their spirit and giving the regular forces an opportunity to effect a decisive breakthrough. Removes morale & operational penalties imposed by the Human Wave Doctrine, but provides no other bonuses.
    Naval Doctrines:
    Spoiler Alert, click show to read: 
    Like Land Doctrines, all factions start with one of the following mutually exclusive doctrines and can switch between them for a price. Unlike Land Doctrines, they have a linear instead of branching development.

    Floating Fortress Doctrine - 600 points, 6 days - A doctrine revolving around a powerful capital fleet, preferably with battleships, that can threaten the enemy without ever leaving port; the idea is that so long as it remains static, the enemy will be forced to maintain forces on guard against it, and if it does sail forth to fight, it can crush the enemy navy's spine in one decisive battle. Provides combat bonuses for battleships and cruisers.

    Sealane Control Doctrine - 700 points, 8 days - A doctrine revolving around the use of submarines to attack and control the enemy's sealanes, basically blockading their country into submission while risking minimal casualties due to the very nature of submarines. Provides combat bonuses for submarines.

    Carrier Warfare Doctrine - 800 points, 10 days - A doctrine revolving around the effective deployment of carriers, relying on the highly mobile carrier air groups to rain death from above on enemy ships from a safe distance instead of having to directly engage enemy ships head-on. Provides combat bonuses for carriers or, more accurately, their air groups.

    They can be developed into:

    Floating Fortress-->Command of the Seas Doctrine
    Sealane Control-->Unrestricted Submarine Warfare Doctrine
    Carrier Warfare-->Base Strike Doctrine
    Spoiler Alert, click show to read: 
    Command of the Seas Doctrine - 900 points, 8 days - A doctrine focused on retaining several large surface fleets, so powerful and dreaded that they will ensure you and your allies full control over the seas (and thus the global supply lines) while your enemies can do nothing but cower in their ports. Provides further bonuses for battleships.

    Unrestricted Submarine Warfare Doctrine - 900 points, 8 days - A doctrine focused on intensive submarine warfare operations on a scale that has never been seen (in the RB verse anyway), indiscriminately sinking any and all ships that may be carrying supplies for your enemies and thus making your underwater blockade all the more effective. Provides further bonuses for submarines.

    Base Strike Doctrine - 1000 points, 12 days - Forget using your carrier air groups to attack enemy ships; strike at the enemy's ports and airbases instead, destroying their ships and aircraft before they leave port/the ground! Provides further bonuses for carriers.
    Air Doctrine:
    Spoiler Alert, click show to read: 
    Like Land Doctrines, all factions start with one of the following mutually exclusive doctrines and can switch between them for a price. Unlike Land Doctrines, they have a linear instead of branching development.

    Battlefield Destruction Doctrine - 600 points, 6 days - A doctrine focused on close-air support, strafing enemy positions and fortifications close up to allow the men on the ground to force a breakthrough, or alternatively striking at enemy ships to win the battle. Provides a combat bonus for CAS craft and Naval Bombers.

    Strategic Bombardment Doctrine - 600 points, 6 days - A doctrine focused on long-range heavy bombardment, leveling the cities of the enemy with massive amounts of ordnance dropped from the skies with the goal of hamstringing their war industry. Provides a combat bonus for Bombers.

    Air Superiority Doctrine - 600 points, 6 days - A doctrine focused on securing dominance over the skies, with a strong emphasis on morale-building and the importance of dogfights with enemy pilots over all else. Provides a combat bonus for Fighters.

    They can be further developed:

    Battlefield Destruction-->Direct Ground Support Doctrine
    Strategic Bombardment-->Carpet Bombing Doctrine
    Air Superiority-->First Strike Doctrine
    Spoiler Alert, click show to read: 
    Direct Ground Support Doctrine - 700 points, 7 days - A doctrine revolving around even greater air-land/naval cooperation, with the CAS craft flying lower and lower for more accurate strikes and to inflict a psychological shock on the enemy with the noise made by their engines. Further increases CAS & Naval Bomber effectiveness.

