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ArrowNESII: Rise of Europa

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The premise of this game is simple: the year is 1400, and the world is changing. Nations are emerging from the Dark Ages and taking their places in the new world order. Henry the IV has just been crowned, Timur is marching west, the Golden Horde is encroaching and the ancient Roman Empire appears to be on its last legs. You must take the reins of a nation in this shifting landscape, and leave your mark on the annals of history. Your duty is to lead your nation to prosperity, by forging laws and making alliances, by waging war and making peace, by being a legend.

Rules & Procedures

The gameplay is rather easy. As the king, duke, archbishop, etc. of your nation, you send the orders you wish to have carried out in the following year to me, Arrow Gamer. The orders you choose are nearly infinite, the only things holding you back are the time period and your imagination. This means, if you want to build a wall around France to starve them, feel free, though don't expect it to be easy. If you want to drop a nuke on London, don't expect it to work (but do count on probably being kicked). However, those are extreme examples. Mostly, you'll be improving your nation, engaging in trade, fighting wars and such.

Each turn will constitute a single year. I reserve the right to slow down the game if I seem it necessary.

Now, what is your main goal in this entire game? Guide your nation through the 1400s, and hopefully beyond. This means building industry, infrastructure, Waging War for your nation, Diplomacy, Keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support.
This takes into account for your population. Your people may dissent or even rebel, and they will not approve of a bad decisicion. Although you can ignore these movements and even suppress them, you should keep them in mind. This is to ensure the NES is kept to a modicum of historical accuracy. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. This game is built on the underlying factors, which the GM take care of, don't worry. At any time you can ask the GM the "Mood of your nation", and you can request a run down from me.

If you are going to post something In Character (IC) then you simply post in the thread, using a flag if you wish to help others know what nation is speaking. If you are saying something Out Of Character (OOC) then you must add the tag "OOC:" before your post. If you do not do so, your post WILL be taken as IC, and can be used against you by other players in IC.

Orders

All players are to submit their orders to me through a PM. The title should include the year and your nation, and the stats should be at the very beginning of your message. After the stats should come your actual orders. Every turn, you can use four domestic orders, two military (only during war), and two colonial if you have any colonies. The domestic orders must be strictly related to affairs at home: raising armies, building forts, improving the capital, etc. Next, your war orders should only include troop movements, nothing else. Finally, colonial orders cover any non contiguos land you possess. They should read like domestic orders, but apply to colonies. In order to keep the game going, each order should be two sentences.

Updates

There are two forms of updates. A Normal Update encompasses a whole year and is the largest update where most of the action takes place here. Wars, Diplomacy, Domestic Events and so one. The other type of update is a War Update. This update carries out your war orders, and is where all battles that happen.

Notes

* Declarations of War are final, and cannot be taken back. Only a Peace Treaty may resolve the conflict
* Pestering the GM will be tolerated to some extent, as I do it all the time
* Complaining about outcomes is unacceptable: an update is unalterable except in extremely exasperating circumstances

Just let me reserve a few posts here...

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