RULES FOR DAWN OF THE GREAT WAR - 1914

V 3.26 By R. Lacy


Game Rules as of 9 Aug, 2001


1.0 GAME OVERVIEW


1.1 GAME DESCRIPTION

DAWN OF THE GREAT WAR - 1914 is a Play by Mail (PBEM) military, economic and diplomatic game set at the eve of the First World War. Each player in the game attempts to achieve the specific individual goals of their nation as defined by the GM. Players can make and break deals with each other, purchase military units, research new technologies and conduct economic and military warfare against each other if all else fails.



1.2 GAME SETTING

It is January 1914. European power and influence is at its zenith. Europe is divided into two armed camps. They are the Central Powers comprising of Germany, Austria-Hungary, Rumania and Italy and the Triple Entente composed of France, Russia and the United Kingdom.

A new found sense of nationalism, ethnic rivalry and tensions still grip the Balkan region after two consecutive wars fought there have left those nations still wanting revenge on the other.

In Asia, the newly formed Republic of China is on the edge of collapse as it battles a bloody civil war against rebellious Warlords who each claim to be the legitimate Government of China while starvation and civil disorder grip the entire nation.

In South America, economic depravity, age old national rivalries and unresolved border disputes still linger. It is the fourth year of civil war in Mexico as two rival Governments, one the dictatorship of Huerta, the other a reform minded, but fractional coalition government under Carranza.

 

 



2.0 PLAYERS AND PARTICIPANTS


2.1 PLAYER ROLES

Each participant plays the government of a specific nation. The role assigned to him/her and (s)he is expected to played as realistically as (s)he can. These roles are largely defined by the objectives assigned to your country.



2.1.1 THE GAMEMASTER

The GameMaster (GM), (Iolanthe73@earthlink.net) is the sponsor of the game and will play varying roles in the game as needed. All decisions of the GM are final.



2.1.2 ADVISORS

The GM shall play the roles of your advisors. Periodically, if you are about to do something unadvised, questionable, or just plain dumb in the game, you may get a message from Parliament, Military, Diplomatic or your Economic advisors. These messages will come from the GAMEMASTER. You may also ask your advisors for opinions if you are unsure about something. If you are a democratic nation, Parliament may overrule some of your actions from time to time if they do not approve.

 

2.2 WHAT IS NEEDED TO PLAY

Every player in the game will need a copy of Microsoft Excel 95 or greater to be able to participate in the game as well as a working email address and regular internet access. It is reccomended that a player check his or her e-mail on a daily basis.

Some sort of atlas may also be useful.

 



3.0 GAME PREPERATION AND GENERAL FORMAT


3.1 GAME PREPARATION

Each person will receive a packet of their goals and background materials that may be intended to assist the player in preparing for the simulation. This will include what your economic, military and government situation is. It is expected, and assumed, that all participants have done the preparation necessary to be effective during the game. I strongly recommend that each player have a basic knowledge of history and the geography of their country. Possession of an atlas is always good for you to have. I would also recommend looking at the links on this website and doing a little reading and research on some of the persons, nations, and events of the time period. There is a wealth of information on the Internet and in encyclopaedias. Failure to prepare adequately is fairly obvious, and the GM has ways to "punish" those play reflects poor preparation. It is also strongly recommended that each player keep a copy of his or turn sheets.



3.2 PLAYER GOALS

Each nation has a specific set of goals to try to achieve, as well as general goals shared by all players. The object of the game is to achieve and or maintain all of your goals by end of game. Achieving a goal will boost your morale while failing or ignoring a goal will negatively effect it. Some nations may have conditional goals. A conditional goal must be met if the situation develops that is the prerequisite for it. Each player's goals are also assigned a number of Victory Points (VP). Achieving a goal will gain you Victory Points while failing or ignoring a goal will negatively effect it. See the section on Victory Points for more information.



3.3 GAME SET UP

The Military Order of Battle shows the starting number of land, air and naval forces of each nation as well as the location where they may start the game. At the start of the game, a player must submit where he will set up his land forces as well as his Merchant Marine and any other naval vessels as indicated by the GM. Each nation starts the game with 1/2 of its infantry, cavalry and artillery in reserve and the other half as active military. All naval forces start the game as active.


3.4 GOVERNMENT TYPES

Nations are divided up into two general government types. Democracy/Republic/Constitutional Monarchy and Dictatorship/Despotism/Autocracy. Each has certain advantages and disadvantages;



3.5 MORALE

Each nation has a national morale. Morale ranges on a scale from -100 to +100. Each nation will receive in their list of goals what their starting morale is. If a nation reaches zero morale it is in deep trouble which may include troops deserting, civil war, or being forced to surrender. The closer a nation's morale comes to zero, the worse things will get for that nation and the more unstable it will become. 'Average' morale is considered 30. Morale also effects things such as your production, how long your people will go with shortages, how random events effect your nation, and the quality of your troops in combat.