    Carpet Bombing Doctrine - 700 points, 7 days - A doctrine focused on round-the-clock bombardment of enemy infrastructure, mercilessly hammering the ground beneath your bombers with firebombs and 'dumb bombs' alike with the express intention of not only destroying said infrastructure, but breaking the spirit of your enemy's population as well. Further increases Bomber effectiveness.

    First Strike Doctrine - 700 points, 7 days - A doctrine focused on winning aerial engagements (and by extension, mastery of the skies) through the deployment of large fighter formations with express orders to strike first, strike hard and keep striking without mercy, never giving the enemy an opportunity to recover or make sense of their situation, much less land safely. Further increases Fighter effectiveness.
    Last edited by Barry Goldwater; July 15, 2011 at 05:16 PM.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
    Join Date
    Oct 2008
    Location
    Richmond, Virginia
    Posts
    13,348

    Default Re: Rule Britannia 1936 - Main Thread

    Starting faction information:

    Imperial Union of Britannia:
    Spoiler Alert, click show to read: 

    The state and Imperial standards of Britannia, respectively (thanks to Mutton for the latter)

    Government type: Market Liberal

    Diplomatic relations:
    Allied
    - Canada, Rhodesia, Oceania, Japan, Caribbean Union, Zand Persia, Legitimist France, Egypt
    Friendly - Ethiopia, Papal States, Legation Cities, Republic of China (Nanjing)
    Neutral - All others
    Hostile - Holy Roman Empire, State of China (Beijing)
    At war - None

    Ruling family - Stuart:
    Spoiler Alert, click show to read: 

    Robert I Stuart, Emperor of Britannia, India, Japan; King of Canada, Rhodesia, Oceania, France; Prince of the Caribbean; Protector of Egypt; Despot of Cyprus and Lebanon, etc. etc.
    Age:
    58
    Eligible for marriage: No (married to Empress Isabella)


    Malcolm Stuart, Prince of Wales; Lord of the Isles and of Ireland; Duke of Cornwall, Rothesay and Albany
    Age:
    35
    Relation to ruler: Son, heir
    Eligible for marriage: No (married to Anastasia, Princess of Wales)


    Richard Alexander Stuart, Duke of Monmouth; Earl of Inverness
    Age:
    32
    Relation to ruler: Son
    Eligible for marriage: Yes


    Alexandra, Princess Royal
    Age:
    41
    Relation to monarch: Daughter
    Eligible for marriage: No (married to the Duke of Wurttemberg)


    Elizabeth, Princess Royal
    Age:
    36
    Relation to monarch: Daughter
    Eligible for marriage: Yes


    Charles, Duke of Avondale
    Age:
    15
    Relation to monarch: Grandson through the Prince of Wales
    Eligible for marriage: Yes


    Beatrice, Princess Royal
    Age: 16
    Relation to monarch: Granddaughter through the Prince of Wales
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Emperor Robert I Stuart
    Head of Government:
    Spoiler Alert, click show to read: 

    Prime Minister Stanley Baldwin
    Holy Roman Empire of the German Nation:
    Spoiler Alert, click show to read: 

    Flag of the Empire and coat of arms of the House of Habsburg-Lorraine, respectively

    Government type:
    Conservative Democrat

    Diplomatic relations:
    Allied
    - Habsburgist France, Normandy, Brittany, Occitania, Guyenne, Burgundy, Hungary, Croatia, Serbia, Bosnia, Romania, Greece, Bulgaria, Serbia, Ukraine, Belarus, Teutonic Order, Poland, Lithuania
    Friendly - Papal States, Legation Cities
    Neutral - All others
    Hostile - Britannia, Russia, Legitimist France
    At war - Dervish State (Somalia)

    Ruling family - Habsburg-Lothringen:
    Spoiler Alert, click show to read: 

    Charles VII, Holy Roman Emperor
    Age:
    49
    Eligible for marriage: No (married to Holy Roman Empress Zita)


    Archduke Otto von Habsburg-Lothringen
    Age:
    24
    Relation to monarch: Son
    Eligible for marriage: Yes


