This interactive is going to be a massive one, heaps of players, so muck I think I may need some one helping me. Why is it so ultimate? For 1 simple reason, its world wide, it covers the whole world, plus new type of designs used. PM me if you would like to help. Also check out this place for more interactives http://z8.invisionfree.com/Interacti...ex.php?act=idx
This is set in the 1400s.
Now here are the countries.
Europe
England-
Scotland-IrishArmenian
Norway
Sweden
Denmark
France-Pindar
Holy Roman Empire-Bopa the Magyar
Milan
Venice
Spain
Naples
Papal States-Count Arach
Russia-Hannibal99
Poland-Julian the Apostate
Hungary
Austria
Bohemia
Bavaria
Saxony
Prussia
Wallanchia
Algiers
Morocco
Tunis
Sardina
Corisca
Portugal-Motep dra uha dnia mazzat
Aragon
Navvare
Serbia
Florence
Burgundy-Ignoramus
Moldava
Could fit several pages with that! Thats just Europe.
Now I realsie this has never been done, Now if people do not control a faction, me and my helper will control them!
Western Russia
Teutonic Order
Ottoman Empire
Lithuanaia
Khanate of AstraKhan
Khanate of Crimea
Africa
Ethiopia
Congo
Lunda
Egypt
Tripolii
Lozi
Kuba
Beinin
Funj
Mossi States
Just a few for now.
Asia
Ming China
Mughal
Safavid
Mongolia-Csar
Khanate ofChagatay
Khurasan
Burma
Pegu
Shan States
Siam
Cambodia
Japan
Korea
Malaya
Java
The rules are of that of other multi player Interactives.
Well if you need reminding...
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
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, Areoplane Raid 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, 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
j. choosing whether to use your own general in combat - using the general in combat can boost morale and it also puts him at the risk of dying in action. If the general 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.
Anything else?
Bookmarks