Warluster
06-17-2007, 08:07
The New World Interactive History
1600
http://en.wikipedia.org/wiki/Image:CartedAmerique.jpeg
A New World has been re-discovered some 100 years before, as Christopher Columbus accidently came upon new land as he was heading to Asia. Now most European Countries our setting up colonies all around the coasts. But what of the natives? What of the undiscovered lands?
This is a interactive history, it is going on the way of, create a new history and see what could've happened. What could've happened if another move was made.
This interactive will hav a map which is upgraded every turn to represent the moves.
You can not play as minor Indian Tribes, only major ones which had much territory and were most involved in European Wars in America.
You shall receive a report every turn on problems in Europe.
More things like having to enforce laws, to satisfy your colony. Every European Nation shall start off with only one colony,except for New Spain, you shall have to choose what to build next in that colony.
You have a happiness rating for your colony, if it is low, the colony shall rebel and you might die,receive reinforcments from Europe or return to Europe.
Once the happiness rating in your colony has reached %100 Percent,you may build a new colony. Choose wisely as your enemies may attack.
You can ally with the Indian Tribes, two ways
A Independant Defensive Alliance (Where they shall supply troops to help as long as you help them)
A Mergent Allince (Where the two nations merge to form a new nation, this is extremely RARE)
Every 2 turns you may choose what support you what from your home territory (Not avabile with Indian Factions) either Troops/Supplies or Settlers.
The rules from here on are quoted from 17th Century Interactive in case your a beginner.
- How to play - every turn, I'll list questions about the most relevant matters for the player to decide about. However, each turn it's also possible to decide about things that aren't listed under that turn. Examples of things that you can decide are listed here for reference during the game:
* thing made publicly in this thread:
a. declaring war
b. hiring mercenaries
c. propaganda - if your nation wants to use propaganda actions it's posted as a public proclamation in the public thread. This can also be a general call for, say "the Catholic cause" etc. but also actions for your own population. Normal actions that aren't explicit propaganda can also have propaganda effects.
d. choosing stance on religion, and the leader's religion - this will affect relations with the pope, relations with other countries, relations with local rulers etc.
* things made by sending a PM to me that turn (sometimes this information risks to leak out to the public forum):
e. reorganizing your army - this is made by PM, but info will leak out
f. diplomatic discussions - it'll always leak out that a meeting has taken place, but very seldom what was said during the meeting, unless the two parts wish to make an official proclamation as result of the meeting. Because some of the diplomatic correspondence can leak out, try to make the PMs with historical phrasing, and it's also a good reason to, even if you're planning on backstabbing, not expressing such things too explicitly in the PMs... The diplomatic discussion in a turn may only be carried out as a series of max 3 PMs, i.e. 1. offer, 2. counter-offer/accept/decline, 3. accept/decline/counter-offer to consider for next turn/suggest discussions continue next turn. The reason for this rule is to make the discussion fast enough to not delay chapters, but also to simulate some of the difficulties of diplomatic discussion and not make the diplomacy an overly effective tool. The PMs from the correspondence should be sent to me by PM each turn so I know which deals took place so I can determine the outcome of the turn.
g. choosing where to launch offensives and which tactics and key targets to use - you're allowed make very complex strategies with conditional plans and diversions etc. Just remember it must be logistically feasible within the length of the chapter. Also remember that pushing soldiers too hard can result in undisciplined behavior, mutiny and desertion etc.
h. starting war without formal declaration
i. determining what to do about rebels - you decide which and how many troops, what tactics they are to use etc. I'll ask more specific questions and give the suitable player options for how to act when a rebellion takes place
j. choosing whether to use your own leader in combat - using the leader in combat can boost morale, but also keeps him away from home which may be tempting to some rebels, and it also puts him at the risk of dying in action. If the leader has gone to the front, the other nations will know it before long through hints in the public thread (this thread).
* other decisions:
k. you can decide about almost anything you can think of that isn't very historically unlikely, say send away mercenaries without pay, choose whether to kill prisoners of war or not, etc. etc. Those decisions can be sent to me by PM. Bear in mind that every character affected by your decisions has some form of power which he can use against you.