The GM will advise each turn what the approximate morale of your nation is. For more information on morale see the Section on Morale on the website.



3.6 TIME

Turns will be due on a weekly basis. Generally turns will be due on Mondays and turn results posted on Wednesdays.



3.7 MESSAGES

Participants send and receive messages to each other in private e-mail messages (If they are in private e-mail they must be labeled ‘private’ and then

***A COPY MUST ALSO BE SENT TO THE GM***

(Iolanthe73@earthlink.net) for it to be considered valid.) All Public messages may be put in the World Press if necessary. Please only send mail to people on the list that it is related to, don't send for example the Messages from the Communist International Conference to everyone on the list. Not only is this a matter of courtesy, some people really don’t care to have their mailboxes filled up with stuff that doesn't relate to them. Also, try to cut down on unnecessary quoting of previous messages. In addition, anything posted publicly or privately is not considered to have happened unless you include it in your orders.



3.8 THE WORLD PRESS

The World Press is the primary information source for the game. At the End of each turn I will post other player's moves and what has happened during the past turn. It will contain some public messages and actions submitted by all country's during the preceding day plus occasional rumors and other items. The World Press is divided into five primary sections; Random Events, General News, Diplomatic News, Economic News, Military News, Battle Results and GM Notes. Anything printed in the World Press is considered as official in the game.

For an example of a World Press, click here:

 

3.9 RANDOM EVENTS

Each turn there may be 1-6 Random Events. The GM will determine if there are any Random Events, and which nation or nations they effect. Random events will be posted in the World Press and noted on the turn sheets of any nation that it effects. Random events can have both positive or negative effects for one or more nations.



3.10 ANNOUNCEMENTS

Participants may make public announcements by sending them via the egroups mailing list to everyone. In addition, anything posted publicly or privately is not considered to have happened unless you include it in your orders. Players may also submit items to the group by submitting them to the GM to be included WORLD PRESS. The GM may, at his discretion, direct them to one or more countries for prior consideration and editing, or edit it himself for content if it is sent to him.

 

3.11 TURNSHEETS

At the beginning of each turn, players will be sent their turn sheets. Turn sheets are due at the end of the turn. Turn sheets are in Excel format and contain 5 pages:

 

3.12 SEQUENCE OF EVENTS

  1. World Press and individual player turn sheets mailed out and due date for turn posted.
  2. Players conduct diplomacy and plan their turn.
  3. Players submit their turn by the due date.
  4. GM processes the player turn sheets, battles and the World Press.
  5. Back to step one.

 

3.13 SUBMITTING ORDERS

Orders for a turn are submitted to the GM using the player’s turn sheet. Conditional orders are not allowed without prior GM approval. Any invalid orders will not be considered. Proxy orders are not allowed without prior GM approval.

 

 


4.0 DIPLOMACY


4.1 FORMAL AGREEMENTS

Formal agreements between nations must be presented in writing to the GM before they may be announced. Secret agreements must also be submitted in writing to the GM, but do not have to be announced. Make sure to label them as secret if they are. These written statements will be used during the game. A formal agreement is binding and if broken could have consequences unless and/or until another agreement is submitted that overrides it. Penalties for breaking a formal agreement can include a loss of morale, victory points.



4.1.1 GAME SPECIFIC FORMAL AGREEMENTS

4.1.2 TREATY CONDITIONS

A nation may not have a Military Alliance and a Defensive Alliance with the same nation at the same time. Nations may initially form a Mutual Defensive Alliance and them later agree to upgrade a mutual defense pact to a Military Alliance at a later date.

 

4.1.3 NON-AGRESSION PACTS:

You can not sign a non-aggression pact with a nation that it is impossible for you to attack.

example: Serbia can not form a non-aggression pact with Afghanistan.

 

4.2 CASUS BELLI

Certain random events or in-game actions may cause one or more nations to have 'Casus Belli' against another nation. If you have Casus Belli against another nation and you declare war on it, you only lose half the normal morale for declaring war.

examples: Anyone invades Belgium, UK has Casus Belli. Archduke Franz Ferdinand Assassinated: Austria has Casus Belli against Serbia. France and Germany have Mutual Casus Belli and so on...

 

4.3 TREATY WITH THE DEVIL

Some nations have 'natural' enemies. The hositilites are listed on the diplomacy page under the column listing 'Hostile States'. Please see the Diplomact page for further information. If you form a treaty with him you gain half the normal morale points but if you break it later on, you only lose 50% of the normal morale loss. This can be cumulative with 'Casus Belli'

example: Germany and France form a non-aggression pact. each gain 1.5 morale instead of 3. Later on France declares war on Germany. France only looses 7.5 morale instead of 15.



4.4 INFORMAL AGREEMENTS

Informal and oral agreements are not binding on either party, and the GM has no obligation to enforce them. But the GM still must be notified of this agreement through Private Email to: Iolanthe73@earthlink.net

 

4.5 MEETINGS, CONFERENCES AND SUMMITS


Meetings such as the Central Powers may be called at anytime. But only by the Countries that are a member.



