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1871 Slides
1871 Slides
1871 Slides
Nova
Imperialimus
- 1871 AD -
BattleBoys77
Truce Rules
Ai wars - 1872
Player wars - 1873
Golden Rules
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04 05 06
Nation Info Significant Wars Scramble for Africa
Missions and information Context for relevant wars Rules regarding the Berlin
for nations Conference and subsequent
Scramble for Africa
- 1871 -
1871 takes place during the conclusion of the Franco - Prussian war and the
beginning of ‘New Imperialism.’
Most notably, the German Empire is established, a new super power in Europe. A
renewed sense of imperialism is instilled across Europe leading to the Scramble
for Africa.
In the East, Emperor Meiji commands the emergent Empire of Japan, quickly rising
to superpower status in the East.
KRAKATOA!!!!! (1883)
Rules Part I
Forts Do not spam forts, only use them along borders/mountain ranges and on major cities
Factories Do not spam factories (for lag reasons) Sell 200 consumers to host
Regime Changes Socialist or anti-monarch uprisings require 4 years of rp (will result in new nation being
made in some cases)
Ideologies Liberalism for Republics, Socialism for nations that have completed 4 years of rp,
Nationalist for tribes and Kingdoms. Additionally you may remain on non-aligned if you
wish
Front Lines Keep your front lines consistent, do not skip cities
Units Anti aircraft, aircraft carriers, submarines, and aircraft are banned
Stack Limit 250K for Infantry, 1K for tanks. Naval units do not have stack limits
Victory Parameters Must occupy ⅔ including Capital, or inflict 4 million casualties on the war leader, (10
million for Qing), if a war participant suffers 2 million casualties they must white peace
Spawning DO NOT spawn units in direct colonial holdings, must have them shipped from your
mainland
Rules Regarding Alliances
In order to prevent an early world war or unbalanced wars, nations will be limited to
3 alliances.
Look for these Symbols at the top right of each nation page
Majors
Imperial Germany
Following the Franco - Prussian war, the German Confederation transcends into the German
Empire, headed by Prussia.
It is the emergent superpower in Europe causing its neighbors, notably the UK, to worry.
Starting Modifiers:
Mission - Empire of Steel Artillery Expert - 300 Artillery limit per front Infantry - 900,000
Indemnity payments - Start with 1 Billion Tanks - 3,000
Strong Military and Logistics - 300K stacks Allowed Battleships - 2
Exercise hegemony in
Destroyers - 10
mainland Europe by Frigates - 18
defeating Russia in any Mission 2 - Großdeutschland Africa Mission - Mittelafrika
war
Win a war against Austria, Austria Establish the African Empire by
Reward - Transfer of Polish must be allied to either UK or connecting Cameroon to East
Kingdom to German Spain (heavy rp required) Africa
lordship + Creation of
Reward - Sudetenland + Austrian Reward - 3 Billion + Tier 4 in all
Baltic Duchy under concessions african colonies
German lordship
United Kingdom
Regarded as the most powerful and influential polity of the late 19th century, the United
Kingdom has much on its hands. For now it moves to contain the German threat, and end
the troublesome Boer republics, hindering their South African operations.
Starting Modifiers:
Mission - Graveyard of Pax Britannia - 3 Billion Starting Cash
Empires
Conquer the remaining Colonize 1 tile of Djibouti and Protect Prove you aren’t a joke and
Reward - 4 billion + khanates of Central asia the colony by establishing relations successfully colonize
International zone with orthodox Ethiopia Madagascar
established in Reward - 1 Billion
Constantinople Reward - 2 Billion + Reward - 1 Billion + regional
Djibouti/Somaliland gained islands gained
Ottoman Empire
The Ottomans are in heavy decline, however there is still hope. The Tanzimat reforms are
their last hope at effectively modernizing to keep up with Europe.
Should they fail, their destiny is to be carved up, no different than Africa
Reward - Tier 6 dev/inf in Africa Mission - End of Ali Pasha’s Legacy Mission 2 - Secure the Balkans
all cities + Allowed to train
Defeat any European power attempting to Defeat Russia or Austria in a war.
seize egypt, or quell any Egyptian Reconquer Greece
rebellion.