    Archduchess Adelheid
    Age:
    22
    Relation to monarch: Daughter
    Eligible for marriage: Yes


    Archduke Robert of Austria-Este
    Age:
    21
    Relation to monarch: Son
    Eligible for marriage: Yes


    Archduke Felix of Austria
    Age: 20
    Relation to monarch: Son
    Eligible for marriage: Yes


    Archduke Karl Ludwig of Austria
    Age: 18
    Relation to monarch: Son
    Eligible for marriage: Yes


    Archduke Rudolf of Austria
    Age:
    17
    Relation to monarch: Son
    Eligible for marriage: Yes


    Archduchess Charlotte of Austria
    Age: 15
    Relation to monarch: Daughter
    Eligible for marriage: Yes


    Archduchess Elizabeth of Austria
    Age:
    14
    Relation to monarch: Daughter
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of state:
    Spoiler Alert, click show to read: 

    Charles VII von Habsburg-Lothringen, Holy Roman Emperor
    Head of Government:
    Spoiler Alert, click show to read: 

    Reichskanzler Heinrich Bruning
    Commonwealth of Columbia:
    Spoiler Alert, click show to read: 

    The present flag of Columbia and the pre-Roosevelt flag used by reactionaries, respectively

    Government type:
    Conservative Authoritarian

    Diplomatic relations:
    Allied
    - None
    Friendly - Legation Cities
    Neutral - All others
    Hostile - Brazil, Andean Confederation, La Plata
    At war - None

    Ruling family - Roosevelt:
    Spoiler Alert, click show to read: 

    Theodore Roosevelt, Jr.
    Age:
    49
    Eligible for marriage: No (married to Eleanor Butler Alexander-Roosevelt)


    Theodore Roosevelt III
    Age: 22
    Relation to ruler: Son
    Eligible for marriage: Yes


    Cornelius V. S. Roosevelt
    Age:
    21
    Relation to ruler: Son
    Eligible for marriage: Yes


    Quentin Roosevelt II
    Age: 17
    Relation to ruler: Son
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Lord Protector Theodore II Roosevelt
    Head of Government:
    Spoiler Alert, click show to read: 

    First Secretary Gifford Pinchot
    Chief of Staff:
    Spoiler Alert, click show to read: 

    Field Marshal Douglas MacArthur
    Chief of Army:
    Spoiler Alert, click show to read: 

    Field Marshal Douglas MacArthur
    Empire of Russia:
    Spoiler Alert, click show to read: 

    Flag of Russia since the Black Hundredist takeover, 1922 and the Romanov standard, respectively

    Government type:
    Reactionary Authoritarian

    Diplomatic relations:
    Allied
    - Mongolia, Qajar Persia
    Friendly - Ethiopia, Legation Cities, State of China (Beijing)
    Neutral - All others
    Hostile - Holy Roman Empire, Poland, Ukraine, Belarus, Teutonic Order, Lithuania, Republic of China (Nanjing)
    At war - None

    Ruling family - Romanov:
    Spoiler Alert, click show to read: 

    Mikhail Alexandrovich Romanov, Tsar and Autocrat of All the Russias
    Age:
    58
    Eligible for marriage: No (married to Tsarina Natalia)


    George, Count Brasov
    Age:
    26
    Relation to monarch: Son (from morganatic marriage, so unable to inherit the throne)
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Tsar Mikhail II Romanov
    Head of Government:
    Spoiler Alert, click show to read: 

    Prime Minister Vladimir Purishkevich
    Economic Minister:
    Spoiler Alert, click show to read: 

    Father Iosif Vissarionovich Djugashvilli
    Domestic Minister:
    Spoiler Alert, click show to read: 

    Father Iosif Vissarionovich Djugashvilli
    Intelligence Chief:
    Spoiler Alert, click show to read: 

    Father Iosif Vissarionovich Djugashvilli
    Chief of Staff:
    Spoiler Alert, click show to read: 

    Field Marshal Lavrentij Georgiyevich Kornilov
    Chief of Army:
    Spoiler Alert, click show to read: 

    General Anton Ivanovich Denikin
    Chief of Navy:
    Spoiler Alert, click show to read: 

