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Thread: BoP: Europe 1914

  1. #1

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    BoP: Europe 1914



    Welcome to BoP: Europe 1914

    BoP: Europe 1914 is a dice based forum game that begins in 1914 and focuses on events in Europe. Countries are player controlled and events will follow the new history and timeline that the players make. Players, for the most part, have total control over their nation and can shape their country to their wishes. That said all events BEFORE 1914 have followed proper historical events and the condition on nations are as they would have been as of the 1st January 1914.

    Nations






    Great Powers



    United Kingdom of Great Britain and Ireland - DoctorWarband
    Russian Empire - Numitor
    Kingdom of Italy - GeorgeCrecy
    French Third Republic - eagles62973
    German Empire - Sarado
    Austro-Hungarian Empire - Kyle422


    Minor Powers

    Swiss Confederation - Popydude
    Kingdom of the Netherlands -
    Kingdom of Belgium - Yoyo

    Portuguese Republic - Jordon Brooker
    Kingdom of Spain - Soulfly

    Ottoman Empire - Michaelsmithern
    Albanian Kingdom - Valdounet
    Kingdom of Romania - Theodore
    Kingdom of Greece - Zen6996
    Kingdom of Montenegro -
    Tsardom of Bulgaria - Ottovski
    Kingdom of Serbia - crazychester

    Kingdom of Sweden - Mildras
    Kingdom of Norway - Sarunas
    Kingdom of Denmark- VOLCUSGAMING




    Current Treaties



    Triple Entente
    United Kingdom + Russian Empire + French Republic - Alliance

    Triple Alliance
    German Empire + Kingdom of Italy + Austria-Hungary - Alliance

    Anglo-Portuguese Treaty of 1373
    United Kingdom + Portuguese Republic - Alliance

    Treaty of London
    United Kingdom + Kingdom of Belgium + Luxembourg - UK guarantee of Belgium and Luxembourg

    Greek–Serbian Alliance
    Kingdom of Greece + Kingdom of Serbia - Alliance

    German Non-Aggression Treaty
    German Empire + Swiss Confederacy + Kingdom of the Netherlands - Non-Aggression

    The Franco-Belgian Accord of 1914
    Third French Republic + Kingdom of Belgium - Defensive Pact

    Italian Guarantee of Greece
    Kingdom of Italy + Kingdom of Greece - Guarantee of Greek Independence

    Austro-Swiss Non-Aggression Pact
    Austrian-Hungarian Empire + Swiss Confederation - Non-Aggression

    German-Romania Defensive Pact
    German Empire + Kingdom of Romania

    Russo-Bulgarian Defensive Pact
    Russian Empire + Tsardom of Bulgaria

    Greek-Albanian Non-Aggression Pact
    Kingdom of Greece + Principality of Albania

    Italian-Albanian Non-Aggression Pact
    Kingdom of Italy + Principality of Albania

    Russo-Germanic Non-Aggression Pact
    German Empire + Russian Empire

    Spanish - Portuguese Alliance
    Kingdom of Spain + Portuguese Republic

    Grecco - German Defensive Alliance
    German Empire + Kingdom of Greece

    The Treaty of Sevastopol
    Russian Empire + Kingdom of Bulgaria + Kingdom of Greece + Kingdom of Albania - Alliance

    Russo-Swedish Non-Agression Pact
    Russian Empire + Kingdom of Sweden


    Wars


    Belo - Dutch War
    Kingdom of Belgium + Kingdom of Denmark + United Kingdom of Great Britian and Ireland
    vs
    Kingdom of the Netherlands

    The Great European War
    Triple Alliance
    German Empire + Kingdom of Italy + Austrian Hungarian Empire
    vs
    Triple Entente + Allies
    Kingdom of Denmark + Kingdom of Belgium + French Third Republic + United Kingdom of Great Britain and Ireland + Portuguese Republic + Russian Empire + Kingdom of Bulgaria + Kingdom of Greece + Albanian Kingdom + Kingdom of Serbia
    +
    Others
    Kingdom of Romania + Ottoman Empire


    T.B.A


    Rules




    The players are limited to taking broad strategic decisions to fight their wars, in-depth details will simply be used to a degree. (This is to avoid the "but i did this and that and this and that" problem that occurs in many BoP games) Warfare in BoP: 1914 will be decided by rolling of dice, with the applying of advantage/disadvantage modifiers after. Players who wish to plan an offensive/defensive strategy, or fight an all-out battle against their enemy must send their plans to the GM via PM.

    - Plans are key to winning wars so do not be afraid to be detailed in your broad strategies! Tell me the division types you're using, tell me where they're striking, tell me what time! Being detailed helps! However what you write in your PM might not go according to plan so please do not get upset if things derail, there are other factors the GM needs to consider when orders are sent in.

    - If what you are sending is a plan and not an order make it extremely clear in the PM. I'm not lazy and will read your PMs word for word but if it's not clear and you fail to respond if I ask you for more details I will carry them out as orders.

    - Naval invasions into enemy territory are very risky and need considerable planning. The resources from required from your naval and land forces may be great, and once a Naval Invasion is ordered it is extremely hard to call it off and retreat. Make sure you want to invade and are prepared to do so. Nations with large and powerful navies are obviously better equipped to handle naval invasions, and will get an advantage when doing so. If you are ordering a naval landing it will not be carried out instantly but after 2 - 3 months of planning.

    - Naval landings into friendly territory, such as territory controlled by one's allies, require only a small amount of preparation, planning, and time to initiate.

    - Favorable terrain may give defenders the advantage, while unfavorable terrain may give Defenders/Attackers the disadvantage. I trust you to be mature enough to know basic geography in your attacking/defensive moves.

    - Many nation's armed forces are out dated in terms of uniforms, tactics and sometimes equipment. Issuing military reforms can help to modernise your armies but will render them immobile and useless whilst the reforms are implemented. Be careful of when you opt to call for reforms.

    - Defenders are always at an advantage versus attackers. Using overwhelming numbers or flank maneuvers can change the tide.

    - Giving your forces time to dig in will strengthen their defensive capabilities, but will make it harder for your generals to react upon flanking manoeuvres.

    - Moving your forces around takes time, maybe a couple of weeks or so for large forces.

    -Battle plans can be split into stages, with each stage being a possible battle should the circumstances allow it. Drastic changes to your battle plans though can cause break downs in the chain of command.

    -Shelling your opponent will help to soften up a dug in foe!

    -Scouts are fast, sneaky units mainly used to show one where his enemy is and what they are doing. Aerial reconnaissance is becoming more crucial as well! Scouting is based on a dice roll, for whether you see anything or nothing, and if you do see something, how much do you see.

    -Your military's professionalism IS a great factor in one's victories and defeats. A well-trained, professional, volunteer force will have a great advantage over a force of conscripts.

    - Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect on your military's morale, and this discontent may spread throughout your country...





    Mobilisation is simply the amount of men being called into military service and the transition of the military from peacetime to wartime. Each level of mobilisation will increase the amount of men one holds in action, reserve, and on the field, but will also increase the detrimental effect on one's economy. Extended and Full should be considered the standard mobilisation levels for WW1.

    Conscription armies
    Partial Mobilisation - All men up to 25 are mobilised for active service, except those in various professions, students, and others.
    Extended Mobilisation - All men up to 35, except men in various necessary proffessions.
    Full Mobilisation - All men up to 50, also lowering the requirements and removing exceptions to forced enlistment.
    Excessive Mobilisation - The enlistment of all men capable of service for active duty. Excessive mobilisation should be treated as a real last resort because it basically brings your country to a standstill.

    Volunteer armies
    Partial Mobilisation - 50% of your reserves are called up
    Extended Mobilisation - 75% of your reserves are called up
    Full Mobilisation - Your full military might is called to bare.
    Calling for Volunteers - Grants more manpower but reduces army effectiveness
    Issuing of Conscription - Army now converts to a Conscript army reducing it's effectiveness

    Players can a also choose between the types of army they have. This will effect the skill level and size of the armed forces at your disposal depending on what type of armed forces you pick.

    Volunteer Army - Small but highly skilled armed forces that consists of men serving their time with the colours and in the reserves. Mobilisation will only call your reserves into service!
    National Service - Army based around conscription with men serving short military terms before returning to civilian life. Many jobs however are exempt from conscription. Your military is large and hold basic skills and mobilisation will call men from civilian life into the military.
    Service by requirement - Creates a large, rather unskilled military. Mobilisation will do what it says on the tin.

    Nations with Volunteer armies can take on volunteer campaigns to try and boost the man power of your military or enact the draft. This will decrees the skill of your military however.

    Nations also have the option of instituting civilian militias, similar to the "Home Guard" seen in both WW1 and WW2. Militias offer a mediocre source to improving your civilians' military prowess in case war breaks out, as well as significantly reducing the economic drawbacks from full-on mobilisation. However, it is obviously not effective enough to base your entire military on, and should be viewed as a support mechanism. Militias cannot be used for offensive actions, only defensive. Be warned, arming your populace dire times may work, but an armed unhappy populace with no war to fight may turn their weapons on their own government, if unrest is high...




    - Don’t sign agreements that you will break quickly. Please. Just don’t.

    - Treaties and agreements can be severed in a number of ways, however the best diplomatic way of breaking agreements would be through "Opt-Out" clauses. (For example "I will aid you in conflict, Except against Romania") When negotiating with another country, one can choose to make alliances Offensive (only offensive wars), Defensive (only defensive wars), or General (all wars). Opting out via one of those clauses will have no major detrimental effects on one's nation (besides the diplomatic ramifications with the affected country and/or neighbors).

    - You can support nations at war (or rebellions) in different ways.
    Declare diplomatic support - Simply publicly display your backing to one side (mainly used to scare/threaten others into not joining)
    Supplying - Secretly or publicly sending arms, food, goods etc to a warring party
    Allowing volunteers to fight / forming a volunteer corps - secretly/publicly send men that are not politically sent by your nation to fight on one side. (Very risky, with great diplomatic ramifications if caught)
    Simply declaring war. - Declare war and fight with a warring party.

    - Since this era is the era of Nationalism, it may be easier to acquire friendly relations with other nations. Always remember past events and your nation's history, as this may make finding friends and allies easier or harder depending on who you are and who your neighbors are. Likewise, nations who are historical friends or share similar cultures may find themselves in good alliances.

    - Upon winning a war, the victorious party has a multitude of options to choose from:
    Full Annexation - The entire losing nation is absorbed into the victor's lands (Easier for small countries, nearly impossible for large Western powers)
    Ceding of lands/acquiescence - The losing party receives peace terms, which may range from small amounts of land being ceded to the victor to war reparations and demilitarisation.
    Puppet State - The losing party becomes a puppet state of the victorious party, with their independence and sovereignty severely reduced.

    -The losing party of a war also has a multitude of options to choose from:
    Surrender - The losing party agrees to whatever peace offers the victorious party grants them.
    Exile - The losing party's government goes into exile with a neighboring country or ally. The war will remain active, along with hostilities and conflict should opposing forces remain active on the battlefields. Exiled governments can return to their nations if they win or make great progress or simply feel safe enough to return.
    Resistance - (Can only be used if puppet state'd, or full annexed) The losing party's government goes into hiding, and attacks on the occupying nation will begin. If left unattended the victorious nation might begins to loses control of the newly acquired lands as time goes on, with the nation gaining a chance to regain its sovereignty should the resistance movement prove successful.

    - Parties that are signing a treaty will need to enter negotiations. Be in quietly via steam or PM or publicly in the thread. Peace agreements that are signed out of the blue are sudden are hard to believe. Try and RP your negations and agreements. Wars don't just end over night.

    - Players should try to limit their posts to diplomatic decisions and statements, rather then continuously replying to each other. Replying to statements is of course okay, but stay IC (in character) when doing so.




    Every nation in the game has a government, which may give bonuses/negative effects towards certain actions and strategies. The government systems in this game are: Democracy, Fascism, Communism and Dictatorship.

    -Democratic governments are the basic government types that most players start off with. They have practically full control over their nations but do not have total control. A democratic government can call for elections whenever they wish for one and the outcome of who wins will be decided by dice roll.

    - Rolling a 1 - 10 will land you a socialist government that might set you down the road to communism whilst rolling a 90 - 100 will land you with a right wing government that might send you on the path to fascism.

    - Dictatorships are one person controls the nation (such as the Russian Tsar). Dictatorships have little to no democratic elements. It allow the player free reign to commit most/any actions, however they must keep an eye on unrest and unhappiness, lest they be overthrown for another form of government.

    -Fascist and Communist governments gain Full control over their government, along with the trade and economy of their nation, letting them modify many aspects of their nation to supplement whatever agenda the player chooses to follow. Another pressing problem, unrest, can be easily be solved by propaganda and elimination of the opposition. However, one must still be careful, for propaganda and fear can only take you so far. (No fascist or communist governments exist.....yet)




    Every nation in this game has people, citizens who go about their daily lives, work in industry, and fight their nation's wars. A happy and controlled population is much easier to work with than an unhappy, rebellious population. The placating and control of the civilian population is an important facet of BoP: 1914.

    - Players must be wary not to commit horrible acts of military errors during their wars, or fight too many pitched and bloody battles or commit war crimes. Sending hundreds of thousands of men off to die not only impacts your economy, but also increases the unrest of the general population as well as makes replenishing said lost manpower much harder whilst war crimes might cause your population be begin to shift towards demanding peace.

    - Players can reduce unrest and unhappiness by targeting opposition groups or certain political parties that are considered "Dangerous" by the state. Moderation is required however; oppressing the masses too much may lead to a revolution in one's nation.

    - Rebellions come in many forms, from revolutions to protests and petitions to the sovereign. How a player handles unrest events may decrease/increase the unrest in a country. Temperance is needed.

    -Revolts and Revolutions, if unchecked, may spiral out of control and spread to neighboring nations. To avoid an international blunder, it may be wise to intervene in a revolution as an outside party, even if it could prove beneficial to a player.

    Some nations can get away with more than others!





    Technology will progress and develop over time and is not player controlled. The GM will from time to time begin to drop hints of developments to push events forwards whilst trying not to hand over the advantage to a single player at any one time. For example Spain might be at war with France and during a battle it might be hinted that Spain now has helmets.




    Your nation's economy will for the most part run itself. Player intervention will help during times of war to help supplement the needs of the military and people. Some nations have stronger economies and industry than others and this will show as war begins to strain nations.

    Trade is automatic in game when nations are at peace. However nations can choose to embargo one another or halt trade whenever they wish. Should trade be halted it will naturally need to be reopened. Naval trade is a vulnerable thing and can be attacked by hostile raiders.




    While rules regarding the game mechanics are vast and detailed, players would do well to remember that, above all else, this is just a game that is being played for fun and enjoyment. There is no such thing as "Winning" in a Balance of Power game, for the overall objective of the game is to have fun and interact with other players in order to create a memorable experience.

    Regarding player etiquette, one thing to remember is that the actions of the players in game does not reflect the character and personality of the player outside of the game. Furthermore, the game thread should not be the place to discuss inter-player relations and outside affairs. The game thread is where the players become their nations and should be treated as such when interacting on the game thread.

    The game thread is where players role play their rulers and nations and play the game. The discussion or Out-Of-Character Thread should be where players, not pretending to be their nations, discuss and converse about the events unfolding in the game. The Game Thread is public and should only contain public actions or materials the players would consider to be public; private treaties, agreements, orders, messages etc should instead be sent directly to the GM via Private Message, Email, or other private means.

    Player competition is healthy, and attempting to gain advantages in a Balance of Power game is common. However, players should not take to extreme efforts to put themselves into the best position possible by abusing the game mechanics, other players, and by other dastardly means. Powergaming in particular is unsportsmanlike, unwelcome, and not appreciated. If there ever comes a time when a ruling or rule comes into question, the affected player should bring the issue up in the Out-Of-Character thread for future review and discussion; however, rules will not be changed mid-session and requests to rewrite the rules will be denied. If a player continually and persistently causes disruption as a result of attempting to abuse or change the rules to better their own position, they may be removed from the session or the session may be terminated altogether, in which case the course of action following the termination of the session is to review the rules without the quarreling player's input and turn to other GM's and/or the main player base for input.

    Anger or frustration towards other players is healthy and understandable. However, personal attacks stemming from in-game actions or repeated hostilities based on a player's actual character and not the actions of their nation are strictly prohibited. Hostile players may be removed from the session at the GM's discretion, or if the overwhelming majority of the player base requests a particularly toxic player to be removed.

    Players are expected to try to have fun. That is all. Players can set their own personal objectives and goals for what they want to accomplish in the game, however the overarching goal is to create an enjoyable experience and drive the narrative forward. If you are looking for a game of intense technical skill and clear winners and losers that focuses on winning above all else, then you are looking in the wrong place. If you are looking for a game where you can interact with other players, fulfill personal objectives and goals, influence and instigate events and watch them unfold before your very eyes and engage in jolly cooperation or player competition, and are willing to roll with the narrative to see where it leads, then you have come to the right place.

    Last edited by Bravescot; 05-12-2017 at 01:08 PM.

  2. #2

    USA General of the Army

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    Starting Map of Europe




    Current Map of Europe




    Actions must be stated in bold
    Fluff should be put in italics



    "Unus pro omnibus, omnes pro uno"

    The Swiss Government begins a moderated expansion of Swiss industry

    Events in Europe have put Switzerland in a difficult position. To our East are The Center Powers and to our West The Triple Entente. Switzerland is deeply worried for our nation's sovereignty. The government is yet to forum a decisive choice on where to invest Swiss interests. Some 60% of our population speak German whilst some 20% speak French and 8% Italian. The government will have to tread carefully for our national decisions. For now though, the language used by the government shale remain, as it always as, French for diplomatic reasons.

    Last edited by Bravescot; 05-15-2017 at 05:01 PM.

  3. #3

    USA General of the Army

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    Prelude

    January 1st 1914. Europe once again sits upon tense times.

    The Balkans are once again beginning to boil. Following the annexation of Bosnia by the Austrio-Hungarian Empire in 1908 the Austrians have once again begun to flex their muscles in the region against Serbia, weakened by the Balkan War. In the East, Russia, having suffered a humiliating defeat at the hands of the upstart nation Japan, have begun modernizing and growing their military capabilities all whilst reaffirming their influence in the Balkans, must to the dismay of Austria-Hungary and the to great alarm of Germany. A scarred and traumatised Ottoman Empire reels from the shocking defeats from the seemingly weak Balkan Nations, and have recently undergone massive revolutions by the Young Turks. They watch with sorrow, and memories of what once was.

    In Western Europe, German and Italy's desires to expand and become a colonial power has begun to worry Britain and, to a greater extent, France. Germany, British and France continue to produce Dreadnoughts in a naval arms race that only bodes ill. Relations between Germany and France are beginning to run thin. Following the two Moroccan crisis and the on going arms race France and Germany almost seem poised to strike one another. In France, Revanchist sentiment grows throughout the hearts and minds of the disgraced Frenchmen, still bitter over the loss handed to them by the new German Empire during the Franco-Prussian War.

    Despite the ever rising tensions, all is quiet in Europe...for now.

  4. #4


    His majesty the Kaiser believes that European communication is very important in these times of rising tensions. His majesty would therefore like to invite his dear Uncle, King Edward VII of Great Britain etc. etc., and his dear friend, Tsar Nicholas, to Berlin. At the same time it is the Kaiser's deepest believe that Europe can not stand without the Orient. His majesty therefore invites the Ottoman Empire to open a exhibition about the great Ottoman-German relationship in Berlin as well as in Istanbul in order to push the cultural and political exchange between the nations.

    Germany invites the Russian Tsar to visit Berlin.
    Germany invties the British King to visit Berlin.
    Germany invites the Ottoman Empire to open Ottoman-German exhibitions in Berlin and Istanbul.






    Commander August von Mackensen visiting an Ottoman frigate.






    First Sergeant James T. Forester


    Battery A, 1st New Jersey Light Artillery
    The German Volunteers


  5. #5

    CSA Captain

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    Koninkrijk België
    Royaume de Belgique


    With growing international criticism of Belgium's treatment of the native Congolese population in Africa, King Albert's government decides it it would be a good idea to make some friends. Based on their cultural similarities and already high relations, Belgium approaches France with the idea of a diplomatic arrangement. Drafted in Brussels with French input through envoys and representatives, the agreement was reached and aptly named "The Franco-Belgian Accord of 1914". A stronger sense of security swept across Belgium and her colony with the news of their independence and sovereignty being guaranteed. The ratification of the accord lifted a heavy weight from the shoulders of the Belgian upper house, and no doubt the Belgian people.

    Belgium signs defensive pact with her partner, France.





    (This has of course been authorized by eagles62973)
    Last edited by yoyo8346; 02-24-2017 at 09:55 PM.

  6. #6
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    "Foedere et Religione Tenemur"

    The Republic of Italy works to bring economic and technological advancement to southern Italy and their Libyan holdings.

    For many years the north of Italy has reaped the benefits of industrialization along with the rest of Europe. The ample fields of grain which sustained the ancient empire of Rome have been improved with the latest advancements in agriculture, while profitable rail lines have long since connected Italy and the countries of France and Austria. However, these improvements have fallen short in the southern region of Italy, where poverty, corruption, and hardship still reign supreme. Prime Minister Giovanni Giolitti spearheaded a bill to allocate money and resources to resolve this malfeasance, though not without resistance. The Nationalist Party headed by Enrico Corradini proved difficult to convince. They argued that larger issues were at stake as the Austrians sought to overtake the Balkan states - which they consider to be de-facto Italian provinces - and that other European powers would overtake what little is left of the African continent were we to continue focusing on the home front. To gain their support, additional resources were added to the Giolitti bill to improve the infrastructure and economic potential of our recently aquired Libyan territories, long overdue for what the French term the mission civilisatrice. The Republic of Italy will not fail to enhance the livelihood of the downtrodden, and looks forward to bringing our southern cohorts in Africa to the ideals of this glorious 20th century!

  7. #7

    French Military Reform


    "Liberté, égalité, fraternité"

    France Reorganizes and Trains its force to a higher standard, taking lessons learned about a conscript army learned in the Franco-Prussian War. All French forces will commence in Military Games and Training for the next 4 months.


    After the disastorous and humiliating defeat France Suffered against Prussia, High command is now taking lessons learned from that war and trying to mimic the Prussian level of soldiery. The Prussians did not defeat us because their army was bigger or more equipped but because each Prussian soldier was worth five French. If we train our soldiers to the same exacting level our greater force size will not only overwhelm but outperform all others.


    French Troops Conducting Bayonet Training
    Last edited by eagles62973; 02-25-2017 at 12:03 AM.

  8. #8

    Kingdom of the netherlands Economic reform and Diplomatic actions


    "Ik zal handhaven"

    The Kingdom of the Netherlands Starts working on improving their Economics by building factories and Inviting people over from Dutch East Indies to work in the Factories.

    After many weeks of planning and a long debate, The parlement finally agreed on investing more money to the Economy to improve their foothold in Europe. Although not all parties agreed of course. At the end they agreed in getting workers from the Dutch East Indies so our own people could be free for other jobs. This would also mean more housing needs to be made so housing projects have already started Giving more jobs for the population.


    The Kingdom of the Netherlands would send Diplomats to norway,The German Empire, The Kingdom of Italy, The United Kingdom to improve relationships

    It has also been concluded that there has been some tension in Europe So the Parlement agreed to send Diplomats to Norway, German Empire, Kingdom of Italy and The United Kingdom to improve relationships With these nations. And they hope it will work. Although the United Kingdom didn't have the best Relationship with the Netherlands since The Netherlands was a colonial power.

  9. #9
    WoR-Dev GeorgeCrecy's Avatar
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    Extra, Extra! Fresh from the Italian Presses!


  10. #10


    DER REICHSKANZLER
    Reichskanzlei, Berlin


    We hereby inform France, Belgium, Denmark and the Netherlands that a large staff exercise is to be held in the German Empire. Possbile troopmovements near your borders are no act of agression.

    We would also like to inform the public that we've entered into Non-Aggression-Treaties with both the Netherlands and Switzerland. The full treaties will be made public within time. The Kaiser is aware of his very important role when it comes to European communication and peace and is therefore willing to receive more proposals.


    The Empire aks all nations who are willing to do so to send Non-Aggression-Proposals to the Auswärtiges Amt in Berlin.



    The German Government would also like to thank France for recognizing the German military superiority. We would like to point out that France will never be able to get to the same military standards as Germany has, however the German Empire congratulates France for its attempts.





    The Kaiser at a manouver.

    Last edited by Ted; 02-25-2017 at 01:24 PM.






    First Sergeant James T. Forester


    Battery A, 1st New Jersey Light Artillery
    The German Volunteers


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