Post by vladovaskia on Dec 10, 2013 2:31:39 GMT
Welcome to Imperial Africa!
BACKSTORY:
The whole world is in a state of discontent with it's current resources. Many economies are down. And there's one solution anyone can think of: Colonizing Africa.
Africa is host to numerous resources, and few advanced civilizations to defend them. The African Colonization Council(ACC) has been formed and is a coalition of nations shipping out to claim the African lands. The council's sole mission is to defend the legitimacy of the colonization, whereas each nation has their own goals, whether they be with or against fellow council members. You take command of one of these African colonies with your sole purpose to achieve your nations goals. You may be in the new continent for religious purposes, economic purposes, or even just imperial greed. Either way, there's no surefire path to victory with all the rich bounty luring foreign adversaries.
RULES:
You may only start with a maximum of 3 resources within your borders. Your army sizes must be logical, and your soldiers must be Modern Tech/Pre-Modern Tech. Slightly above Modern will be accepted, but there's no reason for spaceships on Africa. Religion will help sway your actions with the natives, so be careful about your choices. There's never necessarily a winner, but there will be titles awarded to those with largest religious influence, largest land owned, and highest economic output. All political options and plans are allowed, so feel free to team up and/or back-stab. The border lines on the map are not set to be specifically followed, they are just references for when we lay down our borders.
RESOURCES:
Excuse the Google Images... I'm not the greatest with making an RP yet.
Uranium - 100 gold output
Tobacco - happiness + 80 gold output
Rubber - 50 gold output
Rice - food + 30 gold output
Oil - energy + 120 gold output
Iron - 60 gold output
Industrial Boost - allows machinery to be built faster + 50 gold output
Gold - 300 gold output
Exotic Animals - 80 gold output
Diamonds - 140 gold output
Dangerous Animals - fear + 40 gold output
Cotton - 60 gold output
Coffee - happiness + 70 gold output
Cocoa - happiness + 90 gold output
Coal - energy + 80 gold output
Native City - houses natives, could pose as an ally city state, or an enemy
Knowledge Brotherhood - Searches for knowledge, houses libraries, gives a bonus to education if allied
Militant Religion Stronghold - Will oppose any foreign religion to the death
Religious Village - doesn't want to fight, will slowly convert surrounding peoples to their religion if left alive, will fight if pushed into it
Port - only spot where ships can formally take off or land and disembark units safely
APPLICATION:
Country Name
Leader Name
Religion
Military Info
Border Claim
Short Description
MAPS:
Resources:
i.imgur.com/IBgLf3R.png?1
Player Map:
i.imgur.com/HObDvdi.png?1
Note: I will not be taking part in this RP, but only moderating it and playing as GM. If you've read all of this post put three percent signs at the bottom of your nation's short description like this: "%%%"
BACKSTORY:
The whole world is in a state of discontent with it's current resources. Many economies are down. And there's one solution anyone can think of: Colonizing Africa.
Africa is host to numerous resources, and few advanced civilizations to defend them. The African Colonization Council(ACC) has been formed and is a coalition of nations shipping out to claim the African lands. The council's sole mission is to defend the legitimacy of the colonization, whereas each nation has their own goals, whether they be with or against fellow council members. You take command of one of these African colonies with your sole purpose to achieve your nations goals. You may be in the new continent for religious purposes, economic purposes, or even just imperial greed. Either way, there's no surefire path to victory with all the rich bounty luring foreign adversaries.
RULES:
You may only start with a maximum of 3 resources within your borders. Your army sizes must be logical, and your soldiers must be Modern Tech/Pre-Modern Tech. Slightly above Modern will be accepted, but there's no reason for spaceships on Africa. Religion will help sway your actions with the natives, so be careful about your choices. There's never necessarily a winner, but there will be titles awarded to those with largest religious influence, largest land owned, and highest economic output. All political options and plans are allowed, so feel free to team up and/or back-stab. The border lines on the map are not set to be specifically followed, they are just references for when we lay down our borders.
RESOURCES:
Excuse the Google Images... I'm not the greatest with making an RP yet.
Uranium - 100 gold output
Tobacco - happiness + 80 gold output
Rubber - 50 gold output
Rice - food + 30 gold output
Oil - energy + 120 gold output
Iron - 60 gold output
Industrial Boost - allows machinery to be built faster + 50 gold output
Gold - 300 gold output
Exotic Animals - 80 gold output
Diamonds - 140 gold output
Dangerous Animals - fear + 40 gold output
Cotton - 60 gold output
Coffee - happiness + 70 gold output
Cocoa - happiness + 90 gold output
Coal - energy + 80 gold output
Native City - houses natives, could pose as an ally city state, or an enemy
Knowledge Brotherhood - Searches for knowledge, houses libraries, gives a bonus to education if allied
Militant Religion Stronghold - Will oppose any foreign religion to the death
Religious Village - doesn't want to fight, will slowly convert surrounding peoples to their religion if left alive, will fight if pushed into it
Port - only spot where ships can formally take off or land and disembark units safely
APPLICATION:
Country Name
Leader Name
Religion
Military Info
Border Claim
Short Description
MAPS:
Resources:
i.imgur.com/IBgLf3R.png?1
Player Map:
i.imgur.com/HObDvdi.png?1
Note: I will not be taking part in this RP, but only moderating it and playing as GM. If you've read all of this post put three percent signs at the bottom of your nation's short description like this: "%%%"