• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.
1848.png
Map of the world in 1848

Welcome to the Age of Revolutions historical role play, where you control a nation state or other political entity such as an economics union or a rebel faction in the middle of a civil war. This roleplay starts during the 19th century, more specifically 1848 where Europe is on the eve of countless revolutionary attempts by various left wing groups around the continent, as a result of growing social unrest following industrialization and the shifting of demographics in the post-Napoleonic era. Literacy is climbing in the developed world.

The development of anti viral medicine will eventually lead to the colonization of Africa and Asia by the European powers, who are at the forefront of technological development in this time. The Qing dynasty in China is quickly losing influence as the ultra conservative government refuses to modernize, losing their spot as the world’s centre of economic activity. India was recently colonized by the British, and combined with being the first nation to industrialize makes them the top power in the world. The Ottoman empire is declining partly due to the death of a long standing era of traditional land-oriented conquests in the near east and partly their failure to modernize.

Nationalist unification movements are forming in the territories of the Italian and German states and worker’s suffrage movements, inspired by the United States government are gaining traction by liberal reformers in nations such as France, the United Kingdom and the smaller, less militant-oriented German states. The world is on the eve of the development of petroleum technologies and electricity which will be a game-changer for nations and the lives of ordinary people, along with the development of modern explosives, chemical weapons and rapid-fire weaponry which will change the face of warfare for the worse.

The 19th century brings forth this daunting message: Industrialize or die!


Turn Rules:

For your first turn, you may send me your nation’s flag, names of leaders and ruling parties/dynasties unless you want to start off with the historical names and flag.

You may include up to ten lines per turn, split into three categories. A line is roughly a few sentences that are commands and actions put forth by your government.
You can basically do whatever you want but don’t expect it to always work your nation is subject to forces that are beyond your control such as political and social movements and random events including assassinations.


Turn Categories:

Political Affairs
(Legislation, judicial decisions, executive orders and decrees)

As you play the role of government, you can decide which policies you want to put forth. These policies are subject to scrutiny and if unpopular may lead to revolts or even revolutions, disposing you of your government. As a government in exile you control no nation but may attempt to reclaim your power. The more democratic you are the less you are able to get away with, but your soft power in the form of cultural exports is richer.

Developmental Affairs (Technological research and infrastructural development)

Slowly over time, depending on how industrial or developed you are, you may or may not successfully discover something new in the realm of science and mathematics or develop new technologies for civil and military use. As a developed nation or great power it is crucial that you be at the forefront of technological development or be subject to lagging behind the rest of the world. As an undeveloped nation, hiring advisors to aid and instruct the development of your industries is recommended. There’s no dice roll for success as it is based on both the time frame of similar technologies and how industrialized your nation is.

External affairs (Soft power, colonization and military interventions)

This is where you control what happens outside of your borders, or where you plan on expanding them. There are multiple measures to calculate how powerful your nation is and how much influence it has on the world stage, including but not limited to population figures, gross domestic product, literacy and power projection in the form of military bases and the ownership of things like naval choke points, as well as the cultural influence of politics and customs to other nations. You can easily conquer vastly inferior people from a technological standpoint but may have difficulty taking territory from equally developed nations, relying on cutting edge strategy and understanding of the world around you and all of the systems that are in place.


Up to ten players at a time.

I don't know how many people would join, but I know I'm not superhuman.

Claim nations in the thread and send me your turns! Each turn takes place Jan 1st of the next year, as each turn is one year long.

List of players (8/10):
Sobotnik as Kingdom of France (Nation State)
TheGriff TheGriff as Young Italy (Conspiratorial Organization)
Amfleet Amfleet as Kingdom of Prussia (Nation State)
Fighting Monk Fighting Monk as Russian Empire (Nation State)
RayPurchase RayPurchase as Kingdom of the Netherlands (Nation State)
.Del .Del as Empire of Brazil (Nation State)
Malos as Kingdom of Hungary (Separatist State)
Emperor Scorpious II Emperor Scorpious II as Free California Movement (Conspiratorial Organization)


Interesting nations that are free:


State of the Church (Papal States)
Rattanakosin Kingdom (Siam)
Ottoman Empire
United States of America
Kingdom of Spain
Ethiopian Empire
United Mexican States
Kingdom of Belgium
United Kingdoms of Sweden and Norway
Tokugawa Shogunate
Muhammad Ali Dynasty (As a part of the Ottoman Empire)
Empire of Brazil
Kingdom of Sardinia
Great Qing
Sublime State of Persia
Kingdom of Morocco
Kingdom of Denmark
Austrian Empire
Kingdom of Portugal
 
Last edited:

Users who are viewing this thread

Back
Top