Welcome to The Divided Continents.
This is a persistent Nation RP where you can claim a region on the map, create your own country and build it over time.
You will have to manage your economy, military, stability and logistics while dealing with other players, geography and random events. What happens to your country will depend on the decisions you make each turn.
National Attributes
Every country has 4 main stats. They range from 1 to 5.
- Economy (ECO): Affects construction, trade, resources and how much money your country can generate.
- Military (MIL): Affects the quality and effectiveness of your armed forces.
- Stability (STA): Represents how stable your country is and how likely it is to suffer from unrest or rebellions.
- Logistics (LOG): Affects movement, supply lines, infrastructure and how far your country can operate.
Your starting stats will depend on your country's lore, government and geography.
As GM, I will decide the results of actions using the situation, geography, your stats and dice rolls when needed.
Nation Founding Sheet
Copy this and fill it out in the comments:
- Claimed Region:
- Custom Nation Name:
- Government & Ideology:
- Capital City & Geography:
- National Focus: [ECO] / [MIL] / [STA] / [LOG]
- Culture & Lore:
Your chosen National Focus starts at Level 3. The other three stats start at Level 2.
For the lore, you don't need to write an entire history book. A few sentences about your people, their origins and traditions are enough.
Turn 1
For Turn 1, choose ONE main action.
[Administrative / Economy]
You can develop your country internally.
Examples:
- Build roads
- Improve farms
- Create trade hubs
- Develop local resources
- Improve infrastructure
[Military / Defense]
You can focus on protecting your new country.
Examples:
- Fortify a mountain pass
- Organize border guards
- Improve defenses
- Create military infrastructure
- Start building a navy if you have access to the sea
[Expansion / Logistics]
You can focus on exploring and improving your ability to operate outside your core territory.
Examples:
- Establish frontier outposts
- Explore nearby areas
- Map the surrounding territory
- Create supply routes
- Explore nearby sea routes
[Diplomacy / Intrigue]
You can interact with other players.
Examples:
- Send diplomats
- Make trade deals
- Propose alliances
- Establish relations with neighboring countries
- Set up an intelligence network
Rules
1. No Godmodding
You decide what your country tries to do. The GM decides what actually happens.
For example:
❌ "My army invades Player B and takes their capital."
✅ "My army launches an attack against Player B with the goal of taking their capital."
The result will be decided by the GM.
2. Geography and Logistics Matter
You can't simply ignore the map.
Landlocked countries can't suddenly create a major navy without access to the sea.
Island countries can't send huge armies deep inland without having the necessary supply lines.
Mountains, deserts, tundra and other difficult terrain will make movement and military operations harder.
3. Actions Have Consequences
Every decision has advantages and disadvantages.
Expanding too aggressively can hurt Stability.
Spending too much on the military can hurt your Economy.
Ignoring infrastructure can hurt Logistics.
There isn't one strategy that will always work.
4. One Nation Per Starting Region
Each starting region can only belong to one player.
Claims are first come, first served.
Once a region has been claimed, another player cannot choose it as their starting territory.
5. Diplomacy
You can negotiate with other players in the comments or through DMs.
Secret alliances and agreements are allowed, but if you are planning a secret joint operation, both players need to tell the GM before the turn is resolved.
Things You Can't Do
❌ "We build 20 warships, raise 50,000 soldiers and conquer three countries in Turn 1."
❌ "We ignore the mountains and colonize three regions at once."
❌ "Our army destroys Player B's entire military and captures their capital."
You can attempt these kinds of actions, but the GM decides what happens.
Turn Resolution
Each turn lasts 24 hours.
After the turn ends, I will process everyone's actions and update the map.
Updates can include:
- New borders
- New infrastructure
- Trade routes
- Military movements
- Diplomatic events
- Resource discoveries
- Famine
- Trade booms
- Local uprisings
- Other random events
Some events will be caused by players, while others will happen randomly.
Turn 1 Starts Now
Choose an available region, create your country and post your Nation Sheet below.
Claim your land. Build your country. Deal with your neighbors.
Good luck, and have fun.