4.6 SURRENDER AND SURRENDER CONDITIONS

A nation must surrender unconditionally and the end of a turn to a nation or nations it is at war with if:

  1. Its capital is occupied my enemy forces. AND
  2. It no longer controls a home nation factory. AND
  3. The majority +1 of its objective cities are enemy occupied.

 

4.6.1 CAPTURE OF YOUR GOVERNMENT

If your Government is captured AND all the other unconditional surrender criteria are met, you are out of the game.

 

4.7.2 GOVERNMENT-IN-EXILE

If your nation is forced to surrender you can set up a "Government-in-Exile" and attempt to fight on. (And thus stay in the game) To do so, you must have ordered your Government to flee to a nearby neighboring nation PRIOR to the capture of your capital. No conditional orders of "if my capital is taken I will have the government flee" will be accepted. When your Government flees the country, your nation will take a significant morale hit.

You must have permission to set up a Government-in-Exile in a "host" friendly nation. Your Government-in-Exile must choose a new city in the host country to become the "Capital-in-Exile". This will be your new capital until your nation is liberated.

 

4.7.3 EFFECTS OF SURRENDERING

When enemy forces occupy your capital, the occupying force captures 50% of your stockpiled money and 40% of your stockpiled resources. You get to keep 10% of your stockpiled money and 20% of each resource you had stockpiled. (Rounded up). This will be taken away with the Government-in-Exile if it has been ordered. Money deposited in the world bank may not be captured by an enemy as can be used by a government in exile. The remainder is lost. Prior to the capture of your capital, you may order the destruction of your stockpiled resources. Your forces will attempt to destroy as much stockpiled resources as possible. The larger the stockpile, the harder it is to destroy it all.

In addition, each of your units still fighting must make a morale check or it will surrender to the enemy. In the case of naval vessels they may surrender to the enemy, sail to a neutral nation and intern themselves, or scuttle themselves. The remaining forces will attempt to flee to where your Government-in-Exile is located.



5.0 IN GAME ACTIONS


5.1 GOVERNMENT OVERTHROW

Most Democratic governments are normally immune to overthrow. However, in the event of an assassination of a head of state an overthrow may occur if the morale is very low. A change of regime, through constitutional means, does not constitute an overthrow. Generally overthrows are rare if the people and military have an average or better morale.



5.2 EFFECTS OF OVERTHROW

Nothing good. If your government is overthrown your morale will go to zero and all Victory Points earned up to that point will be lost. You will be given a new set of goals to fulfill. You will probably face a civil war and rebellions, especially if you own colonies. All treaties will be null and void including trade treaties. Actions that gain positive morale will be reduced in effectiveness for many turns while negative things will be increased until the new government gains the confidence of the people. Economic production may also be effected.



5.3 ASSASSINATION

Assasinations amy be attempted against a national leader or miltiary leader. With a few exceptions, only a nation with a Dictatorship/Despotism/Autocratic Government type has the option of trying to assassinate a National leader. Generally, if you are a Democratic/Parliamentarian government, you can not assassinate another national leader. Assassination attempts must be included in your orders. It will then take one turn for the assassins to set up and prepare. During the interval, counter-intelligence forces may catch the assassins. There is a $100 fee charged for each Assassination attempt with a 20% chance of success. A successful assassination attempt on a world leader will cause severe disruption in the target nation's government and morale.



5.3.1 ASSASSINATION OF MILITARY LEADERS

If you attempt to assasinate another player's military leader, you must also know (or guess) that leader's location at the time of the asasination in order to succeed.



5.4 SABOTAGE AND TERRORIST ACTS

There is a $50 fee charged for each sabotage attempt which has a 30% chance of success. As with Assassination attempts, Sabotage and Terrorists must be included in your orders. It will then take one turn for them to set up and prepare. During the interval, they may be caught.

5.5 SPYING

When you spy on another country are attempting to intercept their nation's messages to other players, his technology, his military deployment or his military orders. It costs $50 for each spy sent. When you send a spy you can have him stay 'dormant' until such time as you want the spy to start reporting to you. There is a place on your turn sheets for you specify on your turn sheet what your spy will concentrate on. Spies are the only types of unconventional units and actions that may remain in place in continuing turns. Assassins and sabotours are usable only one time.

 

5.5.1 CHANCES OF SUCCESS

Military, Morale and diplomatic spies have a 40% chance of success. General spies have a 30%. You can also spy on yourself to find out exactly what your own morale is at. Success rolls are based on percentile dice (1D100). It takes one turn for spies to set up their operation and begin reporting. During the interval, they may be caught.



