Empires is a nation simulation RP that takes place in the year 1660, primarily in Europe. Players will be granted a nation, and must use their knowledge of history, diplomacy, tactics and economics to remain sovereign in the cutthroat 17th century European political landscape.
Borders will be updated at the RP's map (further details below)
(Players may also opt to play as a nonautonomous vassal for a less challenging and more easygoing experience.)
The Basics
In Empires, you will assume the role of a European political figure in the year 1660, whether it be a duke, king, prince, or otherwise. As such, you will lead your land through the harsh and unforgiving world of European politics in a quest for glory, riches, or simply survival.
Your Nation...
You will be assigned a nation or duchy based on your application and preferences. Your task will be to manage your allocation of land and lead it to success. ! Sovereigns ! Depending on your chosen nation, you may have complete or limited control over your assets; you must play accordingly. You are in charge of your nation's diplomatic, military, and legislative decisions. Keep in mind that you are the leader and not the nation. You can only influence your people; you cannot control them directly. Accordingly, sovereigns often walk a fine line when it comes to staying in power, and you must do what you can to ensure your lineage stays in power. ! Vassals ! Although you may not be sovereign, you may hold great influence within your nation, depending on the size and wealth of your domain. Some nations may allow for more regional autonomy than others. Your tasks are on a much smaller scale than that of a nation's sovereign, and likewise, controlling a region is often a more casual experience. Just as a sovereign, you do not control your people directly, instead you must make choices that will influence them instead. Often, sub national lords will fill roles in the central government as well.
...Against the World.
Military:
A nation in the turbulent landscape of Europe often has to endure conflict to survive. Mastering the art of war is the key to long lasting rule.
Troops & Training
Every nation has a finite population and a finite amount of men fit for battle. To make proper use of these troops, one must train and equip them well.
The more a military invests in the training and supplying of its troops, the more effective they will be. However, it is important to not overdo it; spending too much on training and arming troops can put a large strain on the economy of a nation.
Waging War
To justify your conflict, you must have a casus belli, or a cause for war. A casus belli can range from a territorial dispute to a suspected assassination. You may from there declare war immediately or send an ultimatum; this document will go to the sovereign of the nation in question or, if it does not have a player as of yet, a neutral council member.
The process of playing out a conflict will be explained in greater detail after joining the RP.
Diplomacy:
Every conflict must come to an end, and no strong alliances or bitter rivalries are forged overnight. This is where diplomacy comes into play.
Ending a War
Whether a conflict has ended in a stalemate or resulted in a crushing defeat, a treaty or ceasefire is required to bring peace once again. Members of the nations involved in the bloodshed must attend the signing of the treaty, as well as optional mediators from uninvolved states. The meeting will lay out the changes in territory, leadership or otherwise following the conclusion of the war. Please note that total annexation was very rare during this time, especially among larger states, and that the treaty must be reviewed before signing to avoid unrealistic or corrupt land acquisitions.
Alliances
Alliances are often beneficial to survival, but can also result in a nation being pulled into a war they have no part in. A nation in search of allies must keep in mind that contact between nations is often slow, and sometimes effectively impossible. Also, nations that historically would not have cooperated cannot ally with each other in Empires to prevent unrealistic scenarios.
Trade:
Trade is a near necessity for every country, and something many Mediterranean countries rely on it at a fundamental level. Sea access and a merchant fleet are important for maximizing profit from trade. However, one must recognize that reckless and indiscriminate trade may result in indirectly supplying enemies with resources.
Economics will be further elaborated upon after joining the RP.
Colonization:
Colonization is a privilege granted to only the most able and versatile nations, A gamble that poses great risks and great rewards, colonization provides an extra source of wealth for the nations able to exert their influence on other continents.
Colonization and its limitations will be explained further after joining the RP.
