Expansion Campaign
What is an Expansion Campaign?
An Expansion Campaign is the primary medium available by which a Player Country may achieve MOAR POWER. More specifically: its the chief way one's country can gain more lands, slaves, and cash. Because that's totally a thing countries want more. An Expansion Campaign can be set at any reasonable point in in-game history, though limitations may be applied as we explore non-Modern Tech role play further. Additionally, while the ultimate goal of an Expansion Campaign is the accession of moar resources, an Expansion Campaign whose plotline is bare-bone "veni, vidi, vici" is liable to be Denied (though not always!). As is one where you craft the situation specifically to play The Big Damn Hero (note, however, the specific language).
Role of Historical RP
You may have noticed the mention of "any...point...in history" up there. It means exactly what it means—Expansion Campaigns are not required to be set in the modern-day. They may be set during the height of your imperial power, or even during the glorious days of Rome (earlier than that though may be too far back though). Of course: limits may apply, and certainly, your Country would need to have a reasonable chance of keeping that land until the modern day—especially since other Players are totally allowed to intervene in your Campaign, and may even be permitted to fight you over it at the height of their imperial power (assuming said height is after you gained the land, at least). We'll have to explore the system and its capabilities as we go.
A reasonably developed history, at least during the period the Expansion is to be set in, may be required to embark on a Historical Campaign.
Post-Expansion Effects
Post-Expansion gains (population, land, GDP) are at the Directorate's discretion, needless to say. Further effects, in the way of required "post-conflict" Role Play, modifications to your primary population and GDP, or other stuff the Directorate may feel appropriate, may be applied depending on the situation developed for the Campaign and its evolution as the Campaign went on.
Regarding Participants
The Expanding Player may be permitted to play the Campaign alone, though, since we are here to play together, is nonetheless encouraged to design things in such a way as to permit others—either as individual Players or in their role as in-game Countries—to participate. Additionally, if your Campaign does involve a second in-game state (quite likely), a second Player to control it is encouraged. And let us not forget that in-game countries have their own interests; so if a country has a reasonable in-game cause to intervene, the Directorate certainly condones the Player controlling it to do so. As cool as the Expanding Player's plan may be in his head, plans rarely (never?) survive contact with reality fully intact.
Further Notes
There are no explicit limits on the number of concur Expansion Campaigns one may have, or the number of total number of Expansions one may go through, though the Directorate may certainly apply limits at its discretion. Eg., if you're swarmed in Role Play, the Directorate may prevent you from taking on more; or if you're so big and powerful and OP that you could take on the world, it may prohibit you from growing larger (though, this one's unlikely).
Form
What is an Expansion Campaign?
An Expansion Campaign is the primary medium available by which a Player Country may achieve MOAR POWER. More specifically: its the chief way one's country can gain more lands, slaves, and cash. Because that's totally a thing countries want more. An Expansion Campaign can be set at any reasonable point in in-game history, though limitations may be applied as we explore non-Modern Tech role play further. Additionally, while the ultimate goal of an Expansion Campaign is the accession of moar resources, an Expansion Campaign whose plotline is bare-bone "veni, vidi, vici" is liable to be Denied (though not always!). As is one where you craft the situation specifically to play The Big Damn Hero (note, however, the specific language).
Role of Historical RP
You may have noticed the mention of "any...point...in history" up there. It means exactly what it means—Expansion Campaigns are not required to be set in the modern-day. They may be set during the height of your imperial power, or even during the glorious days of Rome (earlier than that though may be too far back though). Of course: limits may apply, and certainly, your Country would need to have a reasonable chance of keeping that land until the modern day—especially since other Players are totally allowed to intervene in your Campaign, and may even be permitted to fight you over it at the height of their imperial power (assuming said height is after you gained the land, at least). We'll have to explore the system and its capabilities as we go.
A reasonably developed history, at least during the period the Expansion is to be set in, may be required to embark on a Historical Campaign.
Post-Expansion Effects
Post-Expansion gains (population, land, GDP) are at the Directorate's discretion, needless to say. Further effects, in the way of required "post-conflict" Role Play, modifications to your primary population and GDP, or other stuff the Directorate may feel appropriate, may be applied depending on the situation developed for the Campaign and its evolution as the Campaign went on.
Regarding Participants
The Expanding Player may be permitted to play the Campaign alone, though, since we are here to play together, is nonetheless encouraged to design things in such a way as to permit others—either as individual Players or in their role as in-game Countries—to participate. Additionally, if your Campaign does involve a second in-game state (quite likely), a second Player to control it is encouraged. And let us not forget that in-game countries have their own interests; so if a country has a reasonable in-game cause to intervene, the Directorate certainly condones the Player controlling it to do so. As cool as the Expanding Player's plan may be in his head, plans rarely (never?) survive contact with reality fully intact.
Further Notes
There are no explicit limits on the number of concur Expansion Campaigns one may have, or the number of total number of Expansions one may go through, though the Directorate may certainly apply limits at its discretion. Eg., if you're swarmed in Role Play, the Directorate may prevent you from taking on more; or if you're so big and powerful and OP that you could take on the world, it may prohibit you from growing larger (though, this one's unlikely).
Form
Code:
[css=float:right;]Directorate Use Only[/css]
[b]Expanding Country:[/b] <Should be obvious enough>
[b]EC.'s Government Type:[/b] <Democracy, Monarchy, Totalitarian, etc>
[b]Campaign Setting:[/b] <Century, year, or general time period>
[b]Campaign Goal:[/b] <the area you're like to expand to>
[b]Informational Links:[/b] [url=insert URL here]Factbook[/url], [url=insert URL here]History[/url]
[b]When did you last have an Expansion?[/b] <OOC Month, OOC Year>
[b]When was the Expanding Country's last military conflict?[/b] <be as accurate as possible>
[b]Why do you seek to expand?[/b] <answer here; give both IC and OOC reasons>
[u]Campaign Plot[/u]
<give a summary; it may further be developed in it's own thread>
[u]Potential for Other Player Involvement[/u]
<how might other Players get involved in your campaign?>
[u]How your country may evolve from success[/u]
[u]How your country may evolve from defeat[/u]