    Grand Admiral Aleksandr Kolchak
    Legitimist France:
    Spoiler Alert, click show to read: 

    Flag of the Kingdom of France, 1572-present

    Government type:
    Conservative Authoritarian

    Diplomatic relations:
    Allied
    - Britannia, Canada, Rhodesia, Oceania, Japan, Caribbean Union, Zand Persia, Egypt
    Friendly - Papal States, Legation Cities
    Neutral - All others
    Hostile - Holy Roman Empire, Habsburgist France, Normandy, Brittany, Burgundy, Occitania, Guyenne
    At war - None

    Ruling family - Bourbon:
    Spoiler Alert, click show to read: 

    Charles XII de Bourbon, King of France and Navarre
    Age:
    87
    Eligible for marriage: No (married to Queen Marie)
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    King Charles XII de Bourbon
    Head of Government:
    Spoiler Alert, click show to read: 

    Premiere-Ministre Philippe Petain
    Chief of Staff:
    Spoiler Alert, click show to read: 

    Marshal of France Philippe Petain
    Chief of Army:
    Spoiler Alert, click show to read: 

    Marshal of France Philippe Petain
    Empire of Brazil:
    Spoiler Alert, click show to read: 

    Flag of the Brazilian Empire

    Government type:
    Market Liberal

    Diplomatic relations:
    Allied
    - None
    Friendly - Andean Confederation
    Neutral - All others
    Hostile - La Plata, Columbia
    At war - None

    Ruling family - Orleans-Braganza:
    Spoiler Alert, click show to read: 

    Pedro Henrique of Orleans-Braganza
    Age:
    27
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Emperor Pedro III of Brazil
    Head of Government:
    Spoiler Alert, click show to read: 

    Primero-Ministro Eduardo Gomes
    Chief of Air Force:
    Spoiler Alert, click show to read: 

    Prime Minister/Air Marshal Eduardo Gomes
    Japan Special Administrative Zone:
    Spoiler Alert, click show to read: 

    Flag of the Japan SAZ

    Government type:
    Centrist

    Diplomatic relations:
    Allied
    - Britannia, Canada, Rhodesia, Oceania, Caribbean Union, Zand Persia, Legitimist France, Egypt
    Friendly - None
    Neutral - All others
    Hostile - Russia
    At war - None

    Ruling family - Amherst-Shimazu:
    Spoiler Alert, click show to read: 
    Technically none, since you're a dominion with the Stuarts at your head. You can put up any family of Amherst-Shimazu's here, though you'd have to replace it if you ever decide to kick him out of office
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Viceroy Francis Konoe (representing Emperor Robert I Stuart)
    Head of Government:
    Spoiler Alert, click show to read: 
    *insert picture here*
    Naikaku sori daijin Ciel Amherst-Shimazu (from RB11)
    Last edited by Barry Goldwater; July 13, 2011 at 09:43 PM.

  6. #6
    Barry Goldwater's Avatar Mr. Conservative
    Join Date
    Oct 2008
    Location
    Richmond, Virginia
    Posts
    13,348

    Default Re: Rule Britannia 1936 - Main Thread

    State of China (Beijing):
    Spoiler Alert, click show to read: 

    The 'Five Races Under One Banner' flag of the State

    Government type:
    Reactionary Authoritarian

    Diplomatic relations:
    Allied
    - None
    Friendly - Russia
    Neutral - All others
    Hostile - Britannia
    At war - Republic of China (Nanjing), Republic of China (Hefei), Shaanxi Clique, Guangxi Clique, Yunnan Clique

    Ruling family - Wu:
    Spoiler Alert, click show to read: 

    Wu Peifu
    Age:
    62
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    President Cao Kun
    Head of Government:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Wu Peifu
    Chief of Staff:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Wu Peifu
    Chief of Army:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Wu Peifu
    Republic of China (Nanjing):
    Spoiler Alert, click show to read: 

