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DispatchFactbookOverview

by The Marxist-Leninist Republics of Distro-Spartica. . 286 reads.

Windsor (Defunct)

WINDSOR (DEFUNCT)

Windsor is a map project started about 3 months ago now By Volinovia but now sadly, he passed his reins to Technocratic tagalog and Distro-Spartica. It was to add more elements to the Regional Roleplay that the East Pacific has known for so long. Sadly the first time we tried we got a little too jumpy, and it fell apart. Now we are going for round two. This time we are going for a more controlled experiment and we are going to make it great. We are TechTag and Distro and welcome to Windsor!


Rules on how to join!

Claim

To make a claim on the map, just telegram either one of us, Technocratic tagalog and Distro-Spartica. In the claim you must include the following:
1. The location of the claim, via either a detailed description of the location or a picture of the location highlighted. Please keep the claim a reasonable size.
2. The name of your country (you may make it different from your NS name)
3. The name of you official religion and culture.
4. The name of your capital city and 4-5 regular cities.
Optional: You can give a detailed description of your provinces, i.e. their location within your country, name, size, and the provincial cities.

The names of these cities/religions/cultures/provinces may be changed at any time, so do not hesitate to ask!

Rules

1. You must keep up with your countries information. So please make a factbook. If you do not have a factbook you will not be able to function on Windsor.
2. Keep stuff as realistic, we will have a time period and a timeline. We will advance to cover all of your niches for technology.
3. If you have a question about it, it will be best to ask. Some things can be difficult so if you have a question it is always better to not assume. We will always be willing to answer any you have!
4. Roleplay is to be done differently. Focus on the minor details. 1 Day IRL = 1 Week on Windsor. Take it slow.

Please read the Mechanics section to understand more!


Epic Mechanics and Fun Informations

Trade

Trade works by being a huge source of a nation's income. If a nation establishes a trade agreement with another nation it will earn +1 dollar each day. Trade can be upgraded by building railroads and merchant fleets.

Railroads

Railroads work by being a route for trade. Two nations must agree to set up a railroad between them. When the two nations agree then both of them will earn a +1 dollar per day benefit from the trade. Because more goods are being moved at a faster rate then normal.

Merchant Fleets

Merchant Fleets work by being a route for trade. Two nations must agree to set up a merchant fleet between them. When the two nations agree then both of them will earn a +1 dollar per day benefit from the trade. Because more goods are being moved at a faster rate then normal. Each nation can send 1 merchant fleet. That means each end of the route can send 1. Which means there is a possibility for a +2 benefit with Merchant Fleets.

^ All of the above mentioned items cost $1

Establishing Infrastructure

You can build infrastructure. Infrastructure is; Highways, Fortifications, Airports/Zeppelin Yards, and Markets.

Highways and Airports add a +1 bonus for all trade. (For every 50 miles it takes 1 IRL day to build.)
Markets add a +1 for Trade and City Tax. (+2 Overall) (1 IRL Day to Build)
Fortifications add more defensive positions for War RP. You can build 3 levels of fortifications. Each level corresponds with how long it takes to build IRL. 1 = 1, 2 = 2, 3 = 3.

^ All of the above mentioned items cost $5.


Cities

Cities are founded by a country that reaches out to Distro-Spartica or Technocratic tagalog. By doing that we will put your city on the map. Once we do that you will collect $1 per day from taxes from the city. Cities could also be provincial capitals making it a +2 bonus. City limit is set at 1 city per 5 Azgaar cells (unit of measurement on our map's software)


Military

Military will be done by buying in bulk. The following are the conversion rates for Military Items. All things cost $1

- LAND
10,000 Infantry
(You can assign them into these subdivisions)
Paratroopers
Mountaineers
Shock Troops
Marines
Calvary

1,000 Artillery
(You can assign them into these subdivisions)
Light Artillery
Heavy Artillery

5 Tanks
(You can assign them into these subdivisions)
Light Tanks
Heavy Tanks

- AIR FORCE
5 Zeppelins

10 Planes
(You can assign them into these subdivisions)
Fighters
Bombers

- NAVY
1 Battleship

15 Cruisers
(You can assign them into these subdivisions)
Battle Cruisers
Light Cruisers

5 Destroyers
(You can assign them into these subdivisions)
Normal Destroyers
AA Destroyers

5 Submarines

Military Upkeep

Military Upkeep is half of the total money you spent on your military, and you should round up. So if you buy $14 dollars worth of military units then you spend $7 worth of upkeep per day. If you bought $15 for military police then you will pay $8 per day. Always round up.

Troop Expertise

Battles, and Battles only, will give the surviving units in the battle more expertise. There are 4 levels to troop Experience.
Level 1: Trained (everyone starts here)
Level 2: Seasoned
Level 3: Battle-Hardened
Level 4: Veteran


Culture and Religion

Culture and Religion will now factor into something called "Unity Points" each nation will have 3 unity points. Having 1 Religion, 1 Culture, and a Strong Military all factor into making it so that a country is completely stable and unified. If a country falls into the negative then they will begin to have negative events.