Reward - Remain a great power + 5 billion
Reward - 5 Billion
Third French Republic
Following the Franco - Prussian war, France is near ruin. The north is occupied by
Germany, and they must complete indemnity payments to get it back.
Paris is seized by the Paris Commune who seek to establish a Socialist hell!
Starting Modifiers:
Mission - Revenge! Defeat! - Must pay 1.5 billion in parts or in whole to regain Infantry - 800,000
Northern France from Germany Tanks - 2,600
Paris Commune - Capital lost and relocated to Southern coast
Defeat Germany in any Battleships - 2
war. (Must be a major Africa Mission - Fashoda Mission 3 - Alliance Destroyers - 10
participant in said war) Frigates - 18
Establish a landbridge from Establish the Franco -
Reward - Regain West to East Africa, Russian alliance! MUST
diplomatically or physically commit to anywar the other
Alsace/Lorraine + Minor
win the Fashoda is involved in.
concessions confrontation
Reward - 1 Billion
Reward - 3 Billion + Tier 4 in
all african colonies
Empire of Japan
In the aftermath of the Boshin War Imperial rule is restored in Japan headed by Emperor
Meiji! With the meek Tokugawas gone, Japan can fully realise its power.
Starting Modifiers:
Meiji Restoration - 3 Billion starting cash, tier 2 dev/inf in all cities
Mission - Empire of the Sun Modernized Military - 300K Stacks and 350 Artillery allowed against QING only
Starting Modifiers:
Post War - Reduced population in the South
Reconstruction - Not allowed to expand at all
Mission - Reconstruction Infantry - 1,000,000
Tanks - 4000
Reach tier 6 throughout all Battleships - 2
of Continental united Destroyers - 12
Mission 2 - Great Power
states Frigates - 18
Support independence
Reward - 10 Billion - movements in the Americas
Recovered population in against European powers, or win
the South - the Spanish - American War
Reconstruction ends
Reward - 5 Billion + Superpower
status solidified
Great Qing
Cursed like every other Chinese dynasty, Qing China is plagued by famine, rebellion,
invasion, and plagues.
Along with encroaching European powers, Japan has become a new threat to Qing’s
future.
Starting Modifiers:
Mission - Not for Sale Unfit Emperor - Start with 0 research, military, and political power Infantry - 6,000,000
Under equipped Army - Must remain on massed attack+CANNOT TRAIN Tanks - 0
Defeat Japan or Russia in Battleships - 0
a war Destroyers - 4
Frigates - 10
Reward - 10 Billion Mission 2 - Return to Borneo
Victory against Japan - See Sino - Japanese If Langfang still exists, subjugate
war slide 57 it. If not, invade Borneo and
Victory against Russia - Regain outer establish a colony
manchuria + Northern Sakhalin
Reward - 5 Billion
Europe
Austria - Hungary
Established after the Austro-Prussian War, the once great Austrian Empire has turned into
a dual monarchy losing some power over its Hungarian realm. Can the two work together
or will they be each others downfall?
Starting Modifiers:
Mission - Balkan Monitor Dual Monarchy - Hungary starts as a puppet of Austria Infantry - 700,000
Tanks - 2,000
Capitalize on the Battleships - 0
Russo-turkish war by Destroyers - 8
occupying Ottoman Mission 2 - Indivisible Africa - Morocco Madness
Frigates - 16
Bosnia. (Mission can only be initiated by Hungary)
Win a civil war between both Successfully colonize Morocco
Reward - Bosnia ceded, monarchs (2 years rp build up) during or after the Scramble for
Reward - 4 billion, Africa
regardless of Ottoman In case of Austrian Victory - Reintegrate the
defeat or victory in Hungarian realm
Reward - 2 billion
Russo-Turkish war In case of Hungarian Victory - Independent
Hungarian Kingdom
Kingdom of Italy
Following its unification not too long ago, the Kingdom of Italy is ready to expand its
influence. Options in Europe are limited, instead Africa may be our only choice!