    The 'White Sun, Blue Sky and Red Earth' flag of the Republic

    Government type:
    Conservative Authoritarian

    Diplomatic relations:
    Allied
    - None
    Friendly - Britannia
    Neutral - All others
    Hostile - Russia
    At war - State of China (Beijing), Republic of China (Hefei), Shaanxi Clique, Guangxi Clique, Yunnan Clique

    Ruling family - Chiang:
    Spoiler Alert, click show to read: 

    Chiang Kai-shek
    Age:
    49
    Eligible for marriage: No (married to First Lady Soong Mei-ling)


    Chiang Ching-kuo
    Age:
    26
    Relation to ruler: Son
    Eligible for marriage: Yes


    Chiang Wei-kuo
    Age: 20
    Relation to ruler: Son (adopted)
    Eligible for marriage: Yes
    Ruling cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    President Lin Sen
    Head of Government:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Chiang Kai-shek
    Chief of Staff:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Chiang Kai-shek
    Chief of Army:
    Spoiler Alert, click show to read: 

    Generalissimo Premier Chiang Kai-shek
    Orleanist Kingdom of Italy:
    Spoiler Alert, click show to read: 

    Flag of the Orleanist Kingdom of Italy

    Government type:
    Social Liberal

    Diplomatic relations:
    Allied
    - None
    Friendly - Britannia, Legitimist France
    Neutral - All others
    Hostile - Holy Roman Empire, Two Sicilies
    At war - None

    Ruling family - Orleans:
    Spoiler Alert, click show to read: 

    Giovanni d'Orleans, King of the Italians
    Age:
    62
    Eligible for marriage: No (married to Queen Beatrice)


    Princess Isabella d'Orleans
    Age:
    36
    Relation to monarch: Daughter
    Eligible for marriage: No (married to Bruno, Count of Harcourt)


    Princess Francesca d'Orleans
    Age: 32
    Relation to monarch: Daughter
    Eligible for marriage: No (married to King Maksimilian of Bulgaria)


    Princess Anna d'Orleans
    Age:
    30
    Relation to monarch: Daughter
    Eligible for marriage: No (married to King Ernestos of Greece)


    Crown Prince Enrico d'Orleans
    Age:
    28
    Relation to monarch: Son, heir
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Giovanni, King of the Italians
    Head of Government:
    Spoiler Alert, click show to read: 

    Presidente del Consiglio dei Ministri Francesco Saverio Nitti
    Kingdom of Denmark-Norway:
    Spoiler Alert, click show to read: 

    Flag of Denmark-Norway since 1536

    Government type:
    Social Democrat

    Diplomatic relations:
    Allied - None
    Friendly - Sweden
    Neutral - All others
    Hostile - None
    At war - None

    Ruling family - Schleswig-Holstein-Sonderburg-Glücksburg:
    Spoiler Alert, click show to read: 

    Christian X of Denmark & Norway
    Age:
    66
    Eligible for marriage: No (married to Queen Alexandrine)


    Crown Prince Frederik
    Age:
    41
    Relation to monarch: Son, heir
    Eligible for marriage: No (married to Crown Princess Ingrid)


    Knud, Hereditary Prince of Denmark and Norway
    Age:
    36
    Relation to monarch: Son
    Eligible for marriage: No (married to Princess Caroline-Mathilde)


    Princess Elisabeth of Denmark and Norway
    Age:
    1
    Relation to monarch: Granddaughter through Prince Knud
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    King Christian X
    Head of Government:
    Spoiler Alert, click show to read: 

    Statsminister Thorvald Stauning
    Ethiopian Empire:
    Spoiler Alert, click show to read: 

    The Triple Pennants of Ethiopia

    Government type:
    Conservative Democrat

    Diplomatic relations:
    Allied
    - None
    Friendly - Britannia, Russia
    Neutral - All others
    Hostile - Dervish State (Somalia)
    At war - None

    Ruling family - Solomonic Tigrean branch:
    Spoiler Alert, click show to read: 

    Seyum Mengesha I
    Age:
    49
    Eligible for marriage: No (married to Empress Tewabech)


    Wolete Israel Seyum
    Age:
    30
    Relation to monarch: Daughter
    Eligible for marriage: No (married to Ras Asfaw Wossen)