-1 = Loss of Income
-2 = Fracturing of Cultural, Religious, and Militaristic Groups
-3 = Civil War

Religion

Religion will have a subsection called "Religion Strength" the strength of a religion is determined on the number of followers of the religion, the religions crusading strength, and the overall unity of the nations who worship the religion. The more strength a religion has the more it can spread through the world.

The spread of religion is determined on the strength of the religion, the spread can be slow for religions with little strength, stable for those with average strength, and fast for religions with above average strength. Religions will also lapse if they have negative strength.

Culture

Culture will bread different types of people through cultural differences. Countries must accept these cultural differences and attempt to assimilate under one combined culture or they will begin to have negative effects because of multiple cultures that seek to undermine and get ride of each other. (Relating to Unity Points)

Heritage Center: allows you to buy Archaeologists. Increases your Culture Spread(The Culture Editor Spread) by .1 Per 3 Heritage Centers.
^ Heritage Center Costs $5, Archaeologists costs $5 aswell and a one-time use to prevent the influx of Archaeologists
Takes 1 days to build

Archaeological Site: A place where you can use your Archeaologists to find a historical artifact for you nation. which will be decided in a dice roll. 1,3,5 are fails while 2,4,6 are a success. YOU CAN ONLY DO A ARTIFACT RECOVERY ONCE PER ONE DAY
^Archaeological Sites cost $10, to prevent Archaeological Sites spam, You can only build A archaeological site pertaining to your number of Heritage Centers. 1 Archaeological Site = 2 Heritage Centers
Takes 1 day to build

Museums: The heart of your culture, this is where you can store historical artifacts found by your archaeologists, has a space for 3 artifacts and when its filled. The Museum will now produce $2 everyday. It increases you Culture defense by .1
^ Museums costs $15
Takes 2 days to build

Here's the formula for calculating the culture spread when spreading cultures,

YOUR Number of Heritages Sites MINUS THEIR number of Museums = Your culture spread to that nation, if it results in a positive, you can spread, but if negative, it will fail, Note that you cannot buy more Heritages Centers while spreading Culture for your advantage, your latest count of Heritage Centers before you started to spread will be used instead.


Colonization

Establishing a Colony - To establish a Colony, you must build a Colonial Fleet, this will let you establish 1 colony per fleet, and you must pay $10 to give the colony the money it will need to build its first buildings. Colonial Fleets cost $5.

YOU DO NOT, have to pay the $10 if you are establishing a colony that is an extension of your border. Meaning, if the colony you are establishing is connected, by land, to your current borders then you can just pay the $5 fee. And the roles for this type of colonization is different. 1-2 is a failure but 3 or higher is a success.

Expanding a Colony - To expand a colony you must fund a expedition outside the colonies current borders with a Expedition Party. That costs $5. They have a chance of being killed by natives, if they survive you can pay an additional $5 to expand your colony.

Natives - Natives are people who do not live in a country. They can be hostile and can be peaceful. Natives can attack you, rise up, disrupt your trade, stay silent, do nothing, or can submit to your rule. This will be handled as a dice roll. (1-6 in the order stated)

The Magical Maps

World Map

Height Map

Biome Map

Temperature Map

Suprisingly, a Military

Nations on the Magical Map

Volinovia
Distro-Spartica (Spartica)
Technocratic tagalog (Valhalla)
Isanastivia (Altai)
Zanzimibia
Of Centralist Brexit (Brexit)
Aldenbourg (Aldenreich)
The death syndicate (Prussia)
Kampf Empire
Vivanamusica
Dominostra
Zidium
The western sun syndicate (Keeth Trago)
British calradia (British Windsor)
Azureano
Intoriorem
Republoslavia
La Xinga

Minor Nation Info

Nation

Form

Capital

Area

Total Population

Rural Population

Urban Population

RASU

United Provinces

Ingzington

798,200km

13,037,744

8,776,749

4,260,995

Brexihalla

Quadratic Monarchy

Lireo

717 ,700km

10,974,218

3,645,093

7,329,125

Volinovia

Kingdom

Paragould

296,575km

6,738,630

5,939,642

798,998

Keeth Trago

Duchy

Basingali

249,850km

5,883,567

5,475,436

408,131

Zanzimibia

Sultanate

Manchuako

245,075km

1,613,107

1,396,816

216,291

Vivania

Kingdom

Musika

212,625km

5,849,910

5,236,071

613,840

Prussia

United Provinces

Stahlkern

205,775km

4,427,991

3,690,380

737,611

British Windsor

Grand Duchy

Windsor City

130,925km

3,489,084

3,172,504

316,580

Intoriorem

Free City

Intoriorem City

118,775km

1,395,551

1,298,826

96,726

Azureano

Kingdom

Fisnalk City

118,425km

12,749

8863

3886

La Xinga

Benevolent Dictatorship

Shalem

93,725km

2,232,548

2,173,530

59,018

Aldenreich

Republic

Oldenberg

91,475km

748,929

618,579

130,350

Dominostra

Free City

New Talon

78,675km

1,115,612

753,766

361,846

Kampf

Empire

Neue Konigsburg

71,750km

1,902,294

1,753,826

128,468

Zidium

Duchy

Zidam City

67,275km

1,888,753

1,550,194

338,559

Republoslavia

Republic

Vedor

64,050km

1,020,143

906,301

113,841

Table might change from time to time.

RawReport