Starting Modifiers:
Heightened Nationalism - 2000 Starting research + 750 million starting cash
Starting Modifiers:
Carlist Wars - Rebels hold small pockets of land
Loss of the New World - 0 starting cash
Mission - The Right Path Infantry - 700,000
Tanks - 2,000
Defeat the Carlists (Do not Battleships - 1
invade until 2 years have Destroyers - 10
passed) Mission 2 - Guess Who’s Back Africa - Waning power
Frigates - 18
Starting Modifiers:
Starting Modifiers:
Starting Modifiers:
Union - Norway is a Puppet of Sweden
Starting Modifiers:
Mission - Minor Scuffle Freaky Ass King - All colonies remain direct holdings rather than subjects Infantry - 580,000
Tanks - 1,800
Win a war against the Battleships - 1
Dutch Destroyers - 12
Frigates - 14
Reward - Luxembourg Africa - Kongo Krazy
transferred to Belgian
lordship + Major Successfully colonize the Kongo
concessions in the East during or after the Scramble for
Indies Africa
Reward - 10 billion
Balkan Nations (Serbia, Montenegro, Romania, Greece, Bulgaria)
Following the decline of the once great Ottomans, the Balkans are beginning to edge
closer to dominance over the Balkan region.
Infantry - 300,000
Starting Modifiers:
Tanks - 800
Nationalist Fervour! - Start with 600 million cash
Battleships - 0
Mission - And Stay Out! Destroyers - 8
Frigates - 12
Win any war against the
Ottomans
Although Russian power is at its peak, there is still chance for these nations to be free!
Starting Modifiers:
Nationalist Fervour - 600 Million Starting Cash
Polish Legacy - Poland starts with Max infantry and cavalry tech
Infantry - 500,000
Tanks - 1,000
Mission - Step 8 Reznov, Battleships - 0
Freedom! Destroyers - 4
Frigates - 8
Win a war against Russia
Reward - Poland and Mission 2 - Hussars Charge! Mission 3 - No One’s Safe Mission 4 - Death Blow
Finland gain
independence + minor As Poland, win a second war As Poland, win a war against As Poland, win a war against
concessions + 6 billion against Russia Germany Austria - Hungary
Reward - 10 billion +
seizure of all mainland
french territory + Republic
of France re-established in
Algeria + Assume Frances
limits
Middle East
Arabian Emirates (Nejd, Jabal Shammar)
Following the decline of the once great Ottomans, the Arabs are one step closer to
regaining Arab control from Arabia!
Starting Modifiers:
Nationalist Fervour! - Start with 600 million cash
Mission - Desert King Infantry - 550,000
Tanks - 1,200
Win a war against the Battleships - 0
Other Emirate Destroyers - 4
Mission 2 - Arab Revolt! Mission 2 - Consolidation Frigates - 8
Reward - Loser annexed
by Victor Pay 2 billion to incite the Arab Conquer the Entire Arabian
revolt in Hejaz, Syria, and Iraq. Peninsula
Win a war against the Ottomans
Reward - 8 Billion + Choice to
Reward - Hejaz + Medium Establish Kingdom of Arabia
concessions from Syria and Iraq
Oman(s) (Imamate of Oman, Sultanate of Oman, Sultanate of Zanzibar)
A succession crisis has left Oman in shambles. The once great transcontinental empire has
fallen apart. With skillful leadership, the realm may be united once again!
Starting Modifiers:
The Yemeni nations sit in a great position to capitalize off trade, however any ambitious
moves are destroyed by either the Ottomans or British!
Starting Modifiers:
Trade Crazy! - Start with 600 million cash (ask host to give)
Mission - King of Yemen Infantry - 300,000
Tanks - 1,400
Unite the Yemeni states Battleships - 0
Destroyers - 8
Reward - Kingdom of Frigates - 12
Yemen Established + 4
billion
Sublime State of Iran
Ottoman decline serves as a good time for the Persians to strike at their eternal foe.
Starting Modifiers:
Starting Modifiers:
Canal Profits! - Start with 800 million cash
Mission - Khedivate Krazy Infantry - 700,000
Tanks - 2,000
Win an independence war Battleships - 1
against the Ottomans Destroyers - 10
Mission 2 - Might as Well be Mine Frigates - 16
Reward - Independance +
4 billion + Minor Announce the seizure of the Suez
Canal, may face war with France
concessions made to and UK. (Only available after
Egypt independence)
The Age of Khans is nearing its end. The once great Khanates have been overrun,
conquered to reduced to petty rump states. Perhaps an emerging power can change that?