    Leul Mengesha Seyum
    Age: 10
    Relation to monarch: Son, heir
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Emperor Seyum Mengesha I
    Head of Government:
    Spoiler Alert, click show to read: 

    Leul Ras Tafari Makonnen
    Khedivate of Egypt:
    Spoiler Alert, click show to read: 

    Flag of the Egyptian Khedivate since 1867

    Government type:
    Conservative Authoritarian

    Diplomatic relations:
    Allied - Britannia, Canada, Rhodesia, Japan, Oceania, Caribbean Union, Zand Persia, Legitimist France
    Friendly - None
    Neutral - All others
    Hostile - None
    At war - None

    Ruling family - Muhammad Ali's:
    Spoiler Alert, click show to read: 

    Khedive Farouk
    Age:
    16
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Khedive Farouk
    Head of Government:
    Spoiler Alert, click show to read: 

    Prime Minister Muhammad Tawfiq Nasim Pasha
    Oceania SAZ:
    Spoiler Alert, click show to read: 

    Flag of the Oceania SAZ

    Government type:
    Conservative Democrat

    Diplomatic relations:
    Allied - Britannia, Canada, Rhodesia, Japan, Egypt, Caribbean Union, Zand Persia, Legitimist France
    Friendly - East Indies
    Neutral - All others
    Hostile - None
    At war - None

    Ruling family - Hughes:
    Spoiler Alert, click show to read: 
    Technically none, since you're part of the British Imperial Commonwealth and thus have the Stuarts as your reigning royals. You can put Hughes's family here, but you'd have to change it if you throw him out in an election, so...
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Alexander Hore-Ruthven, 1st Earl of Gowrie, Viceroy of Oceania (representing Emperor Robert I)
    Head of Government:
    Spoiler Alert, click show to read: 

    Prime Minister William M. 'Billy' Hughes
    Imperial Union of the East Indies:
    Spoiler Alert, click show to read: 

    Flag of the East Indies

    Government type: Conservative Democrat

    Diplomatic relations:
    Allied - None
    Friendly - Oceania, India
    Neutral - All others
    Hostile - United Kingdom of the Netherlands and Brabant (Congo)
    At war - None

    Ruling family - Saxe-Coburg & Gotha:
    Spoiler Alert, click show to read: 

    Leopold II of the East Indies
    Age:
    35
    Eligible for marriage: No (married to Empress Astrid)


    Princess Josephine-Charlotte of the East Indies
    Age:
    9
    Eligible for marriage: Yes


    Crown Prince Baudouin
    Age:
    6
    Eligible for marriage: Yes


    Prince Albert of the East Indies
    Age:
    2
    Eligible for marriage: Yes
    Cabinet:
    Spoiler Alert, click show to read: 
    Head of State:
    Spoiler Alert, click show to read: 

    Emperor Leopold II
    Head of Government:
    Spoiler Alert, click show to read: 

    Sultan-Premier Ministre Hamengkubuwono VIII of the East Indies and Yogyakarta
    Last edited by Barry Goldwater; July 15, 2011 at 03:29 PM.

  7. #7
    Dave Strider's Avatar Hime
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    Default Re: Rule Britannia 1936 - Main Thread

    I'm assuming this means you can't play 1861 anymore? :\
    Quote Originally Posted by Kip Specter View Post
    Quit this train of thought lest the Hedge Clippers of Shut the Up be loosed upon your posts.
    Find out why Democrats are just as bad as Republicans.

  8. #8
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Depends on how much free time I have.

  9. #9
    Dave Strider's Avatar Hime
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    Default Re: Rule Britannia 1936 - Main Thread

    Mkay. At least you made your thread and got your info up.
    Quote Originally Posted by Kip Specter View Post
    Quit this train of thought lest the Hedge Clippers of Shut the Up be loosed upon your posts.
    Find out why Democrats are just as bad as Republicans.

  10. #10
    Prodigal's Avatar Jū kihei
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    Default Re: Rule Britannia 1936 - Main Thread

    Yay! Rusland!