5.6 COUNTER-INTELLIGENCE

If you don't want spies running rampant in your country you can spend money for 5% reduction in the chance of the spy/terrorist/assassination act succeeding. So per $50 spent you will reduce the chance 5%. This will last for 6 months from the month you spent the money on it. Every nation has a base 10% chance of catching any and all spies, saboteurs, etc in their county each turn. For each spy, saboteur, assassin in your country the GM will roll against your counter-intelligence to see if you catch him. If you catch a spy you may interrogate him or possibily turn him into a double agent by spending $50 to turn him into your own spy. Agents from nations that have a high morale are not eligable to become double-agents since they are so loyal.


5.7 CHART SHOWING SPY vs. COUNTER INTEL EFFECTS



 


6.0 DIPLOMACY WITH NPC MINORS

 

6.1 GENERAL

With these rules, players may attempt to modify their diplomatic standing with a NPC minor nation. Player nation diplomacy is conducted through player-player diplomacy and does not require these rules. Players nations may not attempt diplomacy with any single non-player minor (NPC) more than once each turn. There is no limit to the number of minors a player nation may attempt diplomacy with each turn. Cost for each NPC diplomacy attempt is $30 deducted from your treasury. Attempts at NPC diplomacy are entered on the player turn sheet in the Diplomacy Section.

 

6.2 PROCEEDURE

Each minor nation has a starting point (Diplomatic Status) as to how much it likes or dislikes a player nation on a 100-point scale. Each player nation has a starting Political Effectiveness (PE) based on how well its Foreign Ministry is and how influential that nation is in diplomatic circles. PE is a modifier to the die rolls. Every minor nation has a 'National Attitude' towards each Player nation. This modifies the die rolls positively or negatively. Then a 1D10 is rolled and added to this. Thus, the formula is PE+ National Attitude + 1D10 die roll = result. The Result must be 9 or greater for a successful attempt. If the attempt is successful, I roll another 1D10 and this is how much the target minor moves towards the player nation. (Or away from another). Players must declare before the attempt is made if they want to 'move' a minor closer to them, or attempt to move it 'away' from another specified player.

 

6.3 EFFECTS OF DIPLOMACY

Once a minor reaches diplomacy level 5 it can not be effected positively towards you until peace is made. Then all attempts are at PE-3. Once a nation reaches level 96, It is 'controlled' by the major power that got it there. It stays in an alliance with that controlling power until it reaches 20. It may not be effected by any diplomacy if it enters a war.

See the Diplomacy Page for more information and the Diplomacy charts.

 

6.4 POLITICAL EFFECTIVENESS (PE)

Each player nation has a starting Political Effectiveness (PE) based on how well its Foreign Ministry, Diplomats and Ambassadors are, and how influential that nation is in diplomatic circles. PE is a modifier to the diplomacy die rolls.

 

6.5 INCREASING POLITICAL EFFECTIVENESS

Political Effectivness may be increased (or decreased) by random events or buy paying money to attempt to increase your PE. Each attempt costs $30.

 

 


7.0 ECONOMIC RULES

 

7.1 ECONOMIC DEFINITIONS

 

7.2 MONTHLY PRODUCTION Each month, each nation produces resources based on the National Production Chart. To do construction of new units or research a new technology, you need money, oil and minerals. To gain more resources a nation may either trade, take over places that have them, build more industry, or produce them yourself.



7.3 MONTHLY EXPENDATURES AND MAINTANENCE

On your player turn sheet you may not spend more money and resources than you produce or can purchase. The GM will automatically adjust your orders if you submit a turn sheet with negative numbers. This includes negative fractions.

If you run out of $ a Depression may develop, this will negatively effect your morale for each month that your nation is in a deficit, If a depression goes for too long, troops may start to desert (this will gain you back some $). (See also DEFICIT SPENDING BELOW) If you run out of Mineral Points (MP), again morale will suffer especially in winter and military units will go unsupplied. Rail transport can not be used. Ships can not move long distances. If your nation runs out of Oil Points (OP), Airplanes and Armor cannot move.

 

7.4 RESOURCE STOCKPILE At the end of each month, any resources not used are placed in you nations resource stockpile to be saved and used in the next month with the exception of Shipbuilding Points (SP).


7.5 MORALE BONUS

Having a high morale will increase the productivity of your people and thus your economic output. A Low morale will negatively effect it.


7.6 INCOME AND REVENUE

Every nation collects revenue ($) equal to its Industrial Capacity (IC) each month. Every nation can earn more $ by trading with other countries with its Merchant Marine, selling resources to the World Market and through taxation.



7.6.1 TAXATION

You may also tax your people and adjust the tax rate each month from 0-100% in 5% increments. A high tax rate will upset your people greatly and with great speed. A low tax rate may increase your morale, especially if your morale is high. In addition, the lower your morale the more agitated people will get with being taxed. so a low tax rate is advised if your morale is low.


7.7 TRADING RESOUTCES

Nations may also form trade agreements for resources or any other item. They may trade for any length of time, for any amount/goods/terms the two parties agree upon. If you are trading resources you must have a direct land route or a direct sea route using Merchant Marine Fleets (see below)

 

7.8 THE MERCHANT MARINE

Each nation starts the game with a certain number of Merchant Marine Fleets. These fleets represent the civilian merchant and trading ships of a country. Each Merchant Marine FLeet represents serveral hundred merchant ships of various sizes and duties. Locations of Merchant Marine Fleets are always public knowledge.