General Rules (WIP)
1> Profanity will be kept to a minimum. Inappropriate speech, toxicity and blackmailing/threats will not be tolerated, and the offender(s) will be subject to a warning, a discord mute, or removal from the roleplay entirely.
2> Players are required to remain realistic in ALL circumstances while roleplaying. Instances include, but are not limited to:
-The military or diplomatic capabilities of a nation drastically increasing in a manner that would not be plausible in real life and/or under the country's circumstances.
-Two nations that would not have joined forces in real life at this time aligning with each other militarily or diplomatically.
-A nation expanding its sphere of influence beyond what it would realistically be capable of.
-Use of unrealistically advanced or implausible technology.
3> Diplomacy between nations is not to be influenced by animosity between players outside of the RP's line of events itself.(edited)
4> There will be no advertising of other RPs whatsoever.
5> No alternate accounts will be allowed. If a player is caught with one in the RP or trying to enter one into the RP, they will be permanently banned with no chance of appeal.
6> Manipulation of rules to provide an unfair advantage is strictly forbidden.
Details
Please remember that this RP is a work in progress. The rules still must be refined and players will not immediately be able to play. However, players may still submit applications beforehand so they are able to play from day one of the RP's opening. This RP takes place on the server Creative Fun (creativefun.eu). To view the map, you can go there and enter /home EmpiresRP. Players will be invited to the RP's discord upon being accepted.
To contact staff and submit your application, message us on discord at:
candlestick123#7809
MarineBio#9733
Application Format:
1) What is your IGN? 2) How old are you? 3) What timezone are you in? 4) Why do you want to join this RP? 5) What countries would you like to join? (Please note that this is not a guarantee that you will gain control of one of these nations) 6) Why do you want to join those countries? 7) What is your knowledge of the 17th century, and history/politics as a whole? 8) Do you have military knowledge of this era, and if so, to what extent?
9) Have you played in similar RPs before? 10) Do you agree to the rules of the RP, and acknowledge that violation of said rules may result in your removal from the RP?
Welcome to Empires!
Empires is a nation simulation RP that takes place in the year 1660, primarily in Europe. Players will be granted a nation, and must use their knowledge of history, diplomacy, tactics and economics to remain sovereign in the cutthroat 17th century European political landscape.
Borders will be updated at the RP's map (further details below)
(Players may also opt to play as a nonautonomous vassal for a less challenging and more easygoing experience.)
The Basics
In Empires, you will assume the role of a European political figure in the year 1660, whether it be a duke, king, prince, or otherwise. As such, you will lead your land through the harsh and unforgiving world of European politics in a quest for glory, riches, or simply survival.
Your Nation...
You will be assigned a nation or duchy based on your application and preferences. Your task will be to manage your allocation of land and lead it to success.
! Sovereigns !
Depending on your chosen nation, you may have complete or limited control over your assets; you must play accordingly. You are in charge of your nation's diplomatic, military, and legislative decisions. Keep in mind that you are the leader and not the nation. You can only influence your people; you cannot control them directly. Accordingly, sovereigns often walk a fine line when it comes to staying in power, and you must do what you can to ensure your lineage stays in power.
! Vassals !
Although you may not be sovereign, you may hold great influence within your nation, depending on the size and wealth of your domain. Some nations may allow for more regional autonomy than others. Your tasks are on a much smaller scale than that of a nation's sovereign, and likewise, controlling a region is often a more casual experience. Just as a sovereign, you do not control your people directly, instead you must make choices that will influence them instead. Often, sub national lords will fill roles in the central government as well.
...Against the World.
Military:
A nation in the turbulent landscape of Europe often has to endure conflict to survive. Mastering the art of war is the key to long lasting rule.
Troops & Training
Every nation has a finite population and a finite amount of men fit for battle. To make proper use of these troops, one must train and equip them well.
The more a military invests in the training and supplying of its troops, the more effective they will be. However, it is important to not overdo it; spending too much on training and arming troops can put a large strain on the economy of a nation.
