The Rules
Welcome ya’ll,
To History Of the World- 1861 (Malevolence, GMd by Guitarman,
and now ME!)
This game has many facets but all are fairly simple to understand- it does follow the rules of common sense. You are the leader of a Great Power at this time in Earth’s Human history. It is a time of great growth, industry, colonial and imperial authority,
development, peace and war as each nation strives against others to strengthen and defend themselves.
Player Duties-
Turns and Their Length-
During a Turn, the player of a nation (all nations) discuss and send in their orders for their nation. Players may do anything above. They do not HAVE to change anything if they are content, but they are allowed to do each
once per turn.
A Single turn will last about three days
to allow for discussion between international entities. An Engagement phase will last same -its combat. 12 Turns= 1
year. A year is 12 months. Not hard.
Colonies-
Colonies both cost
and support the Mother Empire. Each Colony possesses resources of either Metals, Lumber,
or Horses. These three resources are required in order to make and maintain military
divisions. Colonies require some of your budget to maintain each turn- this is also labeled
next to the colony’s name. The total Gold cost will be equivalent to the total number of
resources it provides. Colonies may be fought in and/or over for control of their resources. There is also no rule of
set in stone borders, players may treatise as they wish- particularly to the NPCs (non player
countries) as they will not voice an opinion back. Thus if Britain wants to split India with
France- it will be done and you will have French India and British India.
Colonies do not need to be conquered to acquire some of their resources. Many colonies-
labelled as UA (Unaffiliated) do not begin with a Great Power leaning over them. Players may
strike a deal with a colony (at 100% success rate) so long as no other nation has already done
so to take 50% of the colony’s resources for half the upkeep cost.
Resources-
Resources are the lifeblood of your military and the best way you have to exert your influence
out upon the world. The Three resources, along with gold, allow you to maintain military units
of four types- Infantry, Cavalry, Artillery, and Naval Ships. Their Costs are below-
Infantry (12,000 men)- 10 Gold, 1M
Cavalry (3,000 horsemen)- 20 Gold, 1H, 1M
Artillery (8 guns)- 30 Gold, 1L, 1M
Naval Ship- 50 Gold, 2L, 1M
M=Metals, L=Lumber, H=Horses
The Resources come from either colonies or your own homeland quantities- which are listed
beside your nations “total” of that resource. Every Military unit (which represents one division
of that army unit type, or a single Naval Frigate Fleet) requires said resources to maintain and
keep out on the map. They also require Gold- which we will touch on now.
Recruitment-
You choose which units to recruit and how many he wants, though you may not
overspend the limit of the country you control. Infantry and cavalry take 4 turns to recruit, with
artillery taking 6 turns and ships 8 turns to build. All land units may be rushed by up to 2 turns,
but they will suffer penalties.
The Treasury-
There are two ways to increase the treasury.
-A Deal with another player which grants you gold at their expense.
Industry-
Industry allows economic development. It takes a long while before it takes effect, but once it
does, a country will have some good benefits. Industry is done by investing money - 500 for
the first level, 600 for the second, 800 for the third, 1100 for the next, etc - into a fund allocated
for this use. Each level is independent of the one below. You must invest another 600 gold.
No country will know how much money you have invested in industry. You do not have to
allocate all 500 in one turn, however, once money is in the industry fund, it can never be taken
out. Each time you upgrade your industry, your country will gain an extra 50xlevel of industry,
+ whatever you earned for previous industry. So, for level 3 industry, you would earn an extra
300 gold per turn (150 for level 3, 100 for level 2, 50 for level 1).
However, it is not that easy. You must also invest materials. For level 1, you must sacrifice 2
materials (once your industry has been built) per turn, otherwise you will not receive your gold.
This will increase by 2 each upgrade.
Nationalism and Morale-
I do this different. If you do smart stuff, your people like you. If you’re
a moron, your people will be sad. Or if I’m on a bad
mood.