 

7.9 PLACING MERCHANT MARINE FLEETS

Each turn, a player may move his merchant marine fleets around the world by placing them in a seazone on the sea zone map. Click here to see the sea zone map.

Orders for your Merchant Marine Fleets is done on the 'Orders' section of your player turn sheet.

 

7.10 USING MERCHANT MARINE FLEETS

Merchant Marine Fleets may be used to transport goods from one nation to another. There is no limit to the amount of oil, minerals, ammo, ultilites or supplies that a merchant Marine Fleet can carry. In addition, Merchant Marine Fleets in a sea zone bordering a nation or controlled territory that you have a trade treaty with will generate money for your nation based on the Port Trade values of the nation or nations that border that sea zone. Each merchant fleet in a seazone will collect money ($) from each port that borders that seazone provided it can form a chain and can trace an uninterupted path back to a home nation port that is not blockaded or under seige.

 

7.11 CONVERSION OF MERCHANT MARINE FLEETS

A nation may convert any number of its Merchant Marine Fleets into Troop Transports. It costs $5 to convert a MErchant Marine FLeet to a Troop Transport. IF a nation is at warm the is no charge to convernt a Merchant Marine FLeet to a Troop Transport. Once converted to troop transports, MErchant Marine Fleets may not be converted back. Troop Transports amy not be converted to Merchant Marine Fleets.

7.12 OVERLAND TRADE

Instead of trading by sea, you may trade overland with other nations just as you would by sea, collecting the same amount of $ in trade. The exception is that you can only trade overland with nation that you border

7.13 THE WORLD BANK

The World Bank represents various organizations of bankers and merchants that will lend money to a nation on credit.

 

7.13.1 LOANS

The World Bank will loan $ to countries with an interest rate that changes every month (the starting interest rate is 10%) per month overdue. Money lent must be paid by 12 months in full. You may not take out or have more than ten times your IC in loans (IC X 10) at any given time. If you default on a loan you are banned from using this organization for further loans and the bank will start deducting from your treasury till its repaid.

 

7.13.2 DEPOSITS

A nation may also deposit and withdraw money fro the world bank. Each turn money is in the World Bank it will collect 5% interest.



7.14 THE WORLD MARKET

This organization buys and sells resources to nations. They will always charge a high price when selling resources and not pay much when buying from a country. These rates of exchange will never be better than $1:1.1 when the Wrold Bank is buying resources from a country or $1.1:1 when the Wrold Bank sells to a country. Purchases and sales to the world market as well as worldwide shortages will cause the rates to fluctuate. World market prices will be posted in each World Press.



7.15 TRADE CARTELS

Trade Cartels are when a group of nations group together and transfer all their resources to one member so that that member and the group can get a better trade deal though group selling power and control of resources in the game. (Example: modern day OPEC) Trade cartels will not be allowed this game.



7.16 DEFICIT SPENDING

A nation can not willing go into the negative on their turn sheet with money or resources in any given month. However, a nation may take out a loan with the World Bank. Interest rates for loans offered by the World Bank may vary from month to month



7.17 BUILDING NEW UNITS

New units are automatically placed in the capital unless you inform the GM the turn before they are due to arrive where you would like them placed. A nation can always build one infantry division, regardless of if it has any factories or not.



7.18 MILITIA

Any nation that is at war may build militia. This will allow the purchase of infantry units of very low quality, but they are cheaper than egular infantry and take less time to build. When a nation is no longer at war, all militia stand down.



7.19 DRAFT

Each nation also has a maximum number of men it can use each turn. See the DRAFTABLE MEN page for more information. If you are at war, you may call a draft. By calling a draft, you will be able to increase the amount of men in your monthly draft pool by 5%. Instituting a draft will negatively effect your national morale each month it is in effect. If you are no longer at war, you must stop the draft or your morale will be penalized even further each month it continues.



7.20 KEY ECONOMIC THINGS TO REMEMBER:




8.0 RESEARCH

8.1 CONDUCTING RESEARCH

When you order to research a particular technology, you spend the required money and resources to do so. With each attempt you make, you have a varying % chance of gaining the technology. Each time you research the technology, your chances of success will increase. The GM will roll this % chance on percentile dice.

 

8.2 TECHNOLOGIES WITH LEVELS

Technologies that have Tech levels must be researched incrementally by level. If you have level one tech, you can not research level 3 until you have successfully researched level 2. With these types of tecnologies, you may not advance more than 1 technology level a month.

 

8.3 RESEARCH POINTS

Each nation generates a certain number of research points each month that they may allocate to any technology they are researching to increase their chances.

8.4.1 TYPES OF RESEARCH

Research is divided into three categories:

 

8.5 RESEARCH FACILITIES

Each nation may build a Research Facility to increase the amount of research points they get each turn by 1 per facilitiy by type at a cost of $25.