Waging War
To justify your conflict, you must have a casus belli, or a cause for war. A casus belli can range from a territorial dispute to a suspected assassination. You may from there declare war immediately or send an ultimatum; this document will go to the sovereign of the nation in question or, if it does not have a player as of yet, a neutral council member.
The process of playing out a conflict will be explained in greater detail after joining the RP.
Diplomacy:
Every conflict must come to an end, and no strong alliances or bitter rivalries are forged overnight. This is where diplomacy comes into play.
Ending a War
Whether a conflict has ended in a stalemate or resulted in a crushing defeat, a treaty or ceasefire is required to bring peace once again. Members of the nations involved in the bloodshed must attend the signing of the treaty, as well as optional mediators from uninvolved states. The meeting will lay out the changes in territory, leadership or otherwise following the conclusion of the war. Please note that total annexation was very rare during this time, especially among larger states, and that the treaty must be reviewed before signing to avoid unrealistic or corrupt land acquisitions.
Alliances
Alliances are often beneficial to survival, but can also result in a nation being pulled into a war they have no part in. A nation in search of allies must keep in mind that contact between nations is often slow, and sometimes effectively impossible. Also, nations that historically would not have cooperated cannot ally with each other in Empires to prevent unrealistic scenarios.
Trade:
Trade is a near necessity for every country, and something many Mediterranean countries rely on it at a fundamental level. Sea access and a merchant fleet are important for maximizing profit from trade. However, one must recognize that reckless and indiscriminate trade may result in indirectly supplying enemies with resources.
Economics will be further elaborated upon after joining the RP.
Colonization:
Colonization is a privilege granted to only the most able and versatile nations, A gamble that poses great risks and great rewards, colonization provides an extra source of wealth for the nations able to exert their influence on other continents.
Colonization and its limitations will be explained further after joining the RP.
General Rules (WIP)
1> Profanity will be kept to a minimum. Inappropriate speech, toxicity and blackmailing/threats will not be tolerated, and the offender(s) will be subject to a warning, a discord mute, or removal from the roleplay entirely.
2> Players are required to remain realistic in ALL circumstances while roleplaying. Instances include, but are not limited to:
-The military or diplomatic capabilities of a nation drastically increasing in a manner that would not be plausible in real life and/or under the country's circumstances.
-Two nations that would not have joined forces in real life at this time aligning with each other militarily or diplomatically.
-A nation expanding its sphere of influence beyond what it would realistically be capable of.
-Use of unrealistically advanced or implausible technology.
3> Diplomacy between nations is not to be influenced by animosity between players outside of the RP's line of events itself.(edited)
4> There will be no advertising of other RPs whatsoever.
5> No alternate accounts will be allowed. If a player is caught with one in the RP or trying to enter one into the RP, they will be permanently banned with no chance of appeal.
6> Manipulation of rules to provide an unfair advantage is strictly forbidden.
Details
Please remember that this RP is a work in progress. The rules still must be refined and players will not immediately be able to play. However, players may still submit applications beforehand so they are able to play from day one of the RP's opening. This RP takes place on the server Creative Fun (creativefun.eu). To view the map, you can go there and enter /home EmpiresRP. Players will be invited to the RP's discord upon being accepted.
To contact staff and submit your application, message us on discord at:
candlestick123#7809
MarineBio#9733
Application Format:
1) What is your IGN?
2) How old are you?
3) What timezone are you in?
4) Why do you want to join this RP?
5) What countries would you like to join? (Please note that this is not a guarantee that you will gain control of one of these nations)
6) Why do you want to join those countries?
7) What is your knowledge of the 17th century, and history/politics as a whole?
8) Do you have military knowledge of this era, and if so, to what extent?
9) Have you played in similar RPs before?
10) Do you agree to the rules of the RP, and acknowledge that violation of said rules may result in your removal from the RP?
r/sadcringe
I've played a lot of these types of wars