Combat-
Troop Movement
Peacetime
Troops may be ordered to any major city or border of the HOMELAND nation once per turn. Outside of Homeland, such as in colonies-units may move 150km each turn.
Wartime- Units may move 100km per turn unless engaged. This does not include retreating or
covering captured ground after a battle.
Oceanic- same whether at peace or in war
Atlantic- 2 months
Pacific- 3 months
Indian- 1 month
Med- 1 month (horizontally) Instant (vertically)
Arctic- Impassable (Except when it isn't)
In the engagement
phase, the leaders of each rival nation lay out their battle tactics and send it to
me for judging. I then determine the victor of the battle. Look,
don’t be a moron ad you’ll do fine. if you tell your troops to charge, and the
other guy has half a brain, it will go poorly for
you.
Wartime
During Wartime (defined as any turn under which a nation is at organized warfare with another
country- Declared War) a few things change- this is to discourage the continuous and frequent
warfare in other games on the site-
-Military units in ENEMY territory (any nation you’re at war with) or any ENEMY colony cost
DOUBLE to maintain. Any Friendly Unit in home territory- even during wartime is only
NORMAL upkeep cost. Friendly Units in COLONIES during wartime have 150% upkeep cost.
Diplomacy and The Map
A Map will be provided which will represent the world as it is. An almost exact replica of the
world in 1861. Players own this map. The GM alters it but players own it. If Britain and France
force Austria to cede Slovakia or grant it independence- it will be done with Austria’s
signature. Austria won’t sign? Britain and France can declare war and force his hand. Africa
and South America are almost non existent on the map- carve them out, fight for them.
Territories will be given resource and upkeeps after they are given borders, perhaps even
owners. I made a map. It's prettyful.
Rulings
I am God. What I say is the law. But I will not pick favorites. I will
make it fair.
Laziness
If you forget to move, I’ll cry, but go on without you anyway. If you don't tell your troops what t do, it'll go poorly if they fight without orders. You can tell someone else to turn in your orders if you’ll be gone for a while.
To History Of the World- 1861 (Malevolence, GMd by Guitarman,
and now ME!)
This game has many facets but all are fairly simple to understand- it does follow the rules of common sense. You are the leader of a Great Power at this time in Earth’s Human history. It is a time of great growth, industry, colonial and imperial authority,
development, peace and war as each nation strives against others to strengthen and defend themselves.
Player Duties-
Turns and Their Length-
During a Turn, the player of a nation (all nations) discuss and send in their orders for their nation. Players may do anything above. They do not HAVE to change anything if they are content, but they are allowed to do each
once per turn.
A Single turn will last about three days
to allow for discussion between international entities. An Engagement phase will last same -its combat. 12 Turns= 1
year. A year is 12 months. Not hard.
Colonies-
Colonies both cost
and support the Mother Empire. Each Colony possesses resources of either Metals, Lumber,
or Horses. These three resources are required in order to make and maintain military
divisions. Colonies require some of your budget to maintain each turn- this is also labeled
next to the colony’s name. The total Gold cost will be equivalent to the total number of
resources it provides. Colonies may be fought in and/or over for control of their resources. There is also no rule of
set in stone borders, players may treatise as they wish- particularly to the NPCs (non player
countries) as they will not voice an opinion back. Thus if Britain wants to split India with
France- it will be done and you will have French India and British India.
Colonies do not need to be conquered to acquire some of their resources. Many colonies-
labelled as UA (Unaffiliated) do not begin with a Great Power leaning over them. Players may
strike a deal with a colony (at 100% success rate) so long as no other nation has already done
so to take 50% of the colony’s resources for half the upkeep cost.
