The Unification Wars (Warhammer 40K)

Who exactly are the Tek-Oasises anyway? You never really told me when I first asked. All you said is they're small and practically irrelevant.

Small compared to the major nations, the Tec-Oases are one of the larger groups in the Atlan Basin. A sort of trading conglomerate that facilitate the excavation and distribution of ancient ocean going vessels, platforms, and cities that once sailed, stood, or were beneath the waves of the mythic Atlan Ocean.
 
I hope all countries allow Katholik missionaries to enter their borders. I just realized my character's request of that was extended to almost every player controlled country. Hy Brasil and Britonnica are the only other majority Katholik countries. I felt like it was a mandatory action to stay in character.
 
I don't know about your beliefs, but as far as I know the world ain't flat. While Ursh ain't next to you, he can easily hike over the North Pole and be on you quite quickly.

I don't know, Hellhound says I'm still pretty isolated, plus he's got multiple wars,w a rebellion, and Emps to deal with NOW. . .
 
Lost of Atlan Basin Tribes, the Atlan Tech-Oasis, and salt flats.

Those are all minor Skandi Nations, Techno-Barbarian Vikings who enjoy dark rituals, and cannibalism.
So not people who would be willing to join. That... is really damn annoying.

Also, can I get a Discord link?
The Tek Oases are off limits to you lot. I will destroy you if you try and poach them from me. . .
Yeah I'm sorry but I might need some stuff from it. You can try to fight me if you want though. In fact, I dare you.
 
Also, can I get a Discord link?

Can you please update the player list in the first post? It will make it easier to know who is playing who.

More importantly, will we still use MP? How does MP work? On turn 1 did all countries have their starting MP and then their income MP? For example, would a 30 MP country have 33 MP at Turn 1, then 36 at Turn 2? Or would it be 30 at Turn 1 and 33 at Turn 2? If that is the case, can I start with the extra MP I would have gotten on turn 1 and 2? However much that is.

Lastly, is MP permanently spent or does it keep growing? For example, I spent 20 MP when I joined for my starting army. Would I be able to spend 22 MP the next turn or only 2 MP?
 
Can you please update the player list in the first post? It will make it easier to know who is playing who.

More importantly, will we still use MP? How does MP work? On turn 1 did all countries have their starting MP and then their income MP? For example, would a 30 MP country have 33 MP at Turn 1, then 36 at Turn 2? Or would it be 30 at Turn 1 and 33 at Turn 2? If that is the case, can I start with the extra MP I would have gotten on turn 1 and 2? However much that is.

Lastly, is MP permanently spent or does it keep growing? For example, I spent 20 MP when I joined for my starting army. Would I be able to spend 22 MP the next turn or only 2 MP?
We will still use MP, but it you start with 20 MP and have a +2, then at the start of your next turn you would have 2 plus whatever you didn't spend last turn.
 
Making a custom nation. Carving it out of the Jermani tribes, northeastern side. Here is my claim and whatnot


Köningsreich Prußianen (The Kingdom of Prussiana)
Head of State: King Viktor Drachenhaupt
Government: Constitutional Monarchy
Capital: Drachennest
Population: Low Billions
Military Points: 30 (+3 per turn)

"Wem gehört den Himmel beherrscht die Erde."

Formed by a union of smaller states through conquests or royal unions out of what was originally merely a border march, the Kingdom of Prussiana was never the richest of nations. However, under the reign of the Drachenhaupt dynasty, the smaller collection of duchies and feudal holdings evolved into a proper modern monarchy. Native to the hive of Drachennest, house Drachenhaupt had a fundamental belief in the concept of the citizen soldiers and the power of the airforce as the deciding factor in battle. Although just one of many Jermani clans, the Kingdom of Prussiana sees its destiny to finally unite its disunited peoples into a single unified empire with one will, one people, one leader.

While Drachennest its the nation's largest hive, it has a number of smaller ones. Much of the nation's land remains largely agricultural. Although ostensibly a Jermani nation, many of their kinsman see them as uncultured eastern barbarians with whom they happen to share a language. But as the rising star among the tribes, they may stand the greatest chance in uniting their people.

One of the greatest strengths of the Kingdom of Prussiana is paradoxically its decentralization. Due to its eclectic origins, the Kingdom of Prussiana possesses an abnormally large number of well-developed hives, most with their own specializations, which are all able to work together under the royal administration as a cohesive whole. For example, the capital hive of Drachennest has a specialization in aeronautics and infantry equipment, while hive city Wilna specializes in agricultural technoprocessing, and hive city Königsberg possesses substantial shipwrights and universities.

The nation's great hives are supported by its equally great tracts of rural countryside, which are primarily owned by a relatively free-thinking but well-entrenched class of military aristocrats. These so-called "Young Lords" (Junker) are well-experiences with skirmishes both internal and domestic, and possess a long-line of military leadership. These country aristocrats overwhelmingly represent the landed elements of the various local and national Diets, and continuously lobby and support the nation's military.

Military

Starting military point allocation: Conscripts (1), warriors x2 (4), power armor (5), light armor (10) Unique CAS Aircraft (6), =26/30
 
Still waiting on some vital warplans before we move on to the next turn.

If you are sending some in please do so sometime tomorrow.
 
Alright guys, sorry to say but we are missing warplans from some key players, with the lack interest I think we will have to call it dead.

I blame myself, the funky combat system turn 1, which we then changed is definitely my fault.

Coupled with lack of background info on national history and traditional rivals I think that is what has killed it.

I want to thank everyone for your time and participate, loved how creative you all have been.
 
Ah, goddamn shame. Was really looking forward to crushing my enemies.
 
Why not push forward or NPC them?

They are major nations, and unfortunately (and probably purely my own fault) this game requires a lot of player input. Lack of detail on the setting tends to kill a game without a significant backstory write up, or a lot of player involvement. As I failed to do a in-depth write up(due to fear of overriding a players own ideas), and player involvement has dropped heavily, it has made this game fairly unfeasible.

We could continue the game with these nations as NPCs, but with my effectively controlling 4 of the 7 largest nations it would get pretty stale early on.

Honestly I've found that "unique" ideas like this tend to die without a solid team of mods, and lots of player investment (as has happened with the last three games I've ran over the past two years). There simply isn't enough backstory info to keep players "Hooked" so to speak as there is with an OTL or ATL game, or even a fantasy game such as Game of Thrones, or Star Wars where the players have enough of an idea of whats going on to make informed choices and realistic actions for there nations.

I'll be doing a big write up for one last "weird" GSRPG I have, and if it similarly dies off, well, I'll probably go back to basics and do a standard OTL game.
 
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