Warlord247 ,
eeeeef , I have a system I would like to propose: There would be no dice system or attack system, one could take turns whenever they want except when at war where they would have to wait for the enemy to respond to return the favour. The province system could be kept and probably should be kept as a "safeguard" to avoid any exaggerated attacks (invading France in one turn) Probably, I will try to elaborate on it some more if you guys are interested.
Expand if you can. Let's see
Now, my set of rules would either be a break with the traditional rule set for TW or a continuation of the "Diplomacy" style rules
1. Free numbers of actions inside your borders (this is to say: setting up governments, making speeches, fortifying, condemning others, making general plans and sending plans/offers to other players)
2. The province system of countries will be maintained and one can only move into one province at a time( I can move into several at a time but only 1 province deep)
3. No spamming of the following : revolts, insults, religious hatred, personal attacks ect... continuing to do these things could result with discussion with the Execs
4. An updated map should be made every 10/20 pages or so, dependant of the condition of the RP by one of the Execs. Because of this, maps will have to be made with MapChart uniquely to make sure it all fits together
5. Neutral countries can be invaded after 10 pages of the RP have passed (dependant of the RP)
6. Alliance stabbing is not permitted, alliance departure is allowed but not during a war to join the enemy side. (This could depend of the RP)
* Might add more rules later and add depth or precisions if questions arise*
The Focus Tree
Nationalism Workers Rights Republicanism Divine Rights
l l l l
l l l l
V V V V
Bundle of Sticks Class Struggle New Deal One Empire, One People, One Throne
l l l l
l l l l
V V V V
Black Shirts Dictatorship of the Proletariat Social Contract Constiutionalism
l l l l l
l l l l l
V V V V V
March on Rome Red Army Declarations Parliamentarism Absolute Powers
of the Rights of Man
There are 4 stages to each branch of the focus tree, every stage grants unique bonuses dependant of which branch you are researching. The 3 branches are Fascism, Communism and Democracy. Unlocking every stage takes 3 pages (dependant of the RP) once you are 2 stages deep into a branch, there is no looking back and the possible bonuses from previous unlocked stages are left behind
Fascism-
Nationalism: Morale of an army cannot drop during battle, surrender isn't an option during a war
Bundle of Sticks: Creation of an alliance with other countries that have unlocked unlocked this stage, possibility of a coup against you is nil
Black Shirts: Creation of a Fascist Militia that prevents insurrections in the home provinces
March on Rome: Casus Belli for any country on the grounds of territorial expansion and the greatness of your nation
Communism-
Workers Rights: Nationalisation of industry, production is doubled and socialist revolt is impossible
Class Struggle: Land redistribution, morale in the country is high
Dictatorship of the Proletariat: Impossibilty of a coup, Casus Belli for any country on grounds of liberation of the workers
Red Army: Creation of the Red Army, this army will make no step back and will have permanent high morale
Democracy-
Republicanism: Developpement of Capitalism, revolts are possible but economy is roaring
New Deal: Chance of revolts reduced by 50%, industrial and infrastructural development
Social Contract: Alliance with any other country who has unlocked this stage, corporate oligarchy is set up
Declaration of the Rights of Man: Casus Belli with any country on grounds of human rights abuses, setting up of the U.N
Monarchy-
Divine Rights:
One Empire, One People, One Throne:
Constitutionalism:
*Parliamentarism:
(Once unlocked, you will be unable to unlock absolute powers)
*Absolute Powers:
(Once unlocked, you will be unable to unlock parliamentarism)
*Note: This system is still rudementary and will only be fully developped if the demand for it increases*
Battle System
1. You can only have one army within a province
2. You can move armies from province to province inside your borders as many times as you like (only applies during peace time)
3. When at war, you can only do 1 post at a time, you must wait until your enemy responds to make another post(you must tag/quote the defendant of the attack so that he is aware of what is happening
4. In depth battle is recommended, such as sieges and large battles. Posting movement of armies inside a city is also highly recommended so that everyone knows what is going on. You must also obey the laws of logic, levying an army if 100 000 men within a day is impossible, Execs may intervene in case of grey area
5. In this set of rules, there will be no "dice system" because, imo, it weighs the RP down.
6. Maps of the battling countries should be updated regularly, creating a "Main Page" where all the information of the countries, alliances and rule set will be updated instead of needing to search for it.
7. Revolts cannot be started in allied territory, whether or not the revolt starts is dependant of the roll you will put in the same post as you try to start the revolt. To start it, you must roll higher than 8. If the defendant country has a bonus -50% towards insurgency chances, you must substract 4 to your roll. If you try to start a revolt in an annexed province, the threashold is lowered to 6
8. There is no defense/attack system or % of more strenght as all battle will be determined by strategy alone and imagination to keep the DnD style
9. No personal attacks during the fighting or excessive calls to religious/ethnic cleansing within your country, we have seen what this can lead to, salt cannot be a constant in an RP
10. The secret message system from 2nd Civil War will be put in place, you can insert a spoiler into your post and you can determine who can see it. Someone can decipher the message if they roll 2 dice and they roll higher than 8