8.6 TRADING TECHNOLOGY AND ADVISORS

In order to trade technologies or send advisors you must have a Mutual Defense Pact or Military Alliance with that nation. Any technology you you have successfully researched may be 'given' to an ally by sending advisors. This not only allows the ally to start researching the technology themselves, but increases the chances of that ally researching the specific technology themselves.

 

8.7 TRADING OR SELLING HIGH TECH UNITS

In addition, higher technology non-infantry units such as Poison Gas, 'Paris' Guns and Tanks may be built by a nation with that technology and given or sold to any other nation. The nation receiving the units can not build any more of them, but may use them. Once an Army, Air or Naval technology is successfully attained, all new units in construction in the month after the technology was attained will be built at the new tech level.



8.8 UPGRADING EXISTING UNITS

Certain technologies may allow you to upgrade existing units. If you have attained through research a new technology that allows this, you may begin to upgrade your existing units with the new technology if you so choose for a small fraction of the cost of building the new unit.




9.0 MILITARY LEADERS

 

9.1 STARTING LEADERS

Every nation starts the game with a specified number of historical leaders. There are two types of leaders, Army Leaders and Naval Leaders. These leaders are also form and function as a Headquarters Unit.

 

9.2 LEADER ATTRIBUTES

Each leader has 4 attributes: Offensive Modifier, Defensive Modifier, Command and Control and Rank. Offensive Modifer, Defensive Modifer and the Command and Control ratings are kept secret and known only by the GM. Here is a description of each attribute:

 

9.3 USING LEADERS

If a leader is present where combat of any type takes place, his attributes must and will be used.

For army and units to move or make attacks outside their starting home nation, they must be with a Leader. For Naval units (exception: submarines) to move outside the sea zones bordering their home nation, they must have a Leader.

 

9.4 MOVING LEADERS

Leaders move with the army or navy units they are stacked with. Leaders may also be redeployed using railways using the railway rules. However, leaders do not could against the number of troops you may move in a turn.

 

9.5 RESTRICTIONS ON LEADERS

Naval Leaders may not lead Army forces and Army Leaders may not lead naval forces.

 

9.6 GAINING NEW LEADERS AND LEADER PROMOTION

Each turn, a player may spend money to attempt to acquire a new leader OR promote one leader up one rank.

 

9.7 LEADER CASUALTIES

Leaders can be captured or even killed if their armies are destroyed in combat. Leaders can also be assasinated.

 

9.8 MILITARY COOPERATION AND LEADERS

Leaders of one nationality may not be used by an army or navy consisting soley of another nationality. For a leader to be eligible for command, the Leader in command's force must constitute at least 50% of the total force.

 

9.9 MULTINATIONAL ARMIES AND LEADERS

If army forces of two or more army forces are stacked in the same area and these nations have a mutual defense pact or military alliance with each other, one leader must be chosen to be the leader. The leader with the highest rank will be chosen to be the leader of that stack.

 

9.10 MILITARY PLANS

A Military Plan represents months of planning by your commanders. A Military Plan costs $75, 35 oil, 20 steel, 40 minerals and 900 utilities and 10 months to 'build'. Once completed, a Military Plan can be used on one combat in one zone where you have a leader present to gain the following extra benefits:

If used in a offensive land combat:

If used in a defensive land combat:

If used in a Sea combat:


9.11 USING MILITARY PLANS

To use an Offensive military plan place it in your orders with the attack orders. If you are using one defensively, you must state in your orders prior to combat taking place what zone you will use it in.


10.0 MOVEMENT OF UNITS


10.1 MAPS AND ZONES

Each nation and region has a map that is divided into numbered zones. Each map also shows objective cities, capital cities, factories, shipyards and resources. The worlds oceans are divided into sea zones. These maps can be found in the Maps Section of the website.

 

10.2 MOVEMENT OF UNITS

When placing your military orders indicate what unit is in what zone and what zone it will attempt to move into.

 

10.3 ORDERING MOVEMENT

When writing your orders, list on your turn sheet from what zone units are moving from and where they will attempt to move.

 

10.4 RAILWAYS

You can move troops via friendly territory via train more quickly than moving it on foot. When placing your military orders indicate what unit is in what zone and what zone it will attempt to move into. Units moving by rail have unlimited movement from one friendly city to another providing there is an uninterrupted traceable path. Your nations rail capacity is your equal to your nation's Infrastructure X10,000

 

10.5 WEATHER

Weather can also effect how much a unit can move, as well as how well it will fight. Every month I will determine the weather on each continent and region.


10.6 WINTER AND SEA ZONES

During winter months, Sea zones 1, 26, 27, 55, 56, 99, 100 ice over and are impassable. You can not use these zones to form a valid Merhcant Marine Chain for sea trade in January, February, November or Dececember months, nor move into these zones or out of them with any naval units.


