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Beginner's Guide
Topic Started: Jun 28 2014, 04:06 PM (261 Views)
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A Beginner's Guide to World Empires



What follows is an introductory guide for new players and individuals thinking of joining the game. In it you will find all the basics for getting started.



Introduction

World Empires is an alternate history roleplaying game set in the 19th and early 20th centuries. Each player guides a country through contemporary politics, wars, diplomacy, and domestic development.

Unlike many other nation-playing games, World Empires aims to be fairly realistic without being overwhelming. Our goal is to present a compelling historical environment that constantly challenges the player to grapple with contemporary attitudes as they attempt to alter the course of their nation's history. How might Germany avoid the pre-WW1 naval arms race while satisfying Tirpitz and his naval lobby? What steps could the czar take to avoid a Russian Revolution? What if a different party won the British general election of 1906? These are just some of the ideas you can explore.




Joining the Game

If you are considering joining, you should first find a country that suits your interests, background, or play style, and do a little research on it. Ideally, you should choose a nation whose history you are somewhat familiar with, although prior knowledge is not required. (It will, however, allow you to make better judgments and immerse yourself more fully in the experience.)

Register in the sign-up thread and list the nation(s) you are interested in playing. Our staff will answer any questions you may have and will try to help you find the spot most suitable for you.




Getting Started: Embassies

After joining, one of the first things you should do is establish an embassy thread in your national forum. This is basically a summary of your nation's important statistics, including its government, armed forces, history, culture, etc. It can be as simple or as elaborate as you like. The Order of Battle (orbat), which lists the numbers and locations of all your land and naval forces, will probably take the longest to do, but is very important if you plan to fight many wars.

A good embassy takes time to develop and will grow as you learn more about your country, and you certainly don't need to have it finished before you start playing. Don't feel overwhelmed by the complexity of some of the experienced players' embassies.




Managing Budgets

Upon joining you will also be given a budget, which you should process once every year. In it you will list various government expenditures, including any military or industrial projects you have undertaken, which may affect your GDP growth.

A budget consists of three main sections: (1) the statistics for the present year, i.e. population and GDP; (2) a list of all your income, including the tax or customs duties rate; (3) and a breakdown of your expenses.

Don't expect to be able to institute high tax rates unless you're at war or there are other mitigating factors. For the most part, aim for a percentage around 5-10% of GDP, depending on your domestic situation. Don't spend lavish amounts on social welfare, infrastructure, or industrialization right off the bat - state intervention in the economy wasn't a major factor before the mid 20th Century and there often were significant political forces opposed to it.




Account Profiles

Your public profile is the place to tell the world about the wonders of your nation. You will notice that we've included several custom fields in addition to the forum defaults: Head of State, Capital, and GDP to name a few. Fill these out with the most recent data available to you and be sure to update them from time to time. They provide all your national statistics for other players at a glance.

Avatars should be something representative of your role - a national flag, coat of arms, or portrait of your leader. If you can't find an appropriate one, the staff can always make one for you.



Alternate History and Game Actions

Once you have set up your embassy and budget, you can begin to get a feel for your country by taking various political or economic actions.

Don't be afraid to diverge from the historical path; we're in the business of alternate history here, and you shouldn't feel that you must make everything happen in your nation exactly as it did in the real world - although you can if you prefer it that way. Whatever you do, always try to make your decisions sensible and realistic. The United States signing alliances with half of Europe in 1900 is something that just wouldn't happen, for a host of reasons; however, Germany getting angry over a diplomatic incident with France and declaring an embargo is plausible, if dangerous.

The game is meant to be a fun, open place where you can ask questions if you get stuck or need advice. If you're unsure about a decision, feel free to start a thread in the OOC forum asking for help. We're more than happy to give advice and discuss potential ramifications, because that's what this game is all about - exploring different possibilities. If it's something secretive that you'd rather not tell the entire game, you can always send a PM to one of the staff members, who will keep it in confidence.



Battle Orders and Special Missions

Eventually, you may want to fight wars or conduct special actions (perhaps espionage) against other countries. Doing this is very simple: You send a private message to one of the staff members, who will post the orders in the staff room and calculate the result of the action according to prearranged rules. We will then post the results publicly (if a battle) or send you a reply via PM detailing how the mission went and what, if any, additional effects there are.

See the Example Battle Orders and Special Actions threads for further examples.




That's about all you need to know to get started. Any other minor points you can pick up from observing and interacting with different players. As always, if you have any questions, don't hesitate to ask us.

Good luck!
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