Resources-
Resources are the lifeblood of your military and the best way you have to exert your influence
out upon the world. The Three resources, along with gold, allow you to maintain military units
of four types- Infantry, Cavalry, Artillery, and Naval Ships. Their Costs are below-
Infantry (12,000 men)- 10 Gold, 1M
Cavalry (3,000 horsemen)- 20 Gold, 1H, 1M
Artillery (8 guns)- 30 Gold, 1L, 1M
Naval Ship- 50 Gold, 2L, 1M
M=Metals, L=Lumber, H=Horses
The Resources come from either colonies or your own homeland quantities- which are listed
beside your nations “total” of that resource. Every Military unit (which represents one division
of that army unit type, or a single Naval Frigate Fleet) requires said resources to maintain and
keep out on the map. They also require Gold- which we will touch on now.
Recruitment-
You choose which units to recruit and how many he wants, though you may not
overspend the limit of the country you control. Infantry and cavalry take 4 turns to recruit, with
artillery taking 6 turns and ships 8 turns to build. All land units may be rushed by up to 2 turns,
but they will suffer penalties.
The Treasury-
There are two ways to increase the treasury.
-A Deal with another player which grants you gold at their expense.
Industry-
Industry allows economic development. It takes a long while before it takes effect, but once it
does, a country will have some good benefits. Industry is done by investing money - 500 for
the first level, 600 for the second, 800 for the third, 1100 for the next, etc - into a fund allocated
for this use. Each level is independent of the one below. You must invest another 600 gold.
No country will know how much money you have invested in industry. You do not have to
allocate all 500 in one turn, however, once money is in the industry fund, it can never be taken
out. Each time you upgrade your industry, your country will gain an extra 50xlevel of industry,
+ whatever you earned for previous industry. So, for level 3 industry, you would earn an extra
300 gold per turn (150 for level 3, 100 for level 2, 50 for level 1).
However, it is not that easy. You must also invest materials. For level 1, you must sacrifice 2
materials (once your industry has been built) per turn, otherwise you will not receive your gold.
This will increase by 2 each upgrade.
Nationalism and Morale-
I do this different. If you do smart stuff, your people like you. If you’re
a moron, your people will be sad. Or if I’m on a bad
mood.
Combat-
Troop Movement
Peacetime
Troops may be ordered to any major city or border of the HOMELAND nation once per turn. Outside of Homeland, such as in colonies-units may move 150km each turn.
Wartime- Units may move 100km per turn unless engaged. This does not include retreating or
covering captured ground after a battle.
Oceanic- same whether at peace or in war
Atlantic- 2 months
Pacific- 3 months
Indian- 1 month
Med- 1 month (horizontally) Instant (vertically)
Arctic- Impassable (Except when it isn't)
In the engagement
phase, the leaders of each rival nation lay out their battle tactics and send it to
me for judging. I then determine the victor of the battle. Look,
don’t be a moron ad you’ll do fine. if you tell your troops to charge, and the
other guy has half a brain, it will go poorly for
you.
Wartime
During Wartime (defined as any turn under which a nation is at organized warfare with another
country- Declared War) a few things change- this is to discourage the continuous and frequent
warfare in other games on the site-
-Military units in ENEMY territory (any nation you’re at war with) or any ENEMY colony cost
DOUBLE to maintain. Any Friendly Unit in home territory- even during wartime is only
NORMAL upkeep cost. Friendly Units in COLONIES during wartime have 150% upkeep cost.
Diplomacy and The Map
A Map will be provided which will represent the world as it is. An almost exact replica of the
world in 1861. Players own this map. The GM alters it but players own it. If Britain and France
force Austria to cede Slovakia or grant it independence- it will be done with Austria’s
signature. Austria won’t sign? Britain and France can declare war and force his hand. Africa
and South America are almost non existent on the map- carve them out, fight for them.
Territories will be given resource and upkeeps after they are given borders, perhaps even
owners. I made a map. It's prettyful.
Rulings
I am God. What I say is the law. But I will not pick favorites. I will
make it fair.
Laziness
If you forget to move, I’ll cry, but go on without you anyway. If you don't tell your troops what t do, it'll go poorly if they fight without orders. You can tell someone else to turn in your orders if you’ll be gone for a while.