loannes Posted April 17, 2010 Report Share Posted April 17, 2010 (edited) Europa RP is an idea for a roleplay set in the fifteenth century, centered around Europe, North Africa, and the Middle East. Your nation will be based off of your IG nation and your own efforts. The start is fairly historical; the Holy Roman Empire dominates central Europe, and each nation should have roots in one of the historical nations. Preferably historically named. You can name it whatever you want, but it has to be serious, reasonable, and not silly. The effectiveness of your military is decided by your nation’s tech. The tech scale is as follows. The numbers in parentheses indicates the years you should look at for tactics. If necessary, I’ll give one or two typical tactics for each group for reference. [u]0-500 tech[/u] Poor quality weapons and armor Outdated Tactics (1300-1350) Wooden forts Catapults and ballistae for artillery Max 5% of men armed with gunpowder [u]501-1000 tech[/u] Low quality weapons and armor Recent, but not quite modern, tactics (1350-1400) Wooden forts with stone supports Primitive artillery Max 10% men armed with gunpowder [u]1001-2000 tech[/u] Decent weapons and armory Modern tactics (1400-1453) Basic stone forts Recent, but not modern, artillery Max 30% armed with gunpowder [u]2001-3000 tech[/u] Good quality weapons and armor Slightly advanced tactics (1453-1560) More elaborate forts Modern artillery Some customization allowed Max 60% armed with gunpowder [u] 3000+ tech[/u] Excellent armor and weapons Advanced tactics (1560-1640) Strongest forts Advanced artillery Customization on all things allowed Max 100% armed with gunpowder Your stats are derived from your in game stats. Population = IG*5 Soldiers = Max IG/2 Garrisons = Max IG troops (CAN ONLY BE USED TO DEFEND TOWNS AND FORTS. Composed of militia, and less effective than soldiers) Cavalry = Max IG Tanks Artillery = Max IG Planes*5 Ships = IG ships, does not apply to landlocked nations [u][b]Expansion[/b][/u] The problem with past Alt-RPs was a lack of expansion control. You had people land grab, then get bored and never touch it again. In order to expand into white territory, you require a casus belli, whether it’s a forged document giving you a claim to the throne of the area, or a diplomatic insult. In order to further curb land grabbing, ‘Revolt Rolls’ will be held every week. There’s one roll for your ‘core’ regions, which are either your original lands, or ones held in excess of one month. Various factors will affect the chance of a revolt to succeed. [u][b]Revolts[/b][/u] Base (Taxes): 5% High Taxes: +5% War: +1% per RL day the war continues. Max of 20% Policies: +5% per restrictive policy If Recently Acquired: +30% If Rome, Judea, or Moscow: +40% (locally) If Mecca: +80% (locally) Different Sect: +5% locally Different Religion: +10% locally The size of a revolt is measured in percentage of population in relation to the percentage of revolt risk. For each 5% of Revolt Chance, 1% of your population rises up in revolt. This does not affect your actual population. For example, if the local risk is 50%, then 10% of your national population rises up in revolt. Revolt chances are capped at 100% total. [u][b]Religion[/b][/u] At the start of your nation, you’re to RP the religion that was in that region at the time. Here’s a brief guide. [u]Christian Faiths[/u] Catholicism: Western Europe, Central Europe, Scandinavia, British Isles, Iceland Orthodoxy: Eastern Europe, Balkans, Russia Protestantism: Emerges in Catholic regions [u]Islamic Faiths[/u] Sunni: Northern Africa, Mediterranean coast, Anatolia, southern Russia, Arabia Shiite: Persia, Caucasus [u]Pagan Faiths[/u] Animism: Central Africa, Western Africa Conversion: If you come to control a province RP’d as a different religion, you will suffer the +5% or 10% revolt chance until you RP a conversion. The conversion RP should be more than a start and a finish; put at least one ‘slice of meat’ RP post in there. Some events will give drastic effects on your nation. This is usually conquest of a holy city. [u][b]Effects of Certain Events[/b][/u] Fall of Rome to Non-Papal Catholic: +30% local revolt; all Catholic nations gain a Casus Belli on the conqueror Fall of Rome to Heretics: +50% local revolt chance; all Catholic nations gain a Casus Belli on the conqueror Fall of Rome to Muslims: +80% Revolt chance locally, Casus Belli for all Catholics on that nation Failure to Reclaim Rome: Choose a new holy city. Disputes WILL occur Fall of Jerusalem to Christians: +30% Revolt Chance locally, -10% revolt chance in all Christian nations Fall of Mecca to non-Muslims: +80% local revolt chance, all Muslims gain a CB on the conqueror Excommunication: +30% revolt chance, all Catholic nations gain a CB on the nation. Applies only to Catholic nations [u][b]Treaties[/b][/u] There are no ‘optional’ treaties in Europa RP. You will either make the commitment and keep your word, remain neutral, or betray your allies’ trust. The following treaties are available for signing. NAP MDP MADP Royal Marriage Trade Agreement Vassal Agreements Unilateral Independence Guarantees Royal Marriages, with heavy RP, may lead to a merge, officially a Personal Union. Your nations have the same foreign and domestic policies, acting as a single nation, but each person must RP his own military. You may bail out of a treaty obligation, but all surrounding nations will receive a casus belli to punish your dishonor. Remember, honor was a big thing back then. [b][u]The Papacy[/u][/b] The Pope and Papal State are sovereign; they can do whatever in the rules they want. However, the