10.7 THE BALTIC

The Baltic Sea Zone - Sea Zone 59 will freeze over and become impassable during Sever Winter. When this happens, 10.6 applies.


10.8 GENERAL EFFECTS OF WEATHER

 

10.9 TABLE OF WEATHER EFFECTS ON MOVEMENT AND NUMBER OF ZONES

Clear/Cloudy Weather: (distance)

CLEAR

FOREST

ROUGH

MOUNTAIN

MARSH

DESERT

INFANTRY

3

3

1

1

2

2

ARMOR

2

1

1

P

P

1

CAVALRY

3

2

1

1

2

2

SHIPS

7

NA

NA

NA

NA

NA

 

Rainy Weather:

CLEAR

FOREST

ROUGH

MOUNTAIN

MARSH

INFANTRY

2

2

2

1

1

ARMOR

1

1

1

P

P

CAVALRY

2

2

2

1

1

SHIPS

6

NA

NA

NA

NA

 

Snow:

CLEAR

FOREST

ROUGH

MOUNTAIN

MARSH

INFANTRY

2

2

2

1

2

ARMOR

1

1

P

P

1

CAVALRY

2

2

1

1

2

SHIPS  6  NA  NA  NA  NA 

P = PROHIBITED

 

 


11.0 LAND COMBAT

11.1 WAR

War occurs when 2 or more nations go to war with each other and being military operations agaisnt each other by having their army and naval forces engage in combat.

 

11.2 CONDUCTING WAR

War plans must be submitted with the rest of your turn. *You must formally declare war on a nation before you can go to war with it.*

 

11.3 ORDERING MOVEMENT AND LAND COMBAT

Place orders for movement and attack on the 'Orders' of your turn sheet. The turn sheet Orders section has boxes for listing what unit you are moving, where it is presently, where it is moving to, what leaders are with that army, and what its combat orders are, if any.

 

11.4 COMBAT IN A ZONE

Whenever you enter a zone that is occupied by an enemy unit, or two opposing units try to enter the same zone, combat will occur. There can only be 3 outcomes to a combat;



11.5 RETREAT FROM A ZONE

If your defending Army has lost a combat in a zone and is forced to retreat out of that zone, any surviving forces will retreat to an adjacent friendly controlled zone in the following priorities:

 

11.6 SURRENDER OF ARMY UNITS

If none of the retreat options covered in 11.6 can not be met, an army unit will surrender.

 

11.7 PRISONERS OF WAR (POWS)

If you loose a land combat, a percentage of your force may be captured as Prisoners of War (POWs).



11.8 OCCUPYING A ZONE

Whenever you take control of a zone from an enemy you fully occupy that zone and capture any cities and resources in that zone. If there was combat in that zone there is a chance any resources there will become damaged and will have to be repaired before anyone may use them again.

 

11.9 HINTS

More military info can be found in another section. http://www.oocities.org/alkorahil/gamecombat.htm




12.0 NAVAL MOVEMENT AND COMBAT

 

12.1 ORDERING MOVEMENT LAND COMBAT

Place orders for movement and attack on the 'Orders' of your turn sheet. The turn sheet Orders section has boxes for listing what unit you are moving, where it is presently, where it is moving to, what leaders are with that fleet, and what its combat orders are, if any.

 

12.2 COMBAT IN A SEA ZONE

Whenever your fleets enter a sea zone that is occupied by an enemy unit, or two opposing fleets try to enter the same sea zone at the same time, combat may also occur. Each turn, when opposing naval forces are in the same sea area, there is a 25% chance (on 1D100) that they will encounter each other.

 

12.3 NAVAL COMBAT PROCEEDURE

If an encounter occurs, the GM will roll a six sided die (1D6). On a roll of 1-3 the side with the higher search roll (from above) gets the advantage in battle, on a 4-5 the lower side does, and on a 6 no one does (free for all grand melee).

The GM will determine if it is day or night battle by rolling a six sided die(1d6). On a roll of 1-5 it is day action. On a 6, it is a night action.

If you are trying to run a blockade, there is a 80% chance on a (1D100) that there will be naval combat.

 

12.4 NAVAL COMBAT RESULTS

If combat occours, there can only be 3 outcomes to that combat;



12.5 RETREAT FROM A SEA ZONE

If your naval force has lost a combat in a sea zone and is forced to retreat out of that zone, any surviving forces will retreat in the following priorities:

 

12.6 SURRENDER OF NAVY UNITS

If none of the retreat options covered in 12.3 can not be met, an navy unit will attempt to intern itself in a neautral port or scuttle itself. Under certain extreme conditions, naval units may be captured by an enemy.



12.7 OCCUPYING A ZONE

Whenever you take control of a zone from an enemy you fully occupy that zone and capture any cities and resources in that zone. If there was combat in that zone there is a chance any resources there will become damaged and will have to be repaired before anyone may use them again.