Starting Modifiers:
Manpower Pool- Start with maximum manpower (ask host to give)
Win a war against Persia Win a war against Russia Win a war against Qing
Reward - Khorasan ceded + 3 Reward - Greater Central Asia Reward - Mongolia and Eastern
billion ceded Qing ceded
Emirate of Afghanistan
Afghanistan sits in a perilous spot, surrounded by hostile nations.
Starting Modifiers:
Following the collapse of Mughal, then Maratha power in the subcontinent, India was
overrun by the British, establishing direct and indirect rule over the region.
Starting Modifiers:
Loyal Subject- The British Raj may NOT revolt or declare independence
Mission - Status Quo? Infantry - 450,000
Tanks - 1,000
Win a war between the Battleships - 1
two states Destroyers - 8
Frigates - 12
Reward - Raj Victory -
Status Quo Mission 3 - Expand the Raj!
English and French influence steadily grows in this region. France to the East and the UK to
the West. These powers must be expelled before they grow to powerful.
Starting Modifiers:
The Dutch have overrun the archipelago, if the sultanates are to survive they must expel
these monsters.
Starting Modifiers:
Reward - 10 billion
Starting Modifiers:
Starting Modifiers:
Unstable Government- Subject to civil wars
Mission - What’s the Alamo? Infantry - 700,000
Tanks - 1,800
Win a war against the United Battleships - 0
States Destroyers - 8
Frigates - 10
Reward - 20 billion + Mission 3 - Unfinished Business
Territories lost in the
Mexican - American war Conquer the central American
states excluding Panama
Reward - 4 billion
United States of Colombia
Once a great power in the North, now they are left in shambles.
Starting Modifiers:
Starting Modifiers:
Reward - 4 billion
Africa
Senusiyya (REMOVED)
A secret order of mystics deep in the Egyptian and Libyan deserts, the Senusi order is not a
power to be trifled with.
Starting Modifiers:
Clandestine Operations- May surprise attack any North African power, can only take 3 tiles
Mission - Ott - Oh man!
Starting Modifiers:
Remnants of Dutch South Africa, the Boer republics continue to defy British authority in
the Cape Colony.
Starting Modifiers:
Terrain Expert- Start with Max research power
Mission - Afrikaans Empire! Infantry - 600,000
Tanks - 400
Defeat the British in the Boer Battleships - 0
wars! Destroyers - 4
Frigates - 8
Reward - 6 billion + annex Mission 3 - Expand the Empire
Cape Colony, Natal, and Zulu.
Defeat Portugal in a war
Unmentioned Central
Special Sioux Limit Unmentioned South American and Caribbean
Infantry - 800,000 American Nations Nations
Tanks - 0 Infantry - 650,000 Infantry -400,000
Battleships - 0 Tanks - 1,000 Tanks - 1,000
Destroyers - 0 Battleships - 0 Battleships - 0
Frigates - 0 Destroyers - 10 Destroyers - 6
Frigates - 16 Frigates - 12
Important
Wars
Great Sioux War 1876 A.D
Chile Bolivia/Peru
Qing France
Qing Japan
If two nations claim the same region they must decide who receives it by war or diplomacy.
Some nations such as Portugal or the UK already have large colonies, if another nation
claims that region you are at risk of a colonial war in which you will be kicked out if you lose.
If the claimant decides not to go to war then they will colonize AROUND your holdings.
Note: Colonial war fighting may ONLY occur in the region of dispute.
Each region is worth 1 point (1pts). Lets say the UK and Russia both claim region 13, instead
of war or diplomacy, the UK can use BOTH points to overrule Russian claims.
Region 1 - France
United Kingdom(2pts)
Germany(2pts)
Region 2 - Italy
Russia(1pts) Region 3 - UK
France(2pts) Region 4 -
Italy(1pts) Region 5 - France
Spain(1pts) Region 6 - Denmark
Portugal(1pts) Region 7 - Portugal
Denmark(1pts) Region 8 - UK + Austria
Sweden - Norway(1pts) Region 9 - Sweden
Netherlands(1pts)
Region 10 - Spain
Belgium(1pts)
Ottomans(1pts)
Region 11 -
Austria - Hungary(1pts) Region 12 - Boers
Region 13 -
Fonts & colors used
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