  11. #11
    Dave Strider's Avatar Hime
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    Default Re: Rule Britannia 1936 - Main Thread

    I'm not sure if I'll be able to play, but just in case, South China.
    Quote Originally Posted by Kip Specter View Post
    Quit this train of thought lest the Hedge Clippers of Shut the Up be loosed upon your posts.
    Find out why Democrats are just as bad as Republicans.

  12. #12
    Pericles of Athens's Avatar Ronin
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    Default Re: Rule Britannia 1936 - Main Thread

    China!
    Last edited by Pericles of Athens; July 13, 2011 at 05:00 PM.
    Durant - How do you put your trousers on son?
    Bohannon - Sir?
    Durant - Over those big balls of yours.

    There is a house in New Orleans, they call the rising sun. Its been the ruin of many a young boy, and god I know I'm one. - Some Folk Singer, Name Unknown

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Faction list back up with Sweden, the Papacy and the Hospitallers on Malta added.

    Don't get started on your faction thread until I put up your faction information. This will include your starting government and diplomatic relations, which as you can guess, are kinda important

  14. #14
    Pericles of Athens's Avatar Ronin
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    Default Re: Rule Britannia 1936 - Main Thread

    Ok found out how do do it.

    So Barry can we us this map I changed the color of Canada as it bothered my eyes and I gave back the regions the Russian/IU/German protectorate faction was missing(you said you had to fix it so) and I gave back the regions france had lost as I thoguht that was just a mistake and I changed my factions color as I hate bright yellow(). Its ok if we dont us it just thought I would help me and save you the time to edit it.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Durant - How do you put your trousers on son?
    Bohannon - Sir?
    Durant - Over those big balls of yours.

    There is a house in New Orleans, they call the rising sun. Its been the ruin of many a young boy, and god I know I'm one. - Some Folk Singer, Name Unknown

  15. #15
    Celsius's Avatar Persona non grata
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    Default Re: Rule Britannia 1936 - Main Thread

    I feel so...uncultured playing Egypt. They didn't even get a mention in ANY of the history

    But that shall soon change

  16. #16
    Prodigal's Avatar Jū kihei
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    Default Re: Rule Britannia 1936 - Main Thread

    I like Perry's edits.

  17. #17
    Pericles of Athens's Avatar Ronin
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    Default Re: Rule Britannia 1936 - Main Thread

    Everyone mark this down the first time Kaits has liked something I did! I think im going to cry. ()
    Durant - How do you put your trousers on son?
    Bohannon - Sir?
    Durant - Over those big balls of yours.

    There is a house in New Orleans, they call the rising sun. Its been the ruin of many a young boy, and god I know I'm one. - Some Folk Singer, Name Unknown

  18. #18
    Prodigal's Avatar Jū kihei
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    Default Re: Rule Britannia 1936 - Main Thread

    I know it must be quite the experience to have my approval bestowed upon you, I will let you sit and reflect before chastising you again.

  19. #19
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: Rule Britannia 1936 - Main Thread

    Britannia, HRE, Columbia & Russia done. And Kaits, I did in fact find a pic of Stalin not only in priestly robes, but with a halo around his head If you have any cabinet spots apparently unfilled, that's done on purpose - you can fill them yourself. (I'd very much prefer it if you stuck to historical figures, though)

    Also @Perry Thanks, all that's needed to be changed is that France should have Laos. Besides that, good work.

  20. #20
    Pericles of Athens's Avatar Ronin
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    Default Re: Rule Britannia 1936 - Main Thread

    Barry I thought you said that Russia would be nice with me and the IU with Fred.
    This will end well for me.

    Edit
    Then the south china guys took land from the Legation Cities(ones in china I think?)
    Last edited by Pericles of Athens; July 13, 2011 at 06:13 PM.
    Durant - How do you put your trousers on son?
    Bohannon - Sir?
    Durant - Over those big balls of yours.

    There is a house in New Orleans, they call the rising sun. Its been the ruin of many a young boy, and god I know I'm one. - Some Folk Singer, Name Unknown

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