 

12.8 SUBMARINES

Submarines are most effecitve against Merchant Marine Ships. Submarines can only be engaged in combat when they attempt to attack Merchant Marine Fleets in a sea zone. Submarines and enemy fleet units may occupy the same sea zone at the same time without engaing in combat. Any fleet that is at war with the nation controlling the submarines may attempt to defend the Merchant Marine Fleets. However, Destroyers (DD) are the most effective anti-submarine naval unit.

 

12.9 HINTS

 

 


13.0 SUPPLY OF UNITS

13.1 SUPPLY COSTS

Normal supply costs are included in the maintenence of your military units. All units are considered to be 'in supply' when you are at peace. When your military units are in combat, they consume more supplies, ammunition and utilities than normal. In addition, naval units and motorized units such as tanks will consume more minerals and oil than normal

 

13.2 TRACING SUPPLY FOR LAND UNITS

For a land unit to be able to trace a supply line, that unit must be able to trace an uniterupted path through controlled territory to a home nation city or Leader to be in supply, or to the city of a nation they are allied with if at war.

 

13.3 TRACING SUPPLY FOR NAVAL UNITS

For a naval unit to be able to trace a supply line, that unit must be able to trace supply back to an unblockaded home nation port, or the port of a nation it is allied with and that has granted permission.

 

13.4 UNITS NOT IN SUPPLY

Units must have an uninterrupted supply route otherwise they don't move far. Naval units not in supply will not be able to move at all Land and naval units not in supply will fight with reduced effectiveness and are more prone to surrender if defeated.

.


14.0 VICTORY AND GAME END


14.1 GAME END

The game will end when the majority of the players have been eliminated and / or have reached their individual nation's goals. OR a nation reaches 700 victory Points.



14.2 VICTORY

A Nation will be declared a 'Victorious Nation' if, and the end of the game it has reached 700 Victory points and/or reached all of its goals.



14.3 END OF GAME AWARDS

At the end of the game the GM will give awards for the following categories:

In addition, there will be a poll for the "Players' Award" that will be voted on by all players.

 

14.4 BENEFIT OF AWARDS

All awards will be posted on the website for all players in the next game to see. Getting an award increases your chances of getting to chose antion you want in any future games I run.





15.0 MISCELLENOUS GAME RULES


14.1 NON-PLAYER COUNTRIES

If you want to talk to a country that doesn't have someone playing it. I, Iolanthe73@earthlink.net, will act as those countries.



15.2 PROTECTORATES

Some nations are listed as protectorates of other nations. The nation as the protector, for all intents and purposes, controls this nation. Armies of protectorates may be moved within their nation my controlling power. The controlling nation has a unilateral defense treaty with the protectorate. Some controlling nations may be required to subsidize the protectorate. The GM as to how much they have to subsidize will inform such nations. Canceling the defense treaty with the nation may drop the protectorate status. (And suffering the loss of morale from doing so) It can not be annexed by the controlling nation while it is a protectorate.



15.3 THE BRITISH COMMONWEALTH

The United Kingdom, Canada, Australia, New Zealand and South Africa form "The British Commonwealth". Canada, Australia, New Zealand and South Africa are for game purposes independent nations. (Technically, they were called "self-governing dominions.") However, to reflect their unique status at the time, the following special rules apply:



15.4 ICQ AND AOLIM, ETC

You may use ICQ, MSN, YIM, AOLIM in the game to discuss things with other players. BUT, you must still inform the GM with an e-mail of any actions, treaties or moves you have decided to make as a result of the discussion.



15.5 GAME ETTIQUITE AND BEHAVIOR

  1. Acting stupid will not be tolerated. You can be sarcastic and witty if you wish, but don’t get carried away.
  2. PLEASE! Keep "out of game" or "out of character" discussion out of the general mailing list.
  3. When posting, do not do personal attacks. Please address people either by their leader names or by their country. Do not address them by their real names. This is what you CAN do...."Kaiser Bill, your a madman! Your actions are insane!".
  4. This is what you CAN'T do..."Fred your a idiot how could you have been such a pile of turds and invaded me!"
  5. I hate whining. Don't do it.

 

15.6 CHEATING

I hope this never happens, but....If you are caught cheating you will be immediately removed. If you violate any of my other rules the punishment can include: Black Listing (I kick you out of the game and your not allowed into anymore of my games! Not only that I'll share your name with my various GameMaster friends.), Warning #1(Basically Don't do that again), Warning #2 (Don't do that again and something "Wrath of God like" happens to you in the game)



15.7 GAME INACTIVITY

If I don't hear from you in a very long time I will start sending out "Notices of Inactivity". You will generally get 2 of these notices until I hear from you, and if I don't hear from you then I take over the country (and take you off the list) until I find someone else to run it. Also if your planning to be away or unable to have access for a while, or if you lose interest in the game have the courtesy to at least tell me. There is a long wait list for the game.

 

 


16.0 WORSHIP THE GAME!


16.1 HAVE FUN

This is the most important thing, remember it’s only a game and it is meant to be fun! Cheers and good luck! -Rob GM