- NOTE! My PM box is of limited size so please try to stuff all the decisions that need to be sent to me by PM into a single PM if possible
Note:
limit of tiem you can sned in PM is 2 weeks, I will get the Chapter/Reports/map done in at least 1 or 2 weeks.
Nations
Virginia Company of London - CountArach
The Virginia Company of London starts off with the settlement of Jamestown on the North Eastern Coast of America. These receive support from the English . This company is allied with the Virginia Company of Plymouth,though relatinos are strained.
Historic Ruler of the Virginia Company of London(What the player is to be called IC) - John Smith
Virginia Company of Plymouth - shlin28
This company controls the colony of Popham (Historically it was abandoned) is located in Modern Day province of Maine.
historical Leader (What to be called IC) - George Popham
New France - Strike For The South
New France controls the colony of Quebec. It is allied with most Indian Tribes in the area. Histrocially it had five provinces all with independant leaders.
historical Leader (What player is called IC) - Samuel de Champlain.
New Spain - Destroyer of Hope
New Spain controls the colony of Fort Navidad, in the Caribbean Sea. It is at war with some Indian Tribes surrounding it. The area surrounding the fort is heavily controlled by Pirates (Notably Tortuga)
Historical Leader (What Player is called IC) - Antonio de Mendoza
Portugal - greaterkhaan
Portugal owns Porto Seguro (Port Safe) Portugal is neutral with surrounding South American Tribes.
Historical Leader (What to be called IC) - Pedro Alvares Cabral
Iroquis Confederation - Marshal Murat
Also known as League of Peace and Power, there actual name is the Haudennosaunne, they start with the Whole Region of Buffalo.
Historical leader (What to be called IC) - Hiawatha (or Ayenwatha)
That is all the nations for now,Indian Tribes are noot controlled by players. Yes there are several more European nations but for now this is all.
If you may pause to join this because you think I shall not update and stay commited I will, as this is much smaller then previous interactives.
Rules shall be updated.
You may join.
1600
http://en.wikipedia.org/wiki/Image:CartedAmerique.jpeg
A New World has been re-discovered some 100 years before, as Christopher Columbus accidently came upon new land as he was heading to Asia. Now most European Countries our setting up colonies all around the coasts. But what of the natives? What of the undiscovered lands?
This is a interactive history, it is going on the way of, create a new history and see what could've happened. What could've happened if another move was made.
This interactive will hav a map which is upgraded every turn to represent the moves.
You can not play as minor Indian Tribes, only major ones which had much territory and were most involved in European Wars in America.
You shall receive a report every turn on problems in Europe.
More things like having to enforce laws, to satisfy your colony. Every European Nation shall start off with only one colony,except for New Spain, you shall have to choose what to build next in that colony.
You have a happiness rating for your colony, if it is low, the colony shall rebel and you might die,receive reinforcments from Europe or return to Europe.
Once the happiness rating in your colony has reached %100 Percent,you may build a new colony. Choose wisely as your enemies may attack.
You can ally with the Indian Tribes, two ways
A Independant Defensive Alliance (Where they shall supply troops to help as long as you help them)
A Mergent Allince (Where the two nations merge to form a new nation, this is extremely RARE)
Every 2 turns you may choose what support you what from your home territory (Not avabile with Indian Factions) either Troops/Supplies or Settlers.
The rules from here on are quoted from 17th Century Interactive in case your a beginner.
- How to play - every turn, I'll list questions about the most relevant matters for the player to decide about. However, each turn it's also possible to decide about things that aren't listed under that turn. Examples of things that you can decide are listed here for reference during the game:
* thing made publicly in this thread:
a. declaring war
b. hiring mercenaries
c. propaganda - if your nation wants to use propaganda actions it's posted as a public proclamation in the public thread. This can also be a general call for, say "the Catholic cause" etc. but also actions for your own population. Normal actions that aren't explicit propaganda can also have propaganda effects.
d. choosing stance on religion, and the leader's religion - this will affect relations with the pope, relations with other countries, relations with local rulers etc.