Curia is open to influence. There will be 11 Cardinals. Each one will live for twenty years past inauguration. When one dies, a dice roll will decide who gets the cardinal. The nation with the plurality of sympathetic cardinals is Curia Controller. The Controller and Pope, if they agree, can excommunicate Catholic rulers. The effect of Excommunication is above, in the Certain Effects section. [b][u]Holy Roman Empire[/u][/b] The initial electors are historical. If an elector is annexed, or wiped, the other electors may vote on its replacement. If an elector is an NPC when an emperor dies, then a dice roll will decide who it votes for. [u][b]Initial Land Claims[/b][/u] Just cause the nation existed then doesn't mean you can take all of it. For RP purposes, powerhouses like France, England, Castille, and Russia have been broken down. [center][img]http://img683.imageshack.us/img683/4401/update010.png[/img][/center] [u]Current Nations - RPer[/u] Arkhangelsk - Kevin Kingsell Austria-Hungary - Lynneth Brandenburg - Drakedeath Burgundy - Karl Martin Croatia - Centurius Dublin - Subtleknifewielder England - Mergerberger Flanders - jordosaur47 Florence - Californian Galway - Pravus Ingruo Hesse - Lutai Holland - Stefano Palmieri Iceland - Fizzydog Leon - Gunther Malta - Tidy Bowl Man Milan - SpacingOutMan Normandy - Margrave Papal State - Franz Ferdinand Poland - graniteknight Pommerania - VinceSixx Portugal - Owned-You Romagna - SarahTintagyl Sabah - FlyingScotsman Sardinia - maicke Scotland - Silhouette Sicilian Empire - Acca Dacca Sweden - jutopia Valencia - Sargun [center][u]GMs[/u] Drakedeath Lynneth Mergerberger[/center] Special Arrangement: For the sake of RP, Austria-Hungary (Lynneth) RPs with twice his population and military. However, 70% of that is constantly off fighting the Ottomans, and there will be large revolt issues. [u][b]WONDERS[/b][/u] IG Name: Effect (RP Name) Agriculture Development Program: Better farming, -5% revolt chance, +0.1% population growth Anti-Air Defense Network: Stronger capital fortifications (Capital Defense) Central Intelligence Agency: +5% Spy Chance (not assassination), -5% revolt chance (National Spy Agency) Disaster Relief Agency: Reduces daily War Revolt Chance from +1% to +0.5% (Veteran Care Program) Fallout Shelter System: Cities less vulnerable to fires (Fire Departments) Federal Aid Commission: Allows secret supply shipments to nations at war (War Assistance Program) Great Monument: -5% revolt chance Great Temple: -5% revolt chance, Pope cannot propose excommunication if Catholic(Curia Controller still can, Pope can agree), invalidates religious Casus Bellis from nations of the same faith Great University: Technological advances more easy to gain, +2% spy odds (not assassination) Internet: More efficient messenger system (Messenger Corps) Interstate: Better roads for military and commercial travel (Road Development Program) Mining Industry Consortium: More available trade goods, easier to arm and rearm forces Movie Industry: -5% revolt chance (Theater System) National Environment Office: Less vulnerable to plagues, cleaner cities, -5% revolt chance, +0.1% population growth (Plague Treatment Center) National Research Lab: Technological advances easier to gain (National Research Center) National War Memorial: Reduces maximum War Revolt Chance to 10% Pentagon: Better generals, better troop morale, easier to develop tactics (Military Academy) Scientific Development Center: Technological advances easier to gain, +2% spy odds (not assassination) (Philosophical Encouragement Program) Social Security System: -5% revolt chance (Royal Assistance Program) Stock Market: Bankruptcy less possible (Merchant’s Guild) Universal Health Care: Better treatment of disease, +0.1% population growth (Medical Training) Weapons Research Complex: Allows the RP of developing Rifling (Armament Development Center) Foreign Air Force Bases provides your IG nation with more planes, which equate to more artillery, and therefore, the FAFB has no other effect. [u][b]IMPROVEMENTS[/b][/u] Bank: Allows +0.25% higher taxes each without increased revolt chance Barracks: Allows cheaper housing of troops, better soldier training Border Walls: Decrease opposing spy odds by 1% (Border Militia Patrols) Church: Decrease revolt risk by 0.1% each Clinic: Allows better medical treatment in rural areas, +0.05% population growth each (Local Doctors) Drydock: Allows faster ship repairs Factory: Allows better production of military equipment and ships Guerrilla Camp: Allows you to designate 1% of your population as guerrillas, activated only during occupation, max 5% Harbor: Allows better sea trade. No bonus for landlocked nations Hospital: +.05% population growth Intelligence Agency: Increases spy chance (not assassination) by 0.5% each, decreases enemy spy chances by 0.5% each Labor Camp: Increases revolt risk +15%, allows +3% higher taxes each Missile Defense: Increases capital defenses Naval Academy: Allows better admirals and fleet discipline Naval Construction Yard: Allows faster ship building times Police Headquarters: Decreases revolt risk -0.1% each (Town Militia) Satellite: Increases spy chance 0.5% each (Foreign Informants)** School: Decrease revolt risk 0.25% each, increase spy odds +0.2% each Stadium: Decrease revolt risk 0.1% each (Arenas/Theaters) University: Increases ease of technological advances, increases attacking spy odds 0.5% each **RP required before use, each time Edited April 21, 2010 by Drakedeath Quote Link to comment Share on other sites More sharing options...
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