
Welcome to World in Revolution Lite: 1618 European Edition which is based on Frymonmons World in Revolution games but with a more limited scope. Special thank yous to Fry for the "license" and quotes and to Keldonia and Fry for the help with stats.
Nations: 17/20 (Registration: Open)
Though similar to other World in Revolution games some mechanics are different. You lead a European nation throughout the Thirty Years War and while you are doing it you will either be part or leader of a coalition of nations opposed to certain other nations. As you are allied with others costs to align your country's values towards your coalition leader are halved. These coalitions are limited though by time and purpose both and when the purpose is reached the coalition is disbanded.
Furthermore all nations have a five year based hidden agenda given by the gamemaster (read me). While you do not have to fullfill these agendas you get one guaranteed 10 in one nonmilitary order if you succeed in achieving them. That said your enemies get a bonus if they thwart your agendas and your allies if they help you. To make the latter possible you have to IC about them at least two years in a row though you may still conceal that in the text. Furthermore it is your choice which 2 years of the five you choose to acknowledge the other players.
Finally keep the time in mind: European military is in upheaval as the game starts. Gunpowder weapons spread slowly through Europe but most soldiers still use platemail until 1650.
Rules and Procedures
The rules are simple. Each year is a turn in this game and for each year you send your orders to me as a personal message or in IRC. As in previous games main updates encompass a year's events but smaller updates appear along the line.
To quote from Frymonmon:
Guiding your nation throught the escalation means controlling many of the aspects of your nation, acting as the Head of State and the Head of Government. There will be times, however, where if you have a Legislature or a Judiciary that you do not control, I, as the Game Moderator (GM) will intervene to act as them. I shall not do this often, but it will be a method I use to keep the orders and the nations in check. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a "Mood of your Nation", in which we will give you an idea of how your population is doing and what they are thinking.
Orders
A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the months this order is for. For example, for the Archduchy of Austria in the year 1621 it must read "WiR - Austria 1621". You may also submit them to me via IRC but only in private chat and with the length in mind.
Every nation is entitled to two Normal Orders which may encompass everything you may think of and is appropriate of the time. Inviting aliens to Vienna will fail no matter how much you wish for it. If you are at war you may send an aditional order: The War Plan. In this plan you are allowed to describe every action you wish to undertake in this year in the war at hand.
IRC Channel
The IRC Channel is where a lot of discussion takes place, both in character and out of character. It is the true heartbeat of World in Revolution, as everyone gathers to discuss in-game and out of game issues. While it is not mandatory to be on the IRC Channel and to play World in Revolution, it is strongly recommended.
Link: Coldfront
IRC: #WiR_Main
Instructions: Here
(End Quote)
Statistics info
A nation got the following statistics
Name: The name of the nation.
Coalition: Which coalition you belong to and if you are either leader or member.
Population: How much people live in your nation. A roughly tenth of your people is the maximum of persons ever fit to fit in your wars.
Income: Your total income based on taxes. At game start they will be in majority still the old feudal taxes.
Treasury: Your total avaible money.
Army
Regulars: Professional trained soldiers who cost a lot of money in maintenance but who are loyal to the nation. If you have not reached Good Army Quality you can't recruit more of them as the ones avaible are your mounted fighting nobility.
Irregulars: The majority of your army consisting of mostly mercenaries. Most are of uncertain loyality.
Quality: Old to weak to normal to good to superior. Each step consists of five lesser steps to reach the higher echolons. Good and Superior imply the widespread avaibility of gunpowder and superior reduces the time sieges take.
Navy
Galley: The majority of the ships employed. Though not fit for the high seas they are a the gravest threat around with frontal cannons and every naval strategy evolves around countering them.
Carracks: Seaworthy vessels mostly used for trade and transports across the oceans.
Quality: Old to weak to normal to good to superior. Each step consists of five lesser steps to reach the higher echolons. Good and Superior imply faster and more navigable ships. Superior involves accurate cannons.
Player: The player of the nation
Table of Contents
National Statistics
Main Updates
Flavor
National Statistics
Main Updates
Flavor