* things made by sending a PM to me that turn (sometimes this information risks to leak out to the public forum):
e. reorganizing your army - this is made by PM, but info will leak out
f. diplomatic discussions - it'll always leak out that a meeting has taken place, but very seldom what was said during the meeting, unless the two parts wish to make an official proclamation as result of the meeting. Because some of the diplomatic correspondence can leak out, try to make the PMs with historical phrasing, and it's also a good reason to, even if you're planning on backstabbing, not expressing such things too explicitly in the PMs... The diplomatic discussion in a turn may only be carried out as a series of max 3 PMs, i.e. 1. offer, 2. counter-offer/accept/decline, 3. accept/decline/counter-offer to consider for next turn/suggest discussions continue next turn. The reason for this rule is to make the discussion fast enough to not delay chapters, but also to simulate some of the difficulties of diplomatic discussion and not make the diplomacy an overly effective tool. The PMs from the correspondence should be sent to me by PM each turn so I know which deals took place so I can determine the outcome of the turn.
g. choosing where to launch offensives and which tactics and key targets to use - you're allowed make very complex strategies with conditional plans and diversions etc. Just remember it must be logistically feasible within the length of the chapter. Also remember that pushing soldiers too hard can result in undisciplined behavior, mutiny and desertion etc.
h. starting war without formal declaration
i. determining what to do about rebels - you decide which and how many troops, what tactics they are to use etc. I'll ask more specific questions and give the suitable player options for how to act when a rebellion takes place
j. choosing whether to use your own leader in combat - using the leader in combat can boost morale, but also keeps him away from home which may be tempting to some rebels, and it also puts him at the risk of dying in action. If the leader has gone to the front, the other nations will know it before long through hints in the public thread (this thread).
* other decisions:
k. you can decide about almost anything you can think of that isn't very historically unlikely, say send away mercenaries without pay, choose whether to kill prisoners of war or not, etc. etc. Those decisions can be sent to me by PM. Bear in mind that every character affected by your decisions has some form of power which he can use against you.
- NOTE! My PM box is of limited size so please try to stuff all the decisions that need to be sent to me by PM into a single PM if possible
Note:
limit of tiem you can sned in PM is 2 weeks, I will get the Chapter/Reports/map done in at least 1 or 2 weeks.
Nations
Virginia Company of London - CountArach
The Virginia Company of London starts off with the settlement of Jamestown on the North Eastern Coast of America. These receive support from the English . This company is allied with the Virginia Company of Plymouth,though relatinos are strained.
Historic Ruler of the Virginia Company of London(What the player is to be called IC) - John Smith
Virginia Company of Plymouth - shlin28
This company controls the colony of Popham (Historically it was abandoned) is located in Modern Day province of Maine.
historical Leader (What to be called IC) - George Popham
New France - Strike For The South
New France controls the colony of Quebec. It is allied with most Indian Tribes in the area. Histrocially it had five provinces all with independant leaders.
historical Leader (What player is called IC) - Samuel de Champlain.
New Spain - Destroyer of Hope
New Spain controls the colony of Fort Navidad, in the Caribbean Sea. It is at war with some Indian Tribes surrounding it. The area surrounding the fort is heavily controlled by Pirates (Notably Tortuga)
Historical Leader (What Player is called IC) - Antonio de Mendoza
Portugal - greaterkhaan
Portugal owns Porto Seguro (Port Safe) Portugal is neutral with surrounding South American Tribes.
Historical Leader (What to be called IC) - Pedro Alvares Cabral
Iroquis Confederation - Marshal Murat
Also known as League of Peace and Power, there actual name is the Haudennosaunne, they start with the Whole Region of Buffalo.
Historical leader (What to be called IC) - Hiawatha (or Ayenwatha)
That is all the nations for now,Indian Tribes are noot controlled by players. Yes there are several more European nations but for now this is all.
If you may pause to join this because you think I shall not update and stay commited I will, as this is much smaller then previous interactives.
Rules shall be updated.
You may join.