semi alt history cold war roleplay.

  • it is 1949 and the world is devided into two world's the communists and the capitalists, and the colonies are ready for independence, so who will you side with the communists, the capitalist's OR forge your own path

    the map:

    countries that have not been taken yet:




    Poland (communist)-

    Czechoslovak Socialist Republic-
    Bulgaria (communist)

    Georgia-(soviet puppet)


    ----nordic nations---


    ------asian nations----

    Communist China (Chinese Civil War)-
    Xingjiang (Chinese Civil War)-
    North Korea-
    North Vietnam-

    South Vietnam-


    ----african nations---



    Angola (Portugese Vassal)-
    Morroco (French Vassal)-
    Algiers (French Vassal)-
    Maurintina (French Vassal)-

    Gabon (French Vassal)-
    Anglo-Egyptian Sudan (British Vassal)-
    Tanganyika (British Vassal)-
    Rhodesia (British Vassal)-
    Nigeria (British Vassal)-

    sudan (british vassal)-

    ----middle east----



    ----north america----

    Dominican Republic-


    ----south america---


  • credit to the kaisserreich rp and any who worked on the rules there

    the rules:

    Game Base Rules

    =No Gold Usage. Usage automatically removes you from the round.

    =1 Day In Game = 3 Months in RP. This means 4 days=1 Year. The Game days will be divided into seasons, Starting spring 1949

    Winter (December, January, February)
    Spring (March, April, May)
    Summer (June, July, August)
    Fall (September, October, November)

    =We will heavily Focus On Finishing Landswap First, meaning no official in character RP before we finish landswapping unless informed otherwise.

    =Coalitions are to be “Empire Based” only unless specified otherwise, meaning, my coalition should be named the official name of my nation, have the official flag of my nation, and consist of me as well as my vassals, colonies, dominions and/or tributary states. I reserve the right to disband any coalitions not following the rules stated above. You may create multiple coalitions if slots are filled for one, just keep the flag and info same for all of them.

    =NO Stack-splitting or shoot-n-scoot under any circumstances.

    =Meatshielding is not allowed

    = All alliances are to be made public. Military Alliances which are not made public will not be considered valid for calling in allies to war. To limit/stop the formation of super military alliances, I would like to ask you all to not form excessive alliances with those around you.(bewerkt)

    - Players are limited up to 3 Military Alliances At a time, and can only last for 10 years. These alliances must have an agreed upon start and end date and can only be established through in character communication.
    - A war Will be mandated to end if 2 years pass with no province control change or major battles fought.

    - If 40% of your country is occupied in a war for 12 hours, you will be forced to surrender.
    - If both nations agree to such a conflict, War limits may be increased by 1 for both sides, However , Both Countries must be fighting for provinces of the same continent.
    - If your capital is captured, you will have 12 hours to recapture it in order to continue the war. If not, then you will automatically lose.
    - There is a Mandatory Peace period to be determined between the sides of a war that must be for at least 3 Years.
    - Nations can reject a call to arms, but will not be allowed to have another alliance with that same country for 10 years.
    - No New Military Alliances can be established and activated for a war after you have been declared upon.

    ----war rules----

    =All Wars [Excluding Civil Wars] are to be declared at least 6 hours prior to any military contact. If this rule is broken, no allies are permitted to aid the attacker, thereby inhibiting his/her ability to wage said war.
    =All Conflicts are to be made public and declared through the Newspaper Before the 6 hour period can start. This can be made in the form of an ultimatum, or through a direct declaration. The title of the article on the newspaper must include X declares war on Y or some similar format. The War Goal must also be included in the article declaring war. If this is not done, I reserve the right to void your war, or inhibit allies from aiding the attacker.
    = A War Declaration must be at least 300 words. Declarations of war are significant events throughout the course of the round. While war is not forbidden, it has the potential to drastically alter the game and limit a players current ability to roleplay.

    Example title: “The Ottoman Empire Declares War on Venice!”
    Example body: “Ottoman Imperial Forces move forth to secure the island of Crete for the glory of the Sublime Porte!...
    =In all wars, there are two war leaders: one aggressor and one defender. If either leader loses its capital, that war is an automatic victory for the opposing side, and all nations are forced to come to diplomatic negotiation. Those who continue conflict will be penalized or removed from the round entirel

    =At any time, any non-vassal non-colonial nation can sue for peace. In which case, both sides will come to diplomatic talks. Keep in mind suing for peace will automatically break the alliance with the war leader it supports in that war, and all diplomatic talks must lead to peace. If you are supporting your ally, and you sue for peace with the enemy, you cannot return to that war as you will forcibly have a separate peace agreement.

    Types of Wars that can be declared:

    Acquire Territory : This is the default war goal for all non-civil war nations at war.
    You may capture one of the following with this Wargoal:

    1 Province in Europe
    2 Provinces in North America
    3 Provinces in South America
    3 Provinces in Africa
    3 Provinces in Asia

    Annexation : After a nation surrenders, this will occur if the surrendering nation is 2 Provinces or Less.

    Civil War : Exclusive to all civil war factions, when fighting each other. Those using this war goal will receive the full territory.

    Puppet/Vassalize : Vassalizes the target nation. this will occur if the surrendering nation is 2 Provinces or Less. No provinces can be captured with this wargoal. Vassals cannot declare independence.
    Install Ideology : Converts target country into a Puppet country forcibly allied to the winner of the conflict.

    -----vessal rules------

    =A country can become a Vassal through losing a war, through an agreement, or may simply start as one. Becoming a Vassal assures your nations protection by the nation that is holding you as a vassal (the overlord), however any wars that said country becomes involved in will draw you into the war. The overlord can also force how many armed forces you have and can also demand resources from your nation.

    =It is however required that the overlord makes all reasonable attempts to ensure their vassal's economies remain stable. As an example, if a vassal has 0 iron, and is suffering deficits, the overlord should either gift, or trade with them to ensure their vassal nation does not collapse. On the other hand, if the overlord nation is suffering similar shortages, or has very little production/stockpile, then the overlord would not be required to put itself into a poor position to keep their vassal out of it instead.

    =To limit possible short turnarounds in vassalage, you cannot rebel until at least 5 Years after you become a vassal , and during such times all reasonable directions from the overlord must be obeyed and any wars which the overlord are in must be joined. If you have insufficient resources to meet a demand, or such a demand will place your country into economic trouble either directly, or indirectly due to lack of methods to obtain other resources without trade, that demand is unreasonable.
    =To become independent, you would need to wage a successful war against your overlord nation (during this war, no provinces can be kept by either side, all must be returned after the war is ended, no matter how many countries join in on either side); or perhaps you could even negotiate for your freedom or more autonomy if you would like to maintain friendly ties.

    =If you do choose to join the game as a vassal country, don’t be a Cunt. You knowingly choose to join the game as a vassal and so you should roleplay as a long term vassal in a reasonable way. If you want to try and go for independence as you feel you are being shafted and taken advantage of, start to roleplay towards it, be reasonable, and interact in the daily european and formal rp with your overlord. If you start a story about how ‘Taxation without representation is tyranny’, and your country’s people are given representation in the government.

    But if you feel military power is far too centralized in London, and they give you control over a bunch of their arty; then No your colony does not have sufficient reason to declare independence.
    =Vassals created via military action for obvious reasons have much more reason to vie for independence.

    =If both the overlord and the admin feel that not enough in character cause or reason has been given for a vassal to try and become independent, the right is reserved to entirely ‘nullify’ the independence war.