Uprisings
Introduction
Uprisings, revolutions, mutinies, coups — all of this is an integral part of the historical process. Are you dissatisfied with the course of the ruling group? Dreaming of secession and creating a new nation-state? These phenomena are also relevant for our server despite limited gameplay realities.
In any case, achieving political goals through unconstitutional means requires compliance with specific conditions.
Uprising registration is done in Discord via a dedicated ticket using the established format. When registering any type of uprising, you must follow logical justification.
Chapter I. Uprisings: Types
There are two types of power change in a country or territorial separation by national criteria:
I. Revolution
A mass movement of previously deprived and excluded social groups aimed at radical change of socio-economic system and political order.
Example: Bolsheviks, Mexican Revolution of 1910, Spanish Civil War.
Conditions of emergence
- Long-term ignoring or worsening of socio-economic problems by ruling classes.
- Lack of mechanisms for representing interests of oppressed groups.
Consequences
- Armed clashes and unrest.
- Creation of a power vacuum and temporary lawlessness.
Variants
- Peasant uprisings (rarely change political system, but force concessions).
- Bourgeois-democratic revolutions.
- Socialist revolutions.
II. National Liberation Movement
A mass movement of representatives of one region (ethnic, religious, or national group) that is systematically discriminated against and excluded from power structures.
Example: CSA, Far East (fictional), TSA (fictional).
Conditions of emergence
- Cultural or religious oppression.
- Restriction of rights of a specific group or region.
Consequences
Separation of territory and creation of a new state. Has minimal impact on socio-economic situation in the metropole (for example, the Polish uprising weakly affected internal Russian policy but changed Poland's status).
Chapter II. Uprising Stages
Any uprising has its own history: from emergence to direct turning point. Either you seize power in the country/region, or... There are three stages of your uprising:
Stage I: Conspiracy
Requirements to enter Stage I: registered uprising, first post describing goals, motives, PARTY HQ (separate province), and further actions. After registration, the uprising is born. It has 1-2 Uprising Points (more in Chapter III), but has no clear goal or motives yet. Only a small idea that must be carried into the masses: from peasants to bankers and government.
Your actions at this stage:
- Create Party HQ — a separate province where the uprising is sustained. 1.1 Agitate other provinces to join the uprising.
- RP posts aimed at discrediting current authorities.
- RP posts showing that you (the uprising) offer different rules of the game: reforms, future, even if written by populists.
- Gain 12 UP and reduce Societal Order below <50 to move to next stage.
- You have access to 1 skirmish (details in Chapter IV).
Stage II: Mutiny
Requirements to enter Stage II: 12 UP, Societal Order <50 (on any axis). The uprising core is formed. Now it's about mass agitation, development, propaganda, and persuading the opponent to your side. But this is not limited to your country — other states may be interested in the uprising.
Your actions at this stage:
- All Economic Points of uprising provinces are transferred to your treasury. 1.1 They become decisive, so province development must be prioritized by all possible means (buildings, logistics, etc.).
- Your provinces receive a fictive nation and map color. State research is reset — you have no access to it.
- RP posts from stage I + posts about support from other countries.
- Gain 12 UP and reduce Societal Order below <30 to move to next stage.
- Both you and government have 1 skirmish each (details in Chapter IV).
Stage III: Catharsis
Requirements to enter Stage III: another 12 UP, Societal Order <20 (on any axis). Civil war. Blood and revolution. Or simple declaration of independence for more democratic states. The uprising is ready for any outcome; government forces can strike at any moment.
Revolution
- Within the next two days, you must move on the state capital. Winning the clash for the capital = temporary government under your leadership.
- After this timer expires, government acts as attacker.
- Battles follow all military battle rules.
- Limits are calculated separately (see Chapter V).
National Liberation Movement
- Ability to declare independence from the state.
- Government now chooses: send troops or accept it.
- Battles follow all military battle rules.
- Limits are calculated separately (see Chapter V).
Chapter III. Uprising Points: Why and How to Get Them
Uprising Points (UP) are an indicator of uprising strength.
When 12 UP are gained, rebels can move to next stage.
Main way to gain UP
The main way to gain UP is writing posts. Additional methods are listed below.
There are three categories of "rebel" posts:
- civil support (agitation, propaganda, sabotage, joining previously disloyal masses)
- development (reforms, military and economic development of the region)
- global (foreign) support
General rules:
- Each category has a limit of 6 UP per uprising stage.
- Each post gives 1-2 UP (2 = logical, literate, and well-thought post).
- If Societal Order <20, each post gives 2-3 UP.
- In AFK nation, each post gives 2-3 UP.
Post categories
Civil support
Represents support of the rebel movement among population and describes readiness to fight against established regime under the banner of a specific political movement.
Main methods:
- propaganda (leaflets/newspapers)
- province joining (belongs to this category)
- sabotage/diversions (in context of public resistance)
Important:
- administration calculates UP amount by joined provinces
- maximum for joining is 2 UP
- this value is achievable by joining densely populated and industrially developed regions
- no UP will be given for further province-joining posts
Development
Reflects uprising's ability to strengthen its structures, wage combat, and maintain economic base.
Examples of what may be included:
- military reforms and personnel training
- support of generals who switched to uprising side
- stockpiling arms, building fortified areas
- setting up production and civilian supply
- support from industrial groups
- etc.
Important:
- UP cannot be obtained via in-game actions — only through posts
- category covers both military and economic strengthening of uprising
Global support
Shows support of uprising by foreign states.
The movement needs posts about:
- receiving support and recognition (from middle/great/hegemon powers)
- guarantees of sending volunteers to uprising region
- condemnation and recognition of (il)legitimacy of parties
- etc.
Required post list may vary depending on region and uprising scale.
Additional methods
- Mine control: +1 UP
- Control of more than 2 Provinces with Town Hall and 5 (real) players: +2 UP
- Control of more than 5 densely populated and developed provinces: +2 UP
- Control of an important IRL port: +1 UP
Government counteraction
The second main force in internal conflict is the government. It may be stronger or weaker than uprising. In vulnerable position, the "legitimate" center must resist state collapse. Government may write posts reducing uprising strength. They are split into 4 categories. Each post: from +1 to -2 UP.
1) Preventive measures or "carrot and stick" policy
Surface-level measures, usually effective against small movements.
Examples:
- improving labor conditions
- supporting peasantry
- cultural autonomy
- support of national identity
- information control
- use of economic leverage
2) Active suppression measures
Aggressive and targeted actions.
Examples:
- arresting uprising leaders (within reason)
- mass repression
- strikes against cells
- show trials
- asset freezing
- cutting weapon supplies (if possible)
3) Emergency mechanisms
If uprising is a massive force, head of state may apply extraordinary measures:
Examples:
- mass killings of revolutionaries
- destruction of political prisoners
- general decimation
- burning villages
- forced relocation
- naval blockade
- "famine policy"
- etc.
These measures may greatly reduce movement influence, but can also decrease population loyalty to the government.
Important: this section does not include capture of provinces by government forces through posts — this is forbidden.
4) Foreign aid
This does not cover volunteers/intervention. It refers to larger mechanisms:
- discreditation
- condemnation
- total ban
- etc. (via posts)
Exceptions: special administration reactions to non-standard recognitions/scenarios are possible.
Chapter IV. Skirmishes
Skirmish is an armed conflict on state territory. A 4v4 or 7v7 battle for a skirmish objective. No vehicles/tech.
Skirmish objective is an RP-justified building or location. Port, warehouse, mine, fortifications, railway — it must be on conflict border (provinces) or close to it.
Rules:
- Stage I skirmish: government is defending side.
- Stage II skirmish: government defends once, attacks second time.
- Skirmish takes place within one province.
- Skirmish ends when last soldier of one side dies or attacker timer expires. Skirmish = 15 minutes real time.
Skirmish results:
- If uprising wins: +2 to +3 UP. If loses: -2 to -3 UP.
- If battle was for significant objective (Port, Mine, Railway): small RP consequences for the state.
Chapter V. Force Calculation (LR)
Limits
State manpower in table is total soldier cap. Under specific conditions, uprising cap percentage is calculated from this value. Conditions are the same for any uprising:
Criteria increasing uprising cap:
Economic Points ratio (uprising:state without uprising):
- 1-29% -> +20% LR
- 30-59% -> +35% LR
- 60-100% -> +60% LR
Country Societal Order:
- <20 -> +10% LR
- <8 -> +20% LR
For national liberation movement only:
Distance from uprising borders to Capital:
- 1-2 provinces -> +3% LR
- 3-5 provinces -> +8% LR
- +5 provinces -> +20% LR
Mountains on way to uprising HQ:
- small mountain chain -> +5% LR
- rocky mountains (e.g. Urals, Colorado) -> +12% LR
If uprising is a revolution, add another +20% LR.
Criteria decreasing uprising cap:
Provinces and infrastructure:
- barracks registered within 2-province radius -> -10% LR
- neighboring major city (+5 players, +3 builds) -> -10% LR
- neighboring seaport -> -5% LR
Detailed scheme:
All conditions form Total percent (example: +40% LR), then specific LR is calculated from total state LR (example: 160). 40% of 160 = 64 LR for uprising, government gets 160 - 64 = 96. BUT: government forces cannot be below 30% of total LR.
Example: TSA (Pacific States of America)
General characteristics:
- Controls three provinces: California, Nevada, and Oregon.
- Economic Points: 800 vs 1500 for USA.
- USA Societal Order = 19.
- No infrastructure near TSA.
- USA LR = 100.
LR calculation for national liberation movement:
- Economic Points ratio = 53% (800/1500) -> +35% LR to pool.
- There are at least 7 states between border and US capital -> +20% LR.
- Colorado mountains are between TSA and US capital -> +12% LR.
- USA Societal Order = 19 -> +10% LR. TOTAL: 35 + 20 + 12 + 10 = 77% LR. That is 77 LR out of 100, but government cannot have below 30 -> final is 70 LR uprising vs 30 LR government.
LR calculation for revolution:
- Economic Points ratio = 53% (800/1500) -> +35% LR to pool.
- USA Societal Order = 19 -> +10% LR.
- Revolution -> +20% LR. TOTAL: 35 + 10 + 20 = 65% LR. That is 65 LR out of 100 and 35 LR for government.
In both examples, Economic Points are decisive — i.e. population and development of provinces directly in-game (builds, infrastructure).
Good luck to both sides in resolving the issue! And remember: there is always the language of diplomacy, agreements, and